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Super noob to editing wiki's, but a big fan of SS13 and the CM game mode, and a lifelong Alien/Predator universe fan. Artist, writer, and sci-fi nerd of the highest caliber.
Super noob to editing wiki's, but a big fan of SS13 and the CM game mode, and a lifelong Alien/Predator universe fan. Artist, writer, and sci-fi nerd of high caliber.


'''vvXENO QUICKSTART WIPvv'''
Sandbox area below
----


{{TGMC}}
=Step 1: How to be the Ultimate Badass=


=Step 1: How to be a Xenomorph=
==Welcome to Basic Training, Marine! Fall in!==
First, open your character preferences and find the '''Xenomorph''' option under Occupation Choices: <br>
 
You've decided to become the hero the corps needs! Good choice, but do you have what it takes?! This quickstart guide should get you started in no time, but first, you need to read the '''[[TGMC:Rules]]'''.
 
We are an MRP (medium role-play) server, meaning that you're expected to acknowledge the roleplaying nature of the game, follow the rules, and at least try and behave like a marine. You don't have to go writing love letters to your sweetheart back home or crying to the psych about your PTSD, but just avoid low-RP shenanigans and excessive memes. While our rules are pretty lenient, that doesn't mean your actions won't have IC (In Character) consequences. Stealing or refusing to listen to orders is against [[TGMC:Marine Law]] and will get the Military Police after you, or maybe a friendly stomping by your fellow marines!
 
If this is your very first time playing Space Station 13, you'll definitely want to read some [[starter guides]] and may want to play a few rounds on a standard SS13 game mode server before jumping in here.
 
==Setting Up==
 
Hold up, recruit! Before you jump into the action, we recommend that you set up your character. Choose 'Setup Character' from the New Player Options tab.
 
[[File:TGMC_Marine_setup_1.png]]
 
*1. Are your standard, basic character options. Choose a name according to our naming policy (Rule 3 precedents) and how you want to look.
*2. These are your preferences for other roles. If you want to play marine, turn these options to No. Survivor is a very challenging role and you can always become a Xenomorph later after you die, using the Join As Larva option. See the [[TGMC:Xeno_Quickstart_Guide|Xeno Quickstart Guide]] for more info on that.
 
[[File:TGMC_Marine_setup_2.png|500px]][[File:TGMC_Marine_roles.png|500px]]
 
You may also take a look at the marine '''role preferences''' list, but if this is your first game we recommend that you go as the standard [[TGMC:Squad Marine.]] They are t:the necessary backbone of any military operation and thanks to our modified '''skill''' system, also extremely versatile.
 
When you're done, either click the '''ready''' button or click Join TGMC if the round has already started and pick 'squad marine' from the bottom of the list.
 
2. Wake-up, prep, and basics (HUD)
 
=Step 2: Man, this floor is freezing!=
 
[[File:TGMC_Cryo_wakeup.png|600px]]<br>
<br>
<br>
[[File:TGMC_Xeno_Select.png]] <br>
You've just woken from cryo, probably alongside your teammates. What are you waiting for, breakfast in bed?! You will be almost naked, hungry and most likely confused, but don't worry, baldie—the engineers counted on that when designing the ship.
 
First, find the important message in your chat box to the right. This is your '''squad assignment''', role, and who your direct superior is in the chain-of-command. Unless you picked a preferred squad in your preferences, you'll be assigned randomly. As you can see, there are four colored lines to guide you. In this example, we've been assigned to Delta squad. That means we follow the blue line down. Your squad color is indicated by the squad name's text in the squad assignment message:
*<span style="color:#FF0000">'''red for Alpha squad'''</span>
*<span style="color:#FFD700">'''yellow for Bravo squad'''</span>
*<span style="color:#BA55D3">'''purple for Charlie squad'''</span>
*<span style="color:#36c">'''blue for Delta squad'''</span>.<br>
===Chow===
[[File:TGMC_Canteen.png|right]] Follow your squad's line up or down to the canteen for some breakfast, recruit, because hungry marines move slower. There are two canteens on the port and starboard sides of the ship. Walk up to one of the vendors and dispense your preferred dish. Pick it up by clicking on it, then click on yourself to take a bite.<br>
<br>
<br>
Now save, ready up, and you have a chance to spawn in as a Xeno larva at round start (or the [[TGMC:Queen|Queen]] if you chose Yes to the Queen option, but don't do that until you've gotten some experience.)
Your hunger is indicated by this little icon to your right: [[File:DMCA Hunger.png]]<br>It has four stages in total: orange for '''starving''', yellow for '''hungry''', no icon for '''full''', and gray for having '''over-eaten'''. The starving and hungry states will slow you down, and as of now, overeating has no effects on gameplay besides your appearance.
It might take several of these to fill you up as you've been in cryosleep for a good while, but shovel it down, recruit! We haven't got all day!
 
==Gearing Up==
[[File:TGMC_Squad_prep.png|300px|right]] After you've had your chow, keep following your squad's colored line on the floor and hustle to your '''squad prep room'''. Each squad has their own. Inside, you'll see Squad Marine lockers on one side of the aisle, and separate rooms for specific roles on the other. Walk up to one of the Squad Marine locker areas.
 
[[File:TGMC_Marine_Vendor.png]]The '''GHMME Automated Closet''' will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments.


