TGMC:Commander: различия между версиями

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{{Delete
|Reason = this page was filed under TGMC:Commander, I moved the captain page to [[TGMC:Captain]], if you find anything that links to this page please notify #wiki}}
{{TGMC}}
{{TGMC}}
{{Under construction
|reason = Needs a lot of content placed into it.
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{{JobPageHeaderTG
{{JobPageHeaderTG
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|stafftype = COMMAND
|stafftype = COMMAND
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = DMCA_CO.png
|img_generic = TGMCCap.png|256px
|jobtitle = Captain
|jobtitle = Captain
|access = All Access
|access = All Access
|difficulty = Very Hard
|difficulty = Very Hard
|Rank = Captain
|Rank = Captain(Starting), Commodore(25hrs), Rear Admiral(125hrs)
|Class = Navy
|Class = Navy
|superior = TGMC High Command
|superior = TGMC High Command
|duties = Lead your Batallion to figure out the current distress signal you need to respond to. Brief the marines, keep in touch with your [[TGMC:Executive Officer|Field Commander]], and [[TGMC:Staff Officer|Intelligence Officer]]'s. Manage what needs to be tended to shipside, and delegate with your heads of staff.
|duties = Lead your Batallion to exterminate the xenomorph threat. Brief the marines, keep in touch with your [[TGMC:Field_Commander|Field Commander]], and [[TGMC:Staff Officer|Staff Officer]]'s. Manage what needs to be tended to shipside, and delegate with your heads of staff.
|guides = N/A
|guides = [[TGMC:Guide_to_fire_support|Guide to Fire Support]]
|quote = N/A
|quote = "O Captain! my Captain! rise up and hear the bells; Rise up—for you the flag is flung—for you the bugle trills, For you bouquets and ribbon’d wreaths—for you the shores a-crowding, For you they call, the swaying mass, their eager faces turning; Here Captain! dear father! This arm beneath your head! It is some dream that on the deck, You’ve fallen cold and dead."
}}
}}


= Introduction =
= Introduction =


You are the Commanding Officer of the TGS Theseus, on a mission to investigate any distress calls and occurrences reported to you by the TGMC High Command. This job should '''ONLY''' be attempted by '''experienced players!''' A good and coordinative Captain along with his/her [[TGMC:Field_Commander|Field Commander]] is crucial to mission success! A bad performing Captain would not do the following things,
You are the Commanding Officer of the TGS Theseus(or whichever shipmap was chosen this time), on a mission to investigate any distress calls and occurrences reported to you by the TGMC High Command. This job should '''ONLY''' be attempted by '''experienced players!''' A good and coordinative Captain along with his/her [[TGMC:Field_Commander|Field Commander]] is crucial to mission success! A bad performing Captain would not do the following things,


*Coordinate with the crewmembers on board, and heads of staff.
*Coordinate with the crew members on board, and heads of staff.
*Make sure vessel security is taken into consideration.
*Make sure vessel security is taken into consideration.
*That [[TGMC:Military Police|Military Police]] is performing their duties.
*That the vessel is well communicating with the groundside marines.
*That the vessel is well communicating with the groundside marines.
*Use their order buffs over the overwatch console to support the marines.


<br>
<br>


Do note that you should '''refrain''' from leaving your vessel at all costs unless for an extremely good reason. You leave the job of coordinating the Marines on the distress signal to the '''Field Commander.''' Your [[TGMC:Synthetic|Synthetic]] is here to assist you and the Marines on mission success, so be sure to <s>abuse</s> use them to the best of their abilities. You are apart of the Terra Gov Navy, along with other '''shipside''' roles. Make sure your [[TGMC:Chief_Military_Police|Chief Military Police]] is coordinating the '''Military Police,''' and be informed of any security incidents from them. You also should watch over but don't dwell on the [[TGMC:Chief_Engineer|Chief Ship Engineer]], and [[TGMC:Chief_Medical_Officer|Chief Medical Officer]], because your heads of staff are there for a reason.
Do note that you should '''never''' leave your vessel. You leave the job of coordinating the Marines on the ground to the '''Field Commander.''' Your [[TGMC:Synthetic|Synthetic]] is here to assist you and the Marines on mission success, so be sure to <s>abuse</s> use them to the best of their abilities. You are apart of the Terra Gov Navy, along with other '''shipside''' roles. You also should watch over but don't dwell on the [[TGMC:Chief_Engineer|Chief Ship Engineer]], and [[TGMC:Chief_Medical_Officer|Chief Medical Officer]], because your heads of staff are there for a reason.
<br>
<br>


::Remember you have the '''final say''' in all situations aboard the ship unless overruled by lawful command, normally the TGMC High Command. Be sure :that if you need to deal with duties at the field due to certain situations, if your field commander is out of action or unable to do their duties, you place someone next in line to do so. If you can't, you may have to deal with the situation yourself and listen to overwatch.
::Remember you have the '''final say''' in all situations aboard the ship unless overruled by lawful command, normally the TGMC High Command. Be sure that if you need to deal with duties at the field due to certain situations, if your field commander is out of action or unable to do their duties, you place someone next in line to do so. If you can't, you may have to deal with the situation yourself and listen to overwatch.
 
The radio commands are the following:
*.v for Command
*.m for Medical
*.u for Requisition
*.e for Engineering
*.s for Fire Support
*.q for Alpha
*.b for Bravo
*.c for Charlie
*.d for Delta


<br>
<br>


== Holding Briefings ==
= Roundstart Duties =


As Commanding Officer, you will be tasked with briefing the Marines on the mission they will be partaking in. They will be hosted over announcements or the briefing room located in the center area of the Theseus, on the first floor. It should have a seating arrangement for all squads and your command booth on the leftmost side near the MP checkpoints.
So, now you are in it for the long haul. You are often regarded as the "swiss-knife of the ship", as you can do about everything bar surgery. If you have a full shipside staff, great! That means you mostly won't have to do anything besides <s>insult</s> talk with your fellow leaders on formulating a plan for the operation at hand. What is much more likely, however, is one of the shipside roles is missing; but you have the skills to cover for them! If there is not a synth doing it, you can (mostly).


[[File:TGMCBriefing.PNG|thumb|left|alt=Briefing Room|The briefing room.]]
=== Generators ===
<br>
Very often you will be without a CSE or ST, and the Synth too lazy to setup the Generators. This will be your most common "fill-in" task.
The briefing room is more of a traditional way to brief the marines about the distress signal, but other ways to inform your marines are as follows:
[[File:TGMC shipgens.png|thumb|right|Fully operational generator room.]]
*Memorize where the generators  are on each map. You can use the webmap function at the top right of your screen if you do not know where they are.
*If their blue bar is low on the generator [[File:TGMC shipgen on-25.png]] or there is no blue at all [[File:TGMC shipgen off.png]], use a crowbar to take the empty fuel cell out [[File:TGMC Fusion Cell Empty.png]], then put it in the Fuel Cell Recycler [[File:TGMC Fusion Cell Recycler.gif]].
*Grab a full fuel cell [[File:TGMC Fusion Cell Full.png]], insert it into the generator [[File:TGMC shipgen off-100.png]] and click the generator to start it [[File: TGMC shipgen on-100.png]].
*While the generators to ramp up, it is a good time to set the SMES [[File: TGMC SMES.png]]; a good way to do so is to set the Input to 200kW and the output to 190kW. After that, you are done until it is time to refuel the generators, which takes a good while.


*Using the announcements system, located in the CIC, to display what roles the squads will have during the operation.
=== Orbital Cannon ===
{{Speech
|name= Captain Unga
|text= My marines love the smell of freshly destroyed buildings.
|image= [[File:TGMC CO 2020.gif|96px]]
}}
Unless you have a ST or CSE that wants to dedicate themselves to the Orbital Cannon (OB), the Captain is almost always the one to load the <s>good hits device</s> Orbital Cannon. The Captain also has the best chance to coordinate with the ground side leaders of what type of ammo they wanted loaded on the OB using the '''Command Channel.'''
[[File:TGMC PoS Weapon Bay.png|thumb|right|The weapon bay on the Pillar of Spring.]]
To load the OB:
*Find out what OB to load. You can ask your subordinates, but in the end it is up to you.
*Head to the OB room, again using your minimap or webmap.
*Use the computer, press "Check Fuel Requirements" and see how much fuel you need for the OB type you picked.
*Get inside the RPL-Y Cargo Loader [[File:TGMC Powerloader.png]] by click dragging your sprite onto it, and pick up your OB warhead of choice.
*Take the RPL-Y to the Orbital Cannon, and deposit the OB warhead inside of it by clicking it.
*Using the fuel number from the computer, pick up the necessary amount of Solid Fuel [[File:TGMC Solid Fuel.png]] and load the OB to the correct amount. Note: You can hold two solid fuel at a time by swapping hands after you pick one up, then swapping between them to deposit.
*Lastly, go to the computer and press '''Load Tray''', make sure you have the right numbers (if you don't, you can press Unload Tray and add or remove fuel), then '''Chamber Tray Payload.''' After that, you are done! Anyone with tactical binoculars on the ground can laze for an OB, from which you can fire from the Main Overwatch Console yourself, or they can fire after a delay.
There are various types of OB's and using them in the right places can be critical, which will be covered later.