If you didn't get a slot on the Xenomorph team, or if the round has already started, you can attempt to join later in the round as:
For your first deployment, dispense the standard-issue kit, marked in '''white'''. For a squad marine, that's your uniform, gloves, boots, boot-knife, earpiece, and helmet but you'll need more gear before you're ready to go. The recommended choices for armor, pouches, and attachments are marked in '''orange''' will serve you just fine for your first drop and hopefully bring your rookie ass home alive.
*burrowed larvae - burrowed larva are unused larva that have SSD'd and can be spawned into
*living alien - can take over a living alien if one is available (has been SSD for long enough.)
Or set your '''Toggle Special Roles''' to 'Xenomorph' in the game under the '''Preferences tab'''. This will allow you to spawn/respawn in an ongoing game if a larva becomes available, even if you previously played as a marine and died or entered cryostasis.


=Step 2: Oh God, I'm a Worm! Now What?=
After dispensing it, pick up each piece and either press the default equip hotkey 'E' to equip it to the correct slot, or click on the correct slot while it's in your hand. Good grief, recruit, here's some advice: your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie?
You spawn in as a newborn Larva near your [[TGMC:Queen|Queen.]] Stay in a safe location—Larva are weak and have no attack, but are also fast and agile. You can freely move across window panes and squeeze under unbolted and un-welded doors by clicking on the door.
[[file:LarvaTGMC.png]]
Take this time while you grow to familiarize yourself with the '''Xenomorph HUD''' and the Info/Text panels on the right. This guide will only cover what's different about the Xenomorph HUD from the marine and standard SS13 HUD. If you're totally unfamiliar with the SS13 interface, you'll definitely want to read some [[Starter_guide|starter guides]] and may want to play a few rounds on a standard SS13 game mode server before jumping in here.<br>


==The Xenomorph HUD==
[[File:TGMC_Weapons_Rack.gif]]The '''Automated Weapons Rack''' opposite the closet supplies the most important and beloved equipment: your firepower.<br>
The image to the right shows the Xenomorph game screen. The HUD icons are highlighted and explained below. Note that as a larva, you'll only have ''some'' of these HUD icons.
Open it up and be both ''intimidated'' and ''aroused'' by the long list of state-of-the-art weaponry the Corps has graciously provided you.
[[File:TGMC_XenoHUD.png|500px|right]]
 
#'''Xenomorph Abilities''' - These buttons across the top of the screen are your abilities. All Xenomorphs have the rest ability, which is used on weeds to recover health and plasma much faster, and all except the larva have the regurgitate ability to throw up any hosts they have devoured.
Go with the standard issue and dispense one '''M41A1 Pulse Rifle''' and '''6 M41A1 Magazines (10x24mm)'''. Pick up your rifle and a magazine and, with the mag in your active hand, click on your rifle to load it. If you picked the default attachments, just get them in your hand and click on your rifle while holding it. A circle timer will appear above your head as you attach them to your weapon. Attach the magnetic harness, extended barrel, and angled grip one at a time. Now your rifle is ready to go. Press the hotkey '''E''' or click on your suit storage slot to stow your rifle. (Note - The magnetic harness will return your rifle to your suit storage in the event you drop it. This is a very useful tool, as you '''''will''''' drop it at some point.)
#'''Plasma Level''' - Plasma is used for all Xeno abilities. It regenerates quickly on weeds and much more slowly off of weeds, and can be replaced by certain classes such as the [[TGMC:Drone|Drone]].
 
#'''Queen Locator''' - Points to where the [[TGMC:Queen|Queen]] is (in a general area, not perfectly accurate.)
As you can see, there is a large variety of primary and secondary weapons. It's also possible to store a weapon on your '''back slot''' if you don't have a backpack or satchel, or choose one of the many belt or shoulder holsters for secondary weapons. You can explore these options once you have a grasp of the basics, recruit, so don't worry about them now.
#'''Health''' - Your health. When it drops to zero, you'll collapse into a critical state and will bleed out unless you're on weeds or an ally drags you onto them.
 
#'''Night-Vision Eye''' - Xenomorphs have perfect night-vision. Click this eye to toggle night-vision on and off to see the surrounding darkness.<br>
This is your basic kit for this operation, and now we're going to switch to something very important, your '''Screen Interface and Heads-up-Display'''.
#:''The buttons on the lower right corner and bottom are the same as their standard SS13 counterparts.''
 