*Using the radio to coordinate with the marine squads on what roles they are to occupy.
=== Orbit ===
The Pillar of Spring is orbiting around the planet, after all. The ship can be in three orbits: Orbit 1 (closest orbit), Orbit 3 (default orbit), and Orbit 5 (farthest orbit). The main effect the orbits have are on Close Air Support (CAS) and Requisitions. The lower the orbit, the faster CAS ordnance lands on the Xenomorphs, which is almost always benefical. However, the passive gain of points for Requisitions is lowered. Vice versa on Orbit 5, with Orbit 3 being a middle ground. Another side effect of orbit is how long it takes for Xenomorphs to reach the ship when they hijack; the higher you are, the more time you have to prepare. As a general rule of thumb, Orbit 5 is very good when you don't have a dedicated CAS, and Orbit 1 can be good if you have that <s>very rare</s> amazing Pilot Officer, but Orbit 3 works too. To change orbit, you need enough power stored. Once you do, you can go to the Helms Computer [[File:TGMC Helm Computer.png]] in CIC to change orbit.


After you have held the briefing, you should leave your '''Field Commander''' to delegate with squads and other ground side troops. The briefing room contains multiple objects which may be useful to you in case of certain issues such as the marines being unruly, which can be the flash. Do '''NOT''' abuse this tool as it can flash the entire vicinity, if Military Police can't handle the issue, then the flash will be encouraged to use to quell it.
===  Requisitions ===
The bane of any captain; when there is no Requisition Officer, it is up to you, Synth or FC to run it. If you have to run it, you can follow this [[TGMC:Guide_to_requisitions|guide]].
= CIC aka "The Captain's House" =


<br>
After doing your Very Important Duties™ or having your other shipside staff do it for you, you can now reside where you will spend most of your time in: CIC, the Combat Information Center.
[[File:TGMC PoS CIC.png|thumb|right|The CIC on the Pillar of Spring.]]


Do not let the briefing take too long, give it about 5-8 minutes or so. You don't have to hold up the mission with a whole essay, just make it shorter. If you are going to make it short make sure it's getting needed information to the marines, because if you just say something in about 30 seconds or so, it wouldn't be beneficial to the marines. Give what is '''necessary,''' just not what isn't needed.
=== You and the Main Overwatch Console ===
<br><br><br><br><br><br>
[[File:TGMC PoS MOC.png|thumb|right|The space you will work in!]]


= General Post =
The majority of your time in CIC will be spent in your little cubicle which contains:
*The Main Overwatch Console [[File:TGMC MOC.gif]], which can be used to watch Marines to give them buffs, alongside quickfiring the Orbital Cannon
*The Communications Console [[File:TGMC Communications Console.png]], which can do various things like...
** Make announcements over the radio
** Contact High Command (success rate, low)
** Award medals to commendable marines
** Sending distress beacons during hijack, to get an Emergency Response Team
** Begin evacuation during hijack
*Sometimes, there will be a map table inside the cubicle as well. You can also find buttons that open and close shutters.


The Captain will be mainly shipside while monitoring the situations on the ground and on the vessel itself, which means they will be staying at the '''Combat Information Center,''' or CIC for short. You will find your general quarters and study to the northeast of the inner CIC, and your post in the middle of the CIC.
Though while in your cubicle, you will be staring at the marine force on the ground most of the time, making plans in the '''Command Channel''', coordinating your leaders and sending orders. While in the overwatch console you can press your order buttons at the top of your screen (their effects can be found in the orders part of this page, at the bottom) to give Marines ground side these buffs in a radius around your camera.


[[File:TGMCCommandPost.PNG|thumb|left|alt=Command Post|Command Post]]
You also, if it is not taken, can find the Minimap Tablet and make cursed drawings for your marines to <s>despise</s> love.


In your command post, you will see mostly consoles and an overwatch, meaning you technically don't need to move anywhere to see what's going on. If you really need something sorted out, report it to the acting command of that department, such as the reactor not being powered on, then consult with the Chief Ship Engineer or Maintenance Technicians if the Chief Ship Engineer is not available. You have access to the Dropship Alamo console, which can go to two Landing Zone's. '''Landing Zone #1''' '''and Landing Zone #2,''' and may be redirected to the '''Theseus Hangar One.'''
[[File:TGMC Map Example.png|512px|thumb|center|The most advanced map known to man.]]
<br>
You have access to close/open shutters in the armory, CIC, or the hangar depending on certain situations which they need to be opened or closed. Normally shutters for the hangar will need to be open immediately so the marines can start moving around the hangar to get to their assigned dropships.
<br><br><br><br><br>


== Working to Build Trust ==
=== You and your Staff Officers ===
You may not always be manning CIC alone. CIC can also have Staff Officers in it as well, who can assist you in spearheading the operation. They have buffs comparable to Squad Leader, alongside access to the same cameras you have. They also make it easier if you have to leave your post to load the OB or fix the generators, as they can keep helping the ground side leaders in controlling the marine force. Treat them well, and they will do the same to you.


Trusting your heads of staff and other comrades to do their job makes yours a lot easier. You do not need to intervene unless the present command is not performing their duties or are falling behind their tasks. Letting your fellow crew work without you being on them all the time is essential, mainly you could nudge at your heads to do a certain thing, but don't delve in deep like you are the one who should be running the grunts, that's for your Field Commander to be worrying about.
=== What do I do when the Xenomorphs hijack? ===
When or right before the Xenomorphs hijack the Alamo, you want to activate Red Alert and initiate Evacuation at the Communication Console. <br>
To initiate a Red Alert, you can do it alone or with two people with high enough credientials. [https://www.youtube.com/watch?v=Bcklt6i119Y| Video guide to doing it alone is here.]
*Stand at one Keycard Authentication Device [[File:Keycard Auth.png]] with another high ranking individual at the other device.
*Select Red Alert to trigger, then click on the device with your ID in hand. It should start flashing blue, and the other person has to swipe.
And voila, Red Alert is now activated! You can now activate the Evacuation Procedures on the Communication Console. This will open the Self Destruct, which is what you will most commonly hold. Make sure you activate it if you choose to hold it, by clicking on the panel in the Self Destruct room and activating it.  The location of the Self Destruct varies from map to map, and you can use the webmap to find it. You can also hold CIC and keep calling ERT's, in the end it is up to you and your subordinates.
= Okay, but how do I actually play Captain? =


<br>


If you plan on going groundside, remember that you are a '''valuable asset''' and should be careful. Do not wander off without a helmet and with all seriousness, do not wander off at all, there are multiple threats to worry about in a distress signal and losing yourself to the enemy is a '''massive blow''' to morale and structure! Being groundside to fight is fun and all that, but remember that you command the vessel and overlook the ground, not go down there yourself.


=Orders=
{{Orders}}


=Tips=
* Don't go groundside unless you intend on invoking the wrath of the gods.
* You have the skills to fill in for other departments except for surgery.
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Текущая версия от 17:51, 21 ноября 2023

Файл:Disposal bin.png Candidate for deletion

This page is currently marked as a candidate for deletion. this page was filed under TGMC:Commander, I moved the captain page to TGMC:Captain, if you find anything that links to this page please notify #wiki


Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.



COMMAND

Captain
Access: All Access
Difficulty: Very Hard
Rank: Captain(Starting), Commodore(25hrs), Rear Admiral(125hrs)
Class: Navy
Supervisors: TGMC High Command
Duties: Lead your Batallion to exterminate the xenomorph threat. Brief the marines, keep in touch with your Field Commander, and Staff Officer's. Manage what needs to be tended to shipside, and delegate with your heads of staff.
Guides: Guide to Fire Support
Quote:"O Captain! my Captain! rise up and hear the bells; Rise up—for you the flag is flung—for you the bugle trills, For you bouquets and ribbon’d wreaths—for you the shores a-crowding, For you they call, the swaying mass, their eager faces turning; Here Captain! dear father! This arm beneath your head! It is some dream that on the deck, You’ve fallen cold and dead."


Introduction[править | править код]

You are the Commanding Officer of the TGS Theseus(or whichever shipmap was chosen this time), on a mission to investigate any distress calls and occurrences reported to you by the TGMC High Command. This job should ONLY be attempted by experienced players! A good and coordinative Captain along with his/her Field Commander is crucial to mission success! A bad performing Captain would not do the following things,

  • Coordinate with the crew members on board, and heads of staff.
  • Make sure vessel security is taken into consideration.
  • That the vessel is well communicating with the groundside marines.
  • Use their order buffs over the overwatch console to support the marines.