#'''Throw, Drop Buttons'''- Function the same as SS13. Default hotkeys are 'R' for throw and 'delete' for drop.
==Screen Interface and HUD==
#'''Body-part Target Selection''' - Very important for targeting specific enemy body parts such as limbs or eyes. Different attack types can have different effects, such as the Ravager's charge tearing off hands, feet, arms, etc.. if they are targeted.
The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences.
#'''Intent State Buttons''' -  Safe (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Xenos rely on the disarm intent (default hotkey 2) to keep their captives down without harming them. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
[[File:TGMC_MarineHUD.png|500px|right]]
#'''Hunt/Stalk (Run/Walk) Toggle''' - Basic run/walk state for Xenomorphs. Hunt and stalk confer no other abilities or bonuses.
#'''Gear Buttons''' - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon.
#'''Resist Button''' - An important button to remember when you're on [[User:Karkinos#Fire|fire]]! Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
#'''Ammo Counter''' - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds.
#'''Right/Left Hand Selection''' - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand and perform tackles or slashes while you drag your target.
#'''Internals and Vital Signs''' - The internals button is the same as in standard SS13, though you will use it rarely on the TGMC server as the atmosphere mechanic is very limited. You may be asked to use it during surgery. Your '''vital signs indicator''' is very important and will change as you receive injuries.
#'''Hunger''' - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.<br>
#:''With the exception of section 6 (weapon buttons,) all of the buttons and inventory slots across the bottom of the screen are the same as their standard SS13 counterparts.''
#'''Body, Action, and Intent Buttons:'''
#*'''Throw, Drop Buttons''' - Function the same as SS13. Default hotkeys are 'R' for '''throw''', 'delete' for '''drop''', and 'B' for '''resist'''.
#*'''Body-part Target Selection''' - Very important for targeting specific enemy body parts such as limbs or eyes.
#*'''Intent State Buttons''' -  Safe (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Xenos rely on the disarm intent (default hotkey 2) to keep their captives down without harming them. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
#*'''Run/Walk Toggle''' - Toggles the running or walking state.
#*'''Resist Button''' - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on '''fire!''' Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
#'''Weapon Action Buttons''' - These are very important and will allow you to do several different things with your currently equipped weapon. Moving clockwise from the top-left, they are:
#*'''Toggle rail flashlight''' - Toggles whatever attachment is on the top rail of your weapon, including a scope or rail flashlight. Note that Smartguns have an attached rail light by default, and M4RA Battle Rifles and certain other weapons come with scopes attached.
#*'''Use unique action''' - (Default hotkey: Space Bar) Activates the unique action for your weapon. Very important for '''shotguns''' as you will pump the pump-action to chamber a new round after you fire.
#*'''Toggle fire mode''' - Switches the firing mode for your weapon, cycling through semi-auto, burst, automatic, and auto-burst if the weapon has these.
#**Semi-auto - One click, one shot. Holding mouse button 1 will not fire more.
#**Burst - One click, one burst of 3 rounds or more (up to 5 more if the weapon has a Burst-Fire Adapter attached.)
#**Automatic - Full-auto glory. Hold mouse button 1 and the weapon will continue to fire until empty, even while you move.
#**Auto-Burst - Hold mouse button 1 and the weapon will continuously fire bursts as fast as it's firing rate allows.
#*'''Activate weapon attachment''' - Activates any under-barrel weapon attachment such as grenade launchers, flamethrowers, or masterkey shotguns.
#*'''Eject magazine''' - Ejects the currently loaded magazine from the weapon. Remember that one round will still remain loaded in the chamber, and you can press 'Use Unique Action' to eject this chambered round.
#'''Pockets''' - When wearing a uniform, these slots are your right and left pockets. '''Pouches''' also go here, as you can see the flare and first-aid pouches attached in the screenshot.
#'''Right/Left Hand Selection''' - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground.
#'''Back, Belt, and ID Slots''' - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot.
#'''Body Inventory Slots''' - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot.


==Tabs==
==Tabs==
===Stats Tab===
Many of the tabs in the top right window are similar to standard SS13, and only the notable differences will be covered here. Explore the rest of the tabs and buttons to learn their functions.
 
===Stats===
*Ping - Your current and average ping in milliseconds
*Operation Time - How long the current round has been going in hours and minutes. Note that the operation always starts at 12:00, so 12:05 means the round has been going for five minutes.
*Operation Time - How long the current round has been going in hours and minutes. Note that the operation always starts at 12:00, so 12:05 means the round has been going for five minutes.
*Current Map - The current map being played.
*Current Map - The current map being played.  
*'''Evolution''' progress - Once this number reaches the current maximum, you may be able to '''evolve''' into a new caste of higher-tier Xenomorph. These slots are limited, so evolving may not be possible, or you may not want to evolve due to your own preference or the needs of the hive.
*Current Ship - The current ship for the Marine team. Normally the TGS Theseus, but may change in different game modes.
*'''Upgrade''' progress - Once this number reaches the current maximum, your Xenomorph will upgrade to the next '''growth level'''. This is different from evolving into a new caste and simply improves the stats of your current caste, usually health, plasma, and damage for example. The growth levels in order are young, mature, elder, and ancient.
*Time Dilation - The active time dilation. Not currently used on the TGMC server.
*Plasma - Shows your current level of plasma, used for abilities.
*Slashing of hosts is currently - This is an important rule to follow that the Queen can set to PERMITTED (ALLOWED), LIMITED (RESTRICTED-LESS DAMAGE), or FORBIDDEN. This rule usually reflects the hive's numbers and the state of the round. If the Xenomorphs are handily winning with lots of available larva, it will usually be set to PERMITTED allowing you to kill hosts instead of try to capture them.<br>
===Alien Tab===
*Crawl through vent - clicking this will make your Xenomorph enter the nearest vent within one tile space. It takes five seconds, and only small types of Xenomorph can enter vents. To leave a vent, simply move to the end of a vent or pipe network and you will see a message that your Xenomorph is climbing out of the vent. This also takes a few seconds. Be careful that you don't accidentally exit a vent in a dangerous area.
*'''Evolve''' - How you evolve to another tier of Xenomorph when your '''evolution progress''' number is at maximum.
*Hive Status - Shows the number, type, location, and names (number designations) of all living Xenomorphs as well as larva and burrowed larva. It's important to pay attention to this to cooperate best with your hive.
*Toggle Middle/Shift Clicking - this is important and will change how your selected abilities activate. Shift-clicking means the ability activates when you hold shift and click on the target tile. Middle-mouse means you middle-mouse click on the target tile. You may want to make sure this is set to your preference after evolving to a new tier of Xenomorph.
*Toggle Xeno Status HUD - Turns the Xeno HUD overlay on the sprites in the game area on or off, showing each Xeno's health and plasma levels.<br>
==Communication==
Hivemind is the chat that all Xenomorphs can see, usable with ''':a'''. You will occasionally get messages directly from the Queen as well as the results of her telepathic scan showing the number of living enemies remaining.<br>


=Step 3: Time to Evolve=
===Preferences===
Stay alive and safe until your '''evolution progress''' reaches 100. You can evolve into a tier 1 even if the Queen is not on her ovipositor (which normally halts evolution progress.) Ask your Queen and check the '''hive status''' if the hive needs you to evolve into something specific. If not, choose a tier 1 role, or if you have a desired role of a higher tier, choose towards that evolution path.<br>
Many options can be changed in this tab. You can also change your '''game preferences''' which includes your character setup and keybinds, normally accessible from the pre-game lobby menu.
==Tier 1 Xenomorph Overview==
 
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" class="wikitable sortable"
===Weapon===
! scope="col" style="background-color:lightblue;" width=200|Caste
Most of the buttons in this tab can be accessed by the weapon buttons on the bottom right of your game screen. The unique ones that cannot are:
! scope="col" class="unsortable" style="background-color:lightblue;" |Role
! scope="col" style="background-color:lightblue;" width=100|Difficulty
|-
!{{anchor|Drone}}[[File:Wiki_Images.png|128px|link=TGMC:Drone|Drone]]<br>[[TGMC:Drone|Drone]]
|Sustain the hive by creating defences and weeds, and planting eggs. Evolves from [[#Larva|Larva]]; evolves into [[#Carrier|Carrier]], [[#Hivelord|Hivelord]] or [[#Queen|Queen]].
!<span style="display: none;">a</span>Intermediate
|-
!{{anchor|Defender}}[[File:DefenderTGMC.png|128px|link=TGMC:Defender|Defender]]<br>[[TGMC:Defender|Defender]]
|Be a living shield. Evolves from [[#Larva|Larva]]; evolves into [[#Warrior|Warrior]].
!<span style="display: none;">a</span>Easy
|-
!{{anchor|Runner}}[[File:RunnerTGMC.png|128px|link=TGMC:Runner|Runner]]<br>[[TGMC:Runner|Runner]]
|Harrass groups, and abduct or kill solitary Marines. Evolves from [[#Larva|Larva]]; evolves into [[#Hunter|Hunter]].
!<span style="display: none;">a</span>Hard
|-
!{{anchor|Sentinel}}[[File:SentinelTGMC.png|128px|link=TGMC:Sentinel|Sentinel]]<br>[[TGMC:Sentinel|Sentinel]]
|Subdue threats with neurotoxin, and prevent hosts from escaping the hive. Evolves from [[#Larva|Larva]]; evolves into [[#Spitter|Spitter]].
!<span style="display: none;">a</span>Intermediate
|-
|}
==Xenomorph Evolution Diagram==
[[File:TGMC_Evolution_Diagram-currentver1.png|800px]]<br>
Read the [[TGMC:Xenomorph_Castes|Xenomorph Castes]] page for more information on each type of Xenomorph.
==Roleplaying Guidelines==
This is a MRP (medium role-play) server and we are not solely dedicated to Aliens lore. That said, the Xenomorphs themselves have some RP requirements. According to lore, they are a hive-mind that show considerable (and ultimately unknown) levels of intelligence. They are extra-terrestrial Parasitoids with a reproductive strategy centered around a queen as well as other morphological abilities depending on the circumstance.
* Playing a Xenomorph, you must understand your role and work together as a hive.
* Some roles have more autonomy than others, but a direct command from the queen should '''always''' be obeyed.
* As stated, Xenomorphs have an as-yet unknown level of intelligence. This not only allows for complex tactics to be used, but can lead to some fun RP opportunities if the situation permits.
* Refer to the [[TGMC:Rules|rules]] if you have any other questions.
=Step 4: Combat=
==Play Your Role!==
Through play experience and reading this wiki, you'll learn the different hive castes and roles. Each role is a critical part of a victorious hive and it's important you understand your role, try and play it to the best of your ability, and cooperate. Teamwork is always the backbone of any victory! Here are some basics to get you started:
===Melee===
[[file:Xeno_Charge.png]]
'''Specialists:''' [[TGMC:Runner|Runner]], [[TGMC:Hunter|Hunter]], [[TGMC:Warrior|Warrior]], [[TGMC:Ravager|Ravager]]<br>
[[file:Crest_defense.png]]
'''Secondary''' [[TGMC:Defender|Defender]], [[TGMC:Crusher|Crusher]], [[TGMC:Praetorian|Praetorian]]<br>
<br>
All aliens can melee, but some have special strengths in this area. This type of fighting requires good accuracy with the mouse, positioning with your keyboard, and a constant situational awareness so you don't get caught and killed. Most melee-focused aliens are glass cannons, and it's always smart to play them as such. It's also important you heed the Queen's orders of whether killing hosts is permitted or not.
The important aspects of melee are slashing (clicking on your target with harm/1 intent selected while adjacent,) tackling (using a '''pounce''' ability or the tackle/2 intent,) and dragging (using the grab/3 intent or ctrl+clicking on a target.) You can also tackle or slash ''while'' you drag by switching hands and clicking on your captive. <br>


The art of click-fu in the SS13 game engine is a complex topic all on it's own, but the best way to learn is to play, practice, and ask questions.
*Field Strip Weapon - Remove a selected attachment from the weapon you're currently holding.
===Ranged===
*Toggle Ammo HUD - Toggles the on-sceen ammo counter on or off.
[[file:Xeno_spit.png]]
'''Specialists:''' [[TGMC:Sentinel|Sentinel]], [[TGMC:Spitter|Spitter]], [[TGMC:Boiler|Boiler]], [[TGMC:Praetorian|Praetorian]], [[TGMC:Queen|Queen]]<br>
[[file:Throw_hugger.png]]
'''Secondary''' [[TGMC:Carrier|Carrier]]<br>
<br>
Ranged attacks for the Xenomorphs include '''neurotoxic spit''', '''acid spit''', and '''acid spray.''' These attacks are somewhat simpler than melee in you simply shift/middle-click on your target unit or tile to fire your ranged ability. Neurotoxin produces stun-like effects which can build up over time to cause an overdose and down a marine, while acid causes immediate burns and is more dangerous with a potential to kill.
As a ranged Xenomorph, you are very important to support and assist your melee classes, act as constant harassment and damage, and in the case of the boiler, controlling key areas and breaking sieges.<br>
Note - The Carrier is technically a ranged class since its main ability is throwing facehuggers (and it should be played with similar care) but its position and engagement are often different. The carrier has a unique playstyle of its own that takes time to learn.<br>
===Support===
[[file:Plant_weeds.png]]
'''Specialists:''' [[TGMC:Drone|Drone]], [[TGMC:Hivelord|Hivelord]]<br>
[[file:Emit_pheromones.png]]
'''Secondary''' [[TGMC:Sentinel|Sentinel]], [[TGMC:Carrier|Carrier]], [[TGMC:Crusher|Crusher]], [[TGMC:Defiler|Defiler]]<br>
<br>
The Drone and Hivelord are the primary support roles, meaning they construct and maintain the hive, eggs, hosts, and fortifications, tunnels, or other defenses at forward positions. Secondary supports can assist with these roles or provide special abilities to the Xenomorph team, such as the Crusher's ram and Defiler's smokescreen. These roles may not provide the constant stimulation of combat, but they're absolutely vital, offering unique gameplay and rewarding creativity.


==Capturing and Hive Mechanics==
==Marine Status Icons==
[[file:TGMC_Xeno_hive.png]]
Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states.
===Capturing Hosts===
[[file:TGMC_Slash_drag.png|thumb|right]]
So you've slashed, tackled, spit, or otherwise grabbed yourself a captive, and now you need to bring them back to the hive. You can do this by '''dragging''' them or '''devouring''' them (grab them with grab intent/3, then click on your Xeno sprite and stand still.) Devouring allows you to move faster, but your captive will die if they're in your stomach for too long.<br>
If you're a combat class, you'll probably have at least one drone or sentinel that will take your captive from you, but it's important to know how to do things yourself if you have to.<br>
===How the Hive Works===
The [[TGMC:Queen|Queen]] lays eggs from her ovipositor which must be planted by a support caste to grow. Once they mature, they will open whenever a viable host is near (or if opened by a Xenomorph) and a facehugger will pop out. Only the [[TGMC:Drone|Drone]], [[TGMC:Hivelord|Hivelord]], [[TGMC:Carrier|Carrier]], and [[TGMC:Queen|Queen]] can move/plant eggs and pick up facehuggers. All other Xenomorph classes can only open eggs but not pickup the huggers they spawn. If you are not one of these support classes, you must drag your captive to a nest with an egg nearby, or drag them past an egg, allowing the hugger to hatch and infect them, then drag them to a nest. To nest them, drag them onto the nest and click-drag them to secure.<br>
Note - A hugger will leap much farther if a host is walking towards an egg. If you're dragging one, you'll have to drag them onto the egg tile for the hugger to attach.
===Hive Security===
Hosts can break out of their nest if they're not too wounded, and this can pose a potentially serious threat to the Queen and hive. They should be guarded as closely as possible until they burst. This can be done by building walls and doors around nested hosts to isolate them, laying down sticky resin, and of course staying nearby to keep an eye on them. This is an important job of the drones, sentinels, and hivelords, and can play a pivotal role in growing the hive's numbers.<br>
'''Larval growth serum''' is also a critical mechanic to remember. The Queen, Drones, and Defilers have the ability to inject impregnated hosts with a larval growth serum that greatly increases the growth rate of the gestating larva, reducing the time before the host bursts. Be sure you are using this ability.
<br>


==Important Combat Mechanics==
===Rank Icons===
===Weeds===
'''Squad Ranks*'''<br>
[[file:TGMC_Weed_node.gif|50px|right]]
[[File:TGMC_HUD_squad_leader.png]]Squad Leader<br>
Weeds are the Xenomorph infestation that spreads along the ground and walls from '''purple sacs''' (planted weed nodes,) and they are a critically important aspect of the Xenomorph team. The [[TGMC:Queen|Queen]], [[TGMC:Drone|drones]], [[TGMC:Hivelord|hivelords]], and [[TGMC:Defiler|defilers]] are the only classes that can plant weeds, adding further importance to these support roles.
[[File:TGMC_HUD_squad_spec.png]]Squad Specialist<br>
Without weeds, a Xenomorph will not heal, and if wounded to critical, will bleed out and die unless dragged onto weeds. Plasma will regenerate off weeds, but at a very slow rate compared to on weeds. This makes weeds in a forward area absolutely vital to the success of any Xenomorph team, so make sure as a support caste you're constantly weeding on and around the front lines while keeping yourself safe.<br>
[[File:TGMC_HUD_squad_SG.png]]Squad Smartgunner<br>
[[File:TGMC_HUD_doctor_medic.png]]Squad Corpsman (Medic)<br>
[[File:TGMC_HUD_squad_eng.png]]Squad Engineer<br>
[[File:TGMC_HUD_squad_marine.png]]Squad Marine<br>
[[File:TGMC_HUD_tanker.png]]Tank Commander<br>
''*Note - These icons will be the colors of their respective squads''<br>
'''Command and Ship Personnel Ranks'''<br>
[[File:TGMC_HUD_captain.gif]]Captain<br>
[[File:TGMC_HUD_FC.png]]Field Commander<br>
[[File:TGMC_HUD_XO.png]]Executive Officer(XO)<br>
[[File:HUDSO.png]]Staff Officer<br>
[[File:TGMC_HUD_PO.png]]Pilot Officer<br>
[[File:TGMC_HUD_CSE.png]]Chief Ship Engineer<br>
[[File:TGMC_HUD_doctor_medic.png]]Chief Medical Officer<br>
[[File:TGMC_HUD_CMP.png]]Command Master at Arms(MP)<br>
[[File:TGMC_HUD_REQ.png]]Requisitions Officer<br>
[[File:TGMC_HUD_synth.png]]Synthetic<br>
[[File:TGMC_HUD_CL.png]]Corporate Liaison<br>
===Health/Status Icons===
[[File:TGMC_HUD_kd.gif]]Stagger, Stunned, Knocked Down<br>
[[File:TGMC_HUD_unconKO.gif]]Knocked out/Unconscious<br>
[[File:TGMC_HUD_dead.gif]]Dead!<br>
After a Marine is '''dead''', they will show three different defibrillation states, yellow, orange, or red:<br>
[[File:TGMC_HUD_defib1.gif]][[File:TGMC_HUD_defib2.gif]][[File:TGMC_HUD_defib3.gif]] These represent how long a marine has been dead, and a decaying timer before they can no longer be revived. If the icon is orange or red, they may suffer brain damage or other conditions if they are revived.


===Fire{{Anchor|Fire}}===
==Communication[[File:TGMC_Radio.png]]==
[[file:TGMC_Flame_death.png|200px|right]]Fire hurts, especially '''young''' Xenos and certain types. There are three types of fire: normal, blue flame (X-type fuel) and green flame (B-type fuel.) Blue flame burns hotter, doing more damage, and green flame disperses in a large arc from where it's fired but does less damage. If you catch fire, '''RUN''' to safety and try to run towards teammates and/or weeds if you can. Press '''resist''' to roll on the ground and put yourself out. You can put out others on fire by switching to help state (1-green) and clicking on their sprite.<br>
You must have an earpiece, headset, station-bounced radio, or be speaking into an activated intercom to communicate. Radio controls are similar to standard SS13, with the default hotkeys being '''T''' for chat, '''O''' for OOC chat, and '''M''' for 'me,' the verb/emote chat. Press '''T''' to open the chat box and type ''';''' to speak on your radio's default channel. Different headsets have different available frequencies (channels) and some can be tuned to whatever frequency the user needs. Examine your headset to see what channels are available to you. Note - :h is usually the common frequency that everyone can see.


===Darkness===
'''Pay attention''' to the chat box on the right side of your game window! It shows all communication in the game, and if you ignore it, you're going to find a commander's boot up your butt real fast, marine!
[[file:TGMC_Darkness.png|200px|right]] Darkness is your friend! Xenomorphs have perfect night vision that can be toggled on and off to see what's visible to marines. Use this darkness to your advantage—smash lights, melt flares, destroy power generators, and skulk just out of visual range until you strike. This is especially important for ranged classes which often have a maximum range that's outside of a marine's visual light radius. Keep in mind that marines have their own ability to see in the dark. Smartgunners, specialists, and certain other classes have nightvision that's just as powerful as yours, so always remain cautious even if you think you're safe in the dark.


===Vents===
=Step 3: Preparing for Battle=
[[File:TGMC_Vents.png|100px|right]]
Under the Alien tab, there's an option that says ''''crawl through vent.'''' Clicking this within one space of a vent tile will allow you to enter the vent after a short delay (4 seconds.) While in a vent, you can see the network of underground atmosphere pipes that run throughout the map. These pipes have their own unique layout in each map, and you'll have to learn them by exploration. You can't be seen or hurt while in a vent, but you do make noises and can be picked up by scanners.<br>
Use vents to scout the map in safety, gain access to restricted areas, and ambush unsuspecting targets. Note that vents can also be welded shut by a marine with a welder, making them impassable. Xenomorphs currently cannot break these welds.


==Conclusion==
==The TGS Theseus==
This ends the Quickstart guide. Armed with this knowledge, you should be well on your way to terrorizing and consuming all life in the known universe. Be sure to read each Xenomorphs' individual wiki page for a detailed explanation of their abilities and tactics, and be sure to '''have fun''' while you play and learn. TGCM can be very difficult and frustrating at times, but stick with it and you'll be rewarded with one of the most unique game experiences out there.

Текущая версия от 00:23, 16 сентября 2019

Super noob to editing wiki's, but a big fan of SS13 and the CM game mode, and a lifelong Alien/Predator universe fan. Artist, writer, and sci-fi nerd of high caliber.

Sandbox area below


Step 1: How to be the Ultimate Badass[править | править код]

Welcome to Basic Training, Marine! Fall in![править | править код]

You've decided to become the hero the corps needs! Good choice, but do you have what it takes?! This quickstart guide should get you started in no time, but first, you need to read the TGMC:Rules.

We are an MRP (medium role-play) server, meaning that you're expected to acknowledge the roleplaying nature of the game, follow the rules, and at least try and behave like a marine. You don't have to go writing love letters to your sweetheart back home or crying to the psych about your PTSD, but just avoid low-RP shenanigans and excessive memes. While our rules are pretty lenient, that doesn't mean your actions won't have IC (In Character) consequences. Stealing or refusing to listen to orders is against TGMC:Marine Law and will get the Military Police after you, or maybe a friendly stomping by your fellow marines!

If this is your very first time playing Space Station 13, you'll definitely want to read some starter guides and may want to play a few rounds on a standard SS13 game mode server before jumping in here.

Setting Up[править | править код]

Hold up, recruit! Before you jump into the action, we recommend that you set up your character. Choose 'Setup Character' from the New Player Options tab.

  • 1. Are your standard, basic character options. Choose a name according to our naming policy (Rule 3 precedents) and how you want to look.
  • 2. These are your preferences for other roles. If you want to play marine, turn these options to No. Survivor is a very challenging role and you can always become a Xenomorph later after you die, using the Join As Larva option. See the Xeno Quickstart Guide for more info on that.

You may also take a look at the marine role preferences list, but if this is your first game we recommend that you go as the standard TGMC:Squad Marine. They are t:the necessary backbone of any military operation and thanks to our modified skill system, also extremely versatile.

When you're done, either click the ready button or click Join TGMC if the round has already started and pick 'squad marine' from the bottom of the list.

2. Wake-up, prep, and basics (HUD)

Step 2: Man, this floor is freezing![править | править код]



You've just woken from cryo, probably alongside your teammates. What are you waiting for, breakfast in bed?! You will be almost naked, hungry and most likely confused, but don't worry, baldie—the engineers counted on that when designing the ship.

First, find the important message in your chat box to the right. This is your squad assignment, role, and who your direct superior is in the chain-of-command. Unless you picked a preferred squad in your preferences, you'll be assigned randomly. As you can see, there are four colored lines to guide you. In this example, we've been assigned to Delta squad. That means we follow the blue line down. Your squad color is indicated by the squad name's text in the squad assignment message:

  • red for Alpha squad
  • yellow for Bravo squad
  • purple for Charlie squad
  • blue for Delta squad.

Chow[править | править код]

Follow your squad's line up or down to the canteen for some breakfast, recruit, because hungry marines move slower. There are two canteens on the port and starboard sides of the ship. Walk up to one of the vendors and dispense your preferred dish. Pick it up by clicking on it, then click on yourself to take a bite.


Your hunger is indicated by this little icon to your right: Файл:DMCA Hunger.png
It has four stages in total: orange for starving, yellow for hungry, no icon for full, and gray for having over-eaten. The starving and hungry states will slow you down, and as of now, overeating has no effects on gameplay besides your appearance. It might take several of these to fill you up as you've been in cryosleep for a good while, but shovel it down, recruit! We haven't got all day!

Gearing Up[править | править код]

After you've had your chow, keep following your squad's colored line on the floor and hustle to your squad prep room. Each squad has their own. Inside, you'll see Squad Marine lockers on one side of the aisle, and separate rooms for specific roles on the other. Walk up to one of the Squad Marine locker areas.

The GHMME Automated Closet will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments.

For your first deployment, dispense the standard-issue kit, marked in white. For a squad marine, that's your uniform, gloves, boots, boot-knife, earpiece, and helmet but you'll need more gear before you're ready to go. The recommended choices for armor, pouches, and attachments are marked in orange will serve you just fine for your first drop and hopefully bring your rookie ass home alive.

After dispensing it, pick up each piece and either press the default equip hotkey 'E' to equip it to the correct slot, or click on the correct slot while it's in your hand. Good grief, recruit, here's some advice: your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie?

The Automated Weapons Rack opposite the closet supplies the most important and beloved equipment: your firepower.
Open it up and be both intimidated and aroused by the long list of state-of-the-art weaponry the Corps has graciously provided you.

Go with the standard issue and dispense one M41A1 Pulse Rifle and 6 M41A1 Magazines (10x24mm). Pick up your rifle and a magazine and, with the mag in your active hand, click on your rifle to load it. If you picked the default attachments, just get them in your hand and click on your rifle while holding it. A circle timer will appear above your head as you attach them to your weapon. Attach the magnetic harness, extended barrel, and angled grip one at a time. Now your rifle is ready to go. Press the hotkey E or click on your suit storage slot to stow your rifle. (Note - The magnetic harness will return your rifle to your suit storage in the event you drop it. This is a very useful tool, as you will drop it at some point.)

As you can see, there is a large variety of primary and secondary weapons. It's also possible to store a weapon on your back slot if you don't have a backpack or satchel, or choose one of the many belt or shoulder holsters for secondary weapons. You can explore these options once you have a grasp of the basics, recruit, so don't worry about them now.

This is your basic kit for this operation, and now we're going to switch to something very important, your Screen Interface and Heads-up-Display.

Screen Interface and HUD[править | править код]

The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences.

  1. Gear Buttons - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon.
  2. Ammo Counter - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds.
  3. Internals and Vital Signs - The internals button is the same as in standard SS13, though you will use it rarely on the TGMC server as the atmosphere mechanic is very limited. You may be asked to use it during surgery. Your vital signs indicator is very important and will change as you receive injuries.
  4. Hunger - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.
    With the exception of section 6 (weapon buttons,) all of the buttons and inventory slots across the bottom of the screen are the same as their standard SS13 counterparts.
  5. Body, Action, and Intent Buttons:
    • Throw, Drop Buttons - Function the same as SS13. Default hotkeys are 'R' for throw, 'delete' for drop, and 'B' for resist.
    • Body-part Target Selection - Very important for targeting specific enemy body parts such as limbs or eyes.
    • Intent State Buttons - Safe (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Xenos rely on the disarm intent (default hotkey 2) to keep their captives down without harming them. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
    • Run/Walk Toggle - Toggles the running or walking state.
    • Resist Button - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on fire! Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
  6. Weapon Action Buttons - These are very important and will allow you to do several different things with your currently equipped weapon. Moving clockwise from the top-left, they are:
    • Toggle rail flashlight - Toggles whatever attachment is on the top rail of your weapon, including a scope or rail flashlight. Note that Smartguns have an attached rail light by default, and M4RA Battle Rifles and certain other weapons come with scopes attached.
    • Use unique action - (Default hotkey: Space Bar) Activates the unique action for your weapon. Very important for shotguns as you will pump the pump-action to chamber a new round after you fire.
    • Toggle fire mode - Switches the firing mode for your weapon, cycling through semi-auto, burst, automatic, and auto-burst if the weapon has these.
      • Semi-auto - One click, one shot. Holding mouse button 1 will not fire more.
      • Burst - One click, one burst of 3 rounds or more (up to 5 more if the weapon has a Burst-Fire Adapter attached.)
      • Automatic - Full-auto glory. Hold mouse button 1 and the weapon will continue to fire until empty, even while you move.
      • Auto-Burst - Hold mouse button 1 and the weapon will continuously fire bursts as fast as it's firing rate allows.
    • Activate weapon attachment - Activates any under-barrel weapon attachment such as grenade launchers, flamethrowers, or masterkey shotguns.
    • Eject magazine - Ejects the currently loaded magazine from the weapon. Remember that one round will still remain loaded in the chamber, and you can press 'Use Unique Action' to eject this chambered round.
  7. Pockets - When wearing a uniform, these slots are your right and left pockets. Pouches also go here, as you can see the flare and first-aid pouches attached in the screenshot.
  8. Right/Left Hand Selection - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground.
  9. Back, Belt, and ID Slots - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot.
  10. Body Inventory Slots - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot.

Tabs[править | править код]

Many of the tabs in the top right window are similar to standard SS13, and only the notable differences will be covered here. Explore the rest of the tabs and buttons to learn their functions.

Stats[править | править код]

  • Ping - Your current and average ping in milliseconds
  • Operation Time - How long the current round has been going in hours and minutes. Note that the operation always starts at 12:00, so 12:05 means the round has been going for five minutes.
  • Current Map - The current map being played.
  • Current Ship - The current ship for the Marine team. Normally the TGS Theseus, but may change in different game modes.
  • Time Dilation - The active time dilation. Not currently used on the TGMC server.

Preferences[править | править код]

Many options can be changed in this tab. You can also change your game preferences which includes your character setup and keybinds, normally accessible from the pre-game lobby menu.

Weapon[править | править код]

Most of the buttons in this tab can be accessed by the weapon buttons on the bottom right of your game screen. The unique ones that cannot are:

  • Field Strip Weapon - Remove a selected attachment from the weapon you're currently holding.
  • Toggle Ammo HUD - Toggles the on-sceen ammo counter on or off.

Marine Status Icons[править | править код]

Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states.

Rank Icons[править | править код]

Squad Ranks*
Squad Leader
Squad Specialist
Squad Smartgunner
Squad Corpsman (Medic)
Squad Engineer
Squad Marine
Tank Commander
*Note - These icons will be the colors of their respective squads
Command and Ship Personnel Ranks
Captain
Field Commander
Executive Officer(XO)
Staff Officer
Pilot Officer
Chief Ship Engineer
Chief Medical Officer
Command Master at Arms(MP)
Requisitions Officer
Synthetic
Corporate Liaison

Health/Status Icons[править | править код]

Stagger, Stunned, Knocked Down
Knocked out/Unconscious
Dead!
After a Marine is dead, they will show three different defibrillation states, yellow, orange, or red:
These represent how long a marine has been dead, and a decaying timer before they can no longer be revived. If the icon is orange or red, they may suffer brain damage or other conditions if they are revived.

Communication[править | править код]

You must have an earpiece, headset, station-bounced radio, or be speaking into an activated intercom to communicate. Radio controls are similar to standard SS13, with the default hotkeys being T for chat, O for OOC chat, and M for 'me,' the verb/emote chat. Press T to open the chat box and type ; to speak on your radio's default channel. Different headsets have different available frequencies (channels) and some can be tuned to whatever frequency the user needs. Examine your headset to see what channels are available to you. Note - :h is usually the common frequency that everyone can see.

Pay attention to the chat box on the right side of your game window! It shows all communication in the game, and if you ignore it, you're going to find a commander's boot up your butt real fast, marine!

Step 3: Preparing for Battle[править | править код]

The TGS Theseus[править | править код]