Do note that you should never leave your vessel. You leave the job of coordinating the Marines on the ground to the Field Commander. Your Synthetic is here to assist you and the Marines on mission success, so be sure to abuse use them to the best of their abilities. You are apart of the Terra Gov Navy, along with other shipside roles. You also should watch over but don't dwell on the Chief Ship Engineer, and Chief Medical Officer, because your heads of staff are there for a reason.

Remember you have the final say in all situations aboard the ship unless overruled by lawful command, normally the TGMC High Command. Be sure that if you need to deal with duties at the field due to certain situations, if your field commander is out of action or unable to do their duties, you place someone next in line to do so. If you can't, you may have to deal with the situation yourself and listen to overwatch.

The radio commands are the following:

  • .v for Command
  • .m for Medical
  • .u for Requisition
  • .e for Engineering
  • .s for Fire Support
  • .q for Alpha
  • .b for Bravo
  • .c for Charlie
  • .d for Delta


Roundstart Duties[править | править код]

So, now you are in it for the long haul. You are often regarded as the "swiss-knife of the ship", as you can do about everything bar surgery. If you have a full shipside staff, great! That means you mostly won't have to do anything besides insult talk with your fellow leaders on formulating a plan for the operation at hand. What is much more likely, however, is one of the shipside roles is missing; but you have the skills to cover for them! If there is not a synth doing it, you can (mostly).

Generators[править | править код]

Very often you will be without a CSE or ST, and the Synth too lazy to setup the Generators. This will be your most common "fill-in" task.

Fully operational generator room.
  • Memorize where the generators are on each map. You can use the webmap function at the top right of your screen if you do not know where they are.
  • If their blue bar is low on the generator or there is no blue at all , use a crowbar to take the empty fuel cell out Файл:TGMC Fusion Cell Empty.png, then put it in the Fuel Cell Recycler Файл:TGMC Fusion Cell Recycler.gif.
  • Grab a full fuel cell Файл:TGMC Fusion Cell Full.png, insert it into the generator and click the generator to start it .
  • While the generators to ramp up, it is a good time to set the SMES Файл:TGMC SMES.png; a good way to do so is to set the Input to 200kW and the output to 190kW. After that, you are done until it is time to refuel the generators, which takes a good while.

Orbital Cannon[править | править код]

  Captain Unga говорит:
"My marines love the smell of freshly destroyed buildings."

Unless you have a ST or CSE that wants to dedicate themselves to the Orbital Cannon (OB), the Captain is almost always the one to load the good hits device Orbital Cannon. The Captain also has the best chance to coordinate with the ground side leaders of what type of ammo they wanted loaded on the OB using the Command Channel.

The weapon bay on the Pillar of Spring.

To load the OB:

  • Find out what OB to load. You can ask your subordinates, but in the end it is up to you.
  • Head to the OB room, again using your minimap or webmap.
  • Use the computer, press "Check Fuel Requirements" and see how much fuel you need for the OB type you picked.
  • Get inside the RPL-Y Cargo Loader by click dragging your sprite onto it, and pick up your OB warhead of choice.
  • Take the RPL-Y to the Orbital Cannon, and deposit the OB warhead inside of it by clicking it.
  • Using the fuel number from the computer, pick up the necessary amount of Solid Fuel and load the OB to the correct amount. Note: You can hold two solid fuel at a time by swapping hands after you pick one up, then swapping between them to deposit.
  • Lastly, go to the computer and press Load Tray, make sure you have the right numbers (if you don't, you can press Unload Tray and add or remove fuel), then Chamber Tray Payload. After that, you are done! Anyone with tactical binoculars on the ground can laze for an OB, from which you can fire from the Main Overwatch Console yourself, or they can fire after a delay.

There are various types of OB's and using them in the right places can be critical, which will be covered later.

Orbit[править | править код]

The Pillar of Spring is orbiting around the planet, after all. The ship can be in three orbits: Orbit 1 (closest orbit), Orbit 3 (default orbit), and Orbit 5 (farthest orbit). The main effect the orbits have are on Close Air Support (CAS) and Requisitions. The lower the orbit, the faster CAS ordnance lands on the Xenomorphs, which is almost always benefical. However, the passive gain of points for Requisitions is lowered. Vice versa on Orbit 5, with Orbit 3 being a middle ground. Another side effect of orbit is how long it takes for Xenomorphs to reach the ship when they hijack; the higher you are, the more time you have to prepare. As a general rule of thumb, Orbit 5 is very good when you don't have a dedicated CAS, and Orbit 1 can be good if you have that very rare amazing Pilot Officer, but Orbit 3 works too. To change orbit, you need enough power stored. Once you do, you can go to the Helms Computer in CIC to change orbit.

Requisitions[править | править код]

The bane of any captain; when there is no Requisition Officer, it is up to you, Synth or FC to run it. If you have to run it, you can follow this guide.

CIC aka "The Captain's House"[править | править код]

After doing your Very Important Duties™ or having your other shipside staff do it for you, you can now reside where you will spend most of your time in: CIC, the Combat Information Center.

The CIC on the Pillar of Spring.

You and the Main Overwatch Console[править | править код]

The space you will work in!

The majority of your time in CIC will be spent in your little cubicle which contains:

  • The Main Overwatch Console , which can be used to watch Marines to give them buffs, alongside quickfiring the Orbital Cannon
  • The Communications Console , which can do various things like...
    • Make announcements over the radio
    • Contact High Command (success rate, low)
    • Award medals to commendable marines
    • Sending distress beacons during hijack, to get an Emergency Response Team
    • Begin evacuation during hijack
  • Sometimes, there will be a map table inside the cubicle as well. You can also find buttons that open and close shutters.

Though while in your cubicle, you will be staring at the marine force on the ground most of the time, making plans in the Command Channel, coordinating your leaders and sending orders. While in the overwatch console you can press your order buttons at the top of your screen (their effects can be found in the orders part of this page, at the bottom) to give Marines ground side these buffs in a radius around your camera.

You also, if it is not taken, can find the Minimap Tablet and make cursed drawings for your marines to despise love.

The most advanced map known to man.

You and your Staff Officers[править | править код]

You may not always be manning CIC alone. CIC can also have Staff Officers in it as well, who can assist you in spearheading the operation. They have buffs comparable to Squad Leader, alongside access to the same cameras you have. They also make it easier if you have to leave your post to load the OB or fix the generators, as they can keep helping the ground side leaders in controlling the marine force. Treat them well, and they will do the same to you.

What do I do when the Xenomorphs hijack?[править | править код]

When or right before the Xenomorphs hijack the Alamo, you want to activate Red Alert and initiate Evacuation at the Communication Console.
To initiate a Red Alert, you can do it alone or with two people with high enough credientials. Video guide to doing it alone is here.

  • Stand at one Keycard Authentication Device with another high ranking individual at the other device.
  • Select Red Alert to trigger, then click on the device with your ID in hand. It should start flashing blue, and the other person has to swipe.

And voila, Red Alert is now activated! You can now activate the Evacuation Procedures on the Communication Console. This will open the Self Destruct, which is what you will most commonly hold. Make sure you activate it if you choose to hold it, by clicking on the panel in the Self Destruct room and activating it. The location of the Self Destruct varies from map to map, and you can use the webmap to find it. You can also hold CIC and keep calling ERT's, in the end it is up to you and your subordinates.

Okay, but how do I actually play Captain?[править | править код]

Orders[править | править код]

As any member of Command Staff, you have access to Orders which can be used to buff nearby troops with helpful effects. Using one causes you to shout out a unique phrase over the radio (Provided you have one). After giving an Order, there is a cooldown period until you can give another one. You can give Orders using the action buttons on the top-left of the screen.


Orders effects are influenced by your Leadership skill, which increases both the effect and range.

Range = 3 + Leadership

Command Description

Move order

Increases movement speed. Great for Running from Chasing Xenos and getting to objectives. Gives a Speed bonus equal to -0.1 - 0.1*Leadership.

Hold order

Reduces damage received by 10% per Leadership. Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Reduces the effects of dizziness and jitteriness.

Focus order

Increases accuracy by 10% + 5% per Leadership as well as making Aiming instant.

Attack order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Attack a given point.

Defend order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Defend a given point.

Retreat order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Retreat to a given point.

Tips[править | править код]

  • Don't go groundside unless you intend on invoking the wrath of the gods.
  • You have the skills to fill in for other departments except for surgery.
TGMC
Roles

TerraGov Marines Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer, Researcher
Marines Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon-Based Combat robots, Synthetic, AI
Xenomorphs Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Baneling, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor