TGMC:Guide to requisitions: различия между версиями

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|text=Hi! If you're here, you've probably been unlucky enough to land in the role of a Requisitions Officer, or if you're masochistic enough to '''chose''' this hellish role.  Don't worry, this job really isn't so hard as long as you remember the basics, which this guide below should help you learn.
|text=Hi! If you're here, you've probably been unlucky enough to land in the role of somebody with access to req or if you're masochistic enough to '''choose''' RO, don't worry; this job really isn't so hard as long as you remember the basics, which this guide below should help you learn.
|image=[[File:DMCA_RO.png]]
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=The Life of a Crate Pusher=
=Duties of the Office=
You're the RO, Req Officer, the supply guy. What this entails is actually a fair bit more than what it seems. The basic role of an RO is to keep the marines supplied with ammo, supplies, materials, and other things, keep the ship supplied with those as well, and also to give marines better equipment. If there is no other command staff, you'll likely be the acting captain, and as such will have leading the marines as a secondary role to keeping them supplied. Remember:  A marine with no equipment is a marine who's not fighting (and very likely screaming at you).
 
Welcome to the Requisitions department, home of infinite crates and not enough points. Your basic duties will entail keeping tabs on marine supply, filling orders, and sending down munitions, materials, and other necessary supplies.
While running requisitions, your single most important duty is communication. Listen for orders, give notifications on progress, and alert marines when their crates are ready. Even if you can't keep up with demand, people feel better if they hear from you about it.
 
=Essential Equipment=
 
The only absolutely necessary equipment for requisitions activities is a wrench, to reset the supply pad in the even that it breaks.
 
For an optimal requisitions experience, you'll need some additional gear:
 
* [[file:TGMC_tablet_req.png|32px]] The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
* [[file:TGMC_labeler.png|32px]] A hand labeler, to properly tag and identify the crates you send.
* [[file:TGMC_toolbelt.png|32px]] A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
* [[file:TGMC_belt_machete.png|32px]] A machete, to break open <del>doors</del> <del>heads</del> secure crates prior to sending. Wear it on your back.
 
=The ASRS System=
[[File:TGMC_ASRS_UI.PNG|thumb|left|The ASRS console UI.]] [[File:TGMC_ASRS_requests.PNG|thumb|right|The requests tab, with a few orders.]] The most important utility of requisitions is the ASRS system. In theory, the ship has a large automated storage bay in the lower decks, from which the ASRS system retrieves crates as requisitions points are spent. The control interface for the system is accessible via one of the ASRS consoles in requisitions, or by the ASRS tablet found in the RO's locker. From the interface, you can view, place, deny or accept orders for requisitions equipment.
 
To the left of the UI, you will see three categories. The first is primary used for control of the ASRS elevator. Use the '''Raise''' or '''Lower''' button to toggle the state of the elevator. After a short delay, it will arrive in either position. Prior to arriving, you can see any purchased orders by pressing the '''Awaiting Delivery''' button. These will remain as pending until the elevator brings them to the raised position.
 
[[File:TGMC_ASRS_inventory.PNG|thumb|left|The ASRS inventory, on the weapons tab.]] The second section is for direct ASRS orders, placed by the ASRS consoles inside Requisitions or by the ASRS tablet. These aren't placed as requests, so you don't need to worry about accepting it as an order. Just press '''Purchase Cart''' to buy your queued items, or '''Clear Cart''' to quickly remove all items. The Previous Purchases tab will show all formerly purchased items, including those placed by requests or direct orders. To add items to this cart, select them from the tabs in the fourth section, the ASRS inventory. The last item is the export history tab, which shows most previously sold items.
 
The third section is for viewing placed, but not accepted or denied, orders. Whenever someone places an order from the ASRS requests console outside requisitions, it will be sent to the pending orders tab. You can view it by pressing the '''Requests''' button. From there, it's up to you to accept or deny orders individually. If you want to accept or deny all pending orders, and have the points to do so, you can press the '''Accept All''' or '''Deny All''' buttons in the top right. You can also review all previously accepted and denied orders from here. In the denied orders tab, there's a button to approve each order in the event you denied one by mistake.
 
The last section is the ASRS inventory. Each tab here shows contains crates of items related to their relevant category, identified by name. You can press the arrows on each item to add either one, or the maximum affordable number, of the item to your cart. These are sent to your pending order. Pressing the small dropdown arrow next to each items name will display the exact contents of the crate, as well as their quantity.
 
A list of items in the ASRS inventory can be found at the bottom of this document.
<br>
<br>
 
=The ASRS Elevator=
 
[[File:TGMC_elevator_lowered.PNG|thumb|left|The elevator in its lowered position.]][[File:TGMC_elevator_raised.PNG|thumb|right|The elevator in its raised position.]]The ASRS elevator works in two positions, the raised and lowered states.
While in the raised state, you can remove crates, load export items, and generally use the area safely. The system features a living biosign detector, so it won't take you down into the cargo bay itself. That's a good thing, there's probably no air down there. When the lift is clear of biosigns, pressing the '''Lower''' button will raise safety rails on all sides of the lift, preventing access.
 
Note that any crates currently on the lift will not be refunded if sent down with the lift, so make sure any orders are removed before sending the elevator down.
 
While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.
 
=Point Acquisition=
 
You'll need an adequate supply of requisitions points before you can order anything. Points can be gained through two methods, passive or active.
 
Points will passively generate from roundstart based on the ships orbital level. The exact formula is 20*(Orbit Level/3) every 10 seconds, but due to lag and other calculations you'll likely only be getting 50 per minute. This number can be increased by elevating the ships orbital level, but note that this increases dropship transit time and CAS fire delay.
 
For active point generation, the marines will need to do some work. Points are actively gained through exports, by selling xenomorph corpses, research artifacts, valuable minerals, or factory sales.
 
Xenomorph corpses and mining are going to be your most lucrative point generation methods. For Xenomorph exports, the amount of points you get is based on the tier of the Xenomorph. In order:
 
*Surgically removed larva: '''50 points'''
*Minion Xenomorphs: '''50 points'''
*Larva: '''150 points'''
*Tier 1 Xenomorphs: '''300 points'''
*Tier 2 Xenomorphs: '''400 points'''
*Tier 3 Xenomorphs: '''500 points'''
*Tier 4 Xenomorphs: '''1000 points'''
 
These can be sold through three methods:
*Use of a fulton kit, which have three uses each and require open air to send.
*Use of an ASRS Bluespace Export pad, which must be purchased from Requisitions but can be infinitely used as long as they have power, can can operate indoors.
*Manual sale through placing the corpses on the ASRS elevator.
 
All methods produce the same number of points, but some are more costly in terms of time or resources than others.
 
Mining is another lucrative point generation method. The surface will have a number of mineral miners present, which engineers can repair and activate. These will slowly mine crates of ore, which can be sold by manually interacting with them. This process can be automated with autominer modules, or accelerated with overclock modules (Constructed by the Autolathe).
 
There are two miner types, Plasma and Platinum. Plasma generates '''150 points''' every '''140 seconds''', and Platinum generates '''300 points''' every '''140 seconds'''.
 
Researchers on the field may find credit points while doing their work. The value of these coins is labeled on them, and they can be sold on the ASRS elevator for the relevant amount.
 
The last method of active point generation is factory sales. The Pizza factory kit costs '''290 points''' to purchase, and each pizza from the set of 30 can be re-sold for '''ten points''' each. This will net you ten points, so it's very slow; though theoretically, you could make infinite points from it.
 
=Supply Drops=
[[File:TGMC_supplydrop.PNG|thumb|left|The supply drop pad.]]
The supply drop system is used for sending crates directly to the surface from requisitions, subverting the need to send them via the Alamo or Tadpole.
 
To use the pad, simply load a crate onto the caution-marked area. Make sure that it's closed, otherwise the system will just send the crate and none of its contents.
[[File:TGMC_supplydrop_UI.PNG|thumb|right|The supply drop interface.]]
You can only send crates via the supply drop system. Lockers, coffins, and machinery like fuel tanks and bikes cannot be sent.
 
Supply drops can be sent to either beacons, which are semi-permanent and deployed on the ground, or antennas, which can be attached to marine helmets or radio backpacks, but only maintain a signal for 4 minutes. Press the button next to "Current beacon" to change which beacon you're sending to. The list will display all prior beacons, whether they're currently usable or not; try switching to one of them, and if you get a beacon location, it's viable. Otherwise, select a new beacon.
 
You can also set an X and Y offset to send crates to positions surrounding the beacon. Note that once an offset has been changed from 0, it cannot be reset back to 0.
 
If a crate is loaded onto the pad, but it isn't being detected, try pressing '''Update''' next to Supply pad status. If it's still not detected, the crate may be anchored to the ground. Try unwrenching it, and update again.
 
Once your crate is ready and the destination is set, press '''Launch Supply drop''' to fire. You'll have a roughly 30 second delay before you can send another crate.
 
=[[TGMC:Factory|The Factory]]=
 
Click on link to learn more about factory.
 
=Other Utilities=
 
[[File:TGMC_vendor_operations.png|thumb|right|The Operational Supplies Vendor]]All requisitions bays will have 4 vendors to help you with your job; The Operational Supplies Vendor, the Automated Weapons Vendor, the Surplus Clothing Vendor, and the Surplus Armor vendor. These can be used to acquire certain ASRS items for free, such as Jaeger armor or weapon attachments.
 
The most useful by far is the Operational Supplies Vendor. This contains a small amount of several specialist weapon ammunition types, several utility items such as plastic explosives, fultons and autominers, as well as vending 2 boxes of each standard grenade type and one box of most standard ammo types. It is recommended to empty the standard ammo and most of the utility items into one or two crates, and load them onto the Alamo for the marines to use.
 
[[File:TGMC_Requisitions_Overwatch.gif|thumb|left|The Requisitions Overwatch Console]]The Automated Weapons Vendor can vend infinite free standard attachments, negating the need to order them from the ASRS system. Some attachments, like the Build-A-Sentry or Tactical Shotgun Stock still need to be ordered. The vendor can also provide free ammunition for standard weapons, so use this to restock if you get a request for non-specialized ammo.
 
In addition, the Requisitions bay comes equipped with its own Overwatch console. Make sure to use this in order get a feel for the situation on the ground, and operate accordingly. Functionally, this console operates the same as those found on the bridge.
 
=Tips=
*In the Surplus Clothing Vendor, some pouches come with items included. Most of the time this isn't very helpful, but examples like the Electronics Pouches are a good source of infinite, free high-capacity batteries.
*You can use the Ripley to carry crates, boxes, xenomorph corpses, and the lasgun cell charger. It's always faster to carry two items with the Ripley than to use the Push+Pull method, so use this if you have a lot to move.
*Always remember, communication is key. Feel free to call people out by name when their orders are up, check in on smartgunners if they need ammunition, or ask marines in general what sort of Requisitions equipment they'd like.
*You'll usually be expected to put attachments on specialist weapons before sending them down. For the Minigun, you should generally put a magnetic harness on it before sending; for the SADAR, use a mini-scope.
*Check the Automated Weapon Vendors specialized section if a T-29 Smartgunner is asking for ammunition. There are 4 free drums found there at roundstart, and the smartgunners may have forgotten to take them.
*Some crates, such as the Advanced Medical Supplies crate, are rank-secured when purchased, requiring someone with the necessary access to unlock the crate before the contents are accessible. This can be circumvented by breaking the crate.
 
= Addendum; Tips & Tricks for Requisitions =
<code>Written and signed by Dell Conagher.</code>
 
<small>This is not meant to be a replacement for the guide already found on this page, it's moreso additional reading material for people wanting to up their RO game, or simply for those who are curious about some of the lesser known duties of a good RO.</small>
 
=== Spawning in ===
There's a checklist you need to do before you start doing your hard work as a RO, it mostly goes as follows. I've ordered them based on priority, as 1 and 2 don't take long to do. This setup should not take a long time, I'd give it around 10-15 mins.
 
==== GET YOUR ASRS TABLET ====
'''Your Requisitions locker has an ASRS tablet. No matter what you do, you cherish this thing. Put it in your pocket and keep it there forever.'''
 
It lets you interact with the ASRS platform from anywhere. (Accept/deny orders, make new orders, raise/lower platform). This little device allows you to become mobile and not tethered to your computer, allowing you to multitask. Keep the tab open and make it a bit smaller, put it over your Status tab topright and a bit of chat if you don't mind it. The tab doesn't close when you put the tablet in your pocket.
 
==== Other items ====
'''Replace medium general pouch with tool pouch (You don't have APC access anyways so the multitool/cables from a tool belt are useless to you). You'll need the rest for reqtorio and other things.'''
 
Put whatever you want on your belt slot, I usually rock the G8 for its ability to store slighty larger items. Replace hat with Martin (By clickdragging his sprite into yours, you can pick him up and put him on your helmet slot.) This will make you <s>feel</s> a lot better and stand out as '''the req guy'''. Get rid of taser (Or put it in backpack). No real use for it. I usually grab a MG42 in it's place but that's for step 4. Also you can grab a hand labeler from your table in your office, good for labelling backpacks and crates before shipping which allows a marine to hover their mouse over it to see what it contains.
 
==== Vend your vendors ====
'''This should be one of the first things you do as #1 and #2 are a quick one minute affair.'''
 
Grab a crate or dispense one from a weapons vendor under boxes. Head into your op vendor '''(Operational supplies)'''. First tab, vend: Xeno Pinpointer, Beacon (IMPORTANT), 2 plastic explosives, all fultons, and 2 tactical suicide vests. Head into mining tab, vend everything, grenade boxes, also everything, ammo boxes, also everything. Then, head over to Automated Weapons Rack and check "Heavy Weapons" tab. You're looking for if marines vended the 4 "ST-571 sentry crates". If not, vend them or FOB's gonna be left undefended with no sentries. Feel free to also grab a rocket bag or two, those are always handy at fob. Close that crate up, get on your motorbike and put it on alamo. After that, check if marines also put all of the crates near the alamo on it. (Mostly nobody does this, so you should be the kind samaritan to get some of the boxes there.) But which ones? I only grab the big distinct green crate which has all the ammo in it, the MRE crate, red cell box that recharges weapon cells. I also grab the 3 brown crates and put them closer to req before opening them, since they might contain guns that marines will seek after. (Kalashnikov, for example). After your quick trip's done, you are ready for the last and least important step.
 
==== Return to req and set it up ====
'''Now that MG42 comes to play. You remember the shutters you originally opened?'''
 
It's a 5 wide opening, but the sides are blocked with glass. Equip your MG, shoot both window tiles open. This will give you a LOT of breathing/wiggle room and it really helps in the long run. The shutters will still be there after you break the window. Grab your ''free'' 30 conveyors & switch off a nearby metal rack in main req, link the two and start placing them on your platform. I usually do this with the conveyors:
 
[[File:Conveyor Setup For Lift.gif|link=https://tgstation13.org/wiki/File:Conveyor%20Setup%20For%20Lift.gif|329x329px]]
 
This setup means the crates which come up are closer to you without blocking all the spots where you put the things you wanna export. Also, if you really want, move some of the vendors closer to your drop pad using a wrench, helps when you get a request of 50 welding backpacks and similar. Lastly for your req setup, vend an '''Unboxer, Cutter, Atomic Reconstructor''' from your OP vendor's "reqtorio basics" tab. Put them nearby where they don't get in the way and are easily accessible. These 3 machines will be used for your smartgunners. It's alright even if you don't have any smartgunners.
 
Now that your frantic setup is complete it should be around 12:08 and you'll likely have marines yelling at you for their orders, or be in a complete ghost town where marines don't even know you exist.
 
'''Quick checklist:'''
 
* Crate filled with ammo, fultons, beacon, C4, sentries on alamo.
* Conveyors on lift, activated.
* Tablet in pocket.
* Reqtorio machines vended.
 
=== Before alamo departs ===
You'll want to start accepting and denying orders. Remember that orders are ordered (lol) based on their age, so the oldest (Earliest) order is at the top, while the newest (Freshest) order is at the bottom, so you'll likely want to start accepting from top to bottom. But hold that trigger cowboy! Does that marine really need a "Jetpack"? For 120 points?? You'll need to investigate, as some things that marines can buy from req are freely available (Sometimes in limited numbers, however) So in this case, you'll head over to the Automated Weapons Rack and check Specialized tab. Are there "marine jetpacks" there? If yes, vend it and tell them their order is at req while denying the order. Sometimes some limited guns are also in Seasonal tab, such as the aforementioned Kalashnikov. If you did not find the item, contemplate if it's worth spending points on right now. Now that the weird orders are sorted, here's things you want to prioritize;


=Gearing up=
'''<big>ASRS pad</big>'''. Steep price for the start of an op, 300, but is like a money printer if you have a researcher. When you get this crate, put a toolbelt, a charged cell from the yellow engineer vendor (Should be located nearby req) and if you don't have a researcher, also go into medical (You don't have access, but people raid chemistry roundstart so there should be an entryway into chemistry where there is a white medical vendor (NOT MARINEVEND) which is probably hacked by those same people. Head into the misc tab and grab a "Xenomorph analyzer", put it in the crate. Head into main medbay and grab a researcher tube (NOT cryo tube, the ones you're looking for are distinctly cyan). You can unbolt them by opening up their gui and clicking the topmost button, then simply put it in your crate.
Once you spawn in as an RO, you'll have your loadout selected items as well as some standard equipment, the most important being:
*Your RO suit, which doesn't allow for exosuits like the marine uniform but looks somewhat stylish nonetheless.
*N2 officer armor, which is slightly different PAS vest (slightly more melee defence, slightly less everything else).
*Insulated Gloves (toolbelt is on the rack nearby).
*Command headset that has full access to any and all channels (examine it for a list of channels and how to talk in them).
*Your ASRS tablet, which is a portable ASRS console and as such it is '''EXTREMELY''' important, treat it like it's a block of solid gold, keep it on yourself all the time, as it is much quicker to operate lift with it then run to the console each time.
*A revolver holster with a M44 SA (it's similar TP-44 revolver, but comes with various types of ammo in speedloaders), which works quite good as a sidearm.
*Taser, for particularly bad behaving marines that just keep breaking in requisitions when you aren't looking for a second.


Your department also contains several useful items, gear and tools:
'''Your second crate should have these:'''
*Ripley loader used to move up to two crates fast.
*Vendor in the middle of requisitions that contains empty ammo boxes, full grenade boxes, some stealth tarps (certain marine could want one) and various special ammunition for ordereable guns, such as A19 scout rifle, minigun, IFF sniper rifle and else.
*Four supply pads for each squad. Use those later to deliever crates with supplies to the beacons groundside.
*Your closet (which contains spare uniform, flash, webbing and other stuff of minor importance).
*Two toolbelts filled with tools and two plasmacutters on the rack (particularly useful for altering FOB defence)
*Several spare medkits of various types.
*Extinguishers, flashlights, other minor gear like that.
*Non-valuable materials with Autolathe to use it in. It is useful to print stuff like welding helmets, table and rack parts if you want to fancy requisitions, and so on.
*Three wooden crates with various random weaponry inside.
*More wooden crates: One with flares, one with water bottles, last one with MREs.
*Fueltank with another extinguisher on top of it.


This is how your department looks on PoS map:
* A toolbelt.
* High Capacity APC Power Cell.
* ASRS Pad.
* Researcher Tube.
* Xeno Analyzer.


[[File:TGMC_Upper_PoS_Req.png]]
After doublechecking, leave the crate on alamo. This will be your main point generator before your engineers set up miners. Now that ASRS is bought, you should '''prioritize orders from top to bottom'''. Suit modules are usually the most sought after thing now that imagers are gone. If you think you'll have too many suit module orders (5+ for a single module, such as Tyr2), you might want to hold off buying them and instead make a factory for modules. Same goes for SG ammo, you see a guy putting a roundstart order for 3 bins? Build a factory instead of hastily accepting his order, his jaw will drop seeing 10 filled bins on the same tile.
[[File:TGMC_Lower_PoS_Req.png]]


In general, it is recommended to equip yourself with webbing and swap your revolver belt for toolbelt (you can always swap back in case shit hits the fan).
As a rule of thumb you never want to outright deny orders unless you provide a substitute (By substitute I mean being able to create the order via reqtorio, offering a better alternative or already having a copy of the requested item stashed somewhere, NOT a downgrade or something entirely different) or the orderer is dead.


=Roundstart=
Other than dealing with orders, you might wanna deal with some other prep. Due to '''lacking''' APC access (And engi skill for that matter), you should really not bother trying to fix APCs or fix medical's if (read: When) their power runs out. You can still wirecutter a slashed APC in the event an illegal passenger drone slashes your TCOMMS APC.
After equipping yourself with gear you deem necessary beyond your starting equipment, you would proabably want to open department shutters (on PoS map it's directly above console, on the table), letting marines know that requisition is, in fact, run by someone, so they wont shout at command and try to break in.


First thing that most, if not all, RO prefer to do is to order an ASRS Bluespace Pad outright and deliever it to the Alamo or the tadpole. The reason being that despite the 50 point investment from the beginning of the round, it will pay off itself rather fast as marines would use it to export ore crates and alien coprses otherwise they would need to load all of it on the dropship, then deliever it all the way to the lift, which is very slow. The Bluespace is mandatory for the tadpole if marines are using it otherwise marines will shout at you and call you a bad RO.
Don't forget you're also '''in command''', so setting up aSL's, raising orbit <s>and doing briefings</s> is in your power!


After you're done with ASRS thing, there is a multiple things you might want to do:
=== Saving money with factorio ===
*Deliever three green-ish looking wooden crates to the dropship using Ripley - it's Flares, Water Bottles, MREs for marines to resupply. Flares are pretty mandatory as blind marine - dead marine, and MREs and Water Bottles are just useful - you can restore your blood level by eating and Water purges neurotoxine from you and regenerates your Stamina.
Reqtorio is a wonderful addition that allows you to save precious points at the cost of a little setup with larger bulk orders, being able to print out 10 modules at once for just *600* points (Saving a whopping 900) is something that will make an average unga love you and make your comrades proud. As you already vended 3 machines and put them down, you might not even know how to accordingly place them though! Firstly, grab some new conveyors from your autolathe and print a conveyor switch to boot with them as well. You can wrench a reqtorio machine down to bolt it to the ground and have it accept materials, or use a screwdriver to change its rotation counter-clockwise, symbolized by the red mark on the bottom left of a machine. This mark tells you WHERE the machine is currently pointing, and as such is pointing its output. On the opposite is the input of the machine. You can also fuel every machine by hand, but doing it with things other than assemblies takes a ridiculous amount of time. Regardless, the 3 reqtorio machines you vended create SMARTGUNNER ammunition, a rather costly endeavor made **50%** less expensive with a simple configuration. Placing them in this sequence allows you to put in Smart machinegun (SG29) and Smart minigun (SG85) refills into the leftmost machine (The Unboxer) and have them create 10 bins per refill, saving a total of 250 points PER batch!
*There is also portable laser charger that needs to be delievered to the dropship as well, as it allows to recharge laser rifle batteries and contains small supply of them by itself. Do it and never worry for laser rifle ammunition ever again.
*Dispense some of the ammo boxes (10-20 are usually enough) from your vendor and put them just outside requisitions for marines to grab. You might want to save some boxes for yourself, because marines could ask you to load and deliever more ammo.
*Dispense all of the grenade boxes (or just some, if you feel skimpy, but all of them most of the time), put them in separate crate and deliever it to the dropship. Marines could use them to resupply, and grenade launcher users would surely be thankful.
*Open up and check three regular looking wooden crates - they contain weapons from various manufacturers (Nanotrasen, Black Market and TGMC). See if there is something that marines would like (mainly White Phosphorus grenades, tactical/double barrel shotguns, incendiary shotgun shell boxes, Dragunov rifle, etc). It is recomended to put contents on the racks or tables near the line to the window, so marines could ask for something they like. Don't bother with standart issue guns you could get from TGMC crate, however, as it could be easily aquired from prep vendors.
*Check out with various department to see if they also need something ordered. Medical, for example, could order surgical supplies for FOB surgery and Engineering might want a bit more supplies to assist in FOB building. Usually they leave an orders themselves, but it won't hurt to check on them if you have nothing else to do already.


In the meanwhile, marines and other personel would leave orders for stuff they want/need but can't get in their prep or in any department, and it's your duty to manage them. Typical roundstart orders might include one or more things:
[[File:Unboxer.gif|link=https://tgstation13.org/wiki/File:Unboxer.gif]][[File:Conveyor Right.gif|link=https://tgstation13.org/wiki/File:Conveyor%20Right.gif]][[File:Cutter.gif|link=https://tgstation13.org/wiki/File:Cutter.gif]][[File:Conveyor Right.gif|link=https://tgstation13.org/wiki/File:Conveyor%20Right.gif]][[File:Reconstructor.gif|link=https://tgstation13.org/wiki/File:Reconstructor.gif]][[File:Conveyor Right.gif|link=https://tgstation13.org/wiki/File:Conveyor%20Right.gif]]
*Most frequent one is jaeger suit module which could be attached to jaeger exoskeleton suit and will aid wearer in one of the various ways. You almost always want to accept this kind of orders, as it will improve marine perfomance at steep cost of 12 points (baldur being 10, and mimir also requiring helmet module, which is additional 5).
*Tactical masks that costs 5 points each and protects from one facehugging attempt. Go for it if you got enough points, usually a good mild investment.
*Recoilles Rifle users will sometimes order additional rockets. Consider to approve it, if you have enough points for other orders, as it is quite effective in killing xenos or at least stripping all their armor off them.
*Smartgunners could order some additional ammo for their smartguns, but be wary - there is at least two vendors on each map, which contain two drums each, so be sure to ask them if they got it first before approving such orders. For reference, they get three ammo drums (including one in their smartgun, 200 rounds each, 600 rounds combined) roundstart from their prep and on average (based on author's experience) get through them within 30 minutes of operation if they participate (as they should) in active combat.
*Some other minor order (generally under 20 points) including but not limited to custom guns (mostly Mateba) that you can't get from prep, or any combination of the stuff above. Approve at your discretion, if you deem it reasonable, especially if valid reason was given.
*Someone might decide to order something costly like a scout cape (50 points), IFF sniper rifle (70 points without additional ammo, however there are few mags in your vendor) or even B18 (100 points). You will most likely want deny that, because at the start of the operation you're rather limited (you get 120 points as pictured), but they could be left for later when you regain points.


List of jaeger suit modules for referece:
Examples aside, the leftmost machine is the UNBOXER, and it's the defacto starting point of every factory, as you first need a machine to unpack a refill assembly. You can get creative with layouts for these, requiring only 1 conveyor between each machine while going diagonally.
*Valkyrie module is an autodoc module which is capable to inject marine with painkillers and healing chem when they're hurt or in pain, and most important - they automatically stabiize broken bodyparts as long as it worn (equivalent to splinting), so marine won't have to use splints which drastically increases survivability and life expectancy in the field. Slows wearer down a bit.
*Tyr gives more physical armor to wearer, making it slightly more protective from stuff like hits, slashes, bullets, explosions. Slows wearer down considerably.
*Mimir gives more chemical and burn armor to wearer, making it considerably more protective from stuff like acid spits, acid sprays, lasers. To gain additional protection from acid/neuro gas, it is almost always used in pair with mimir helmet module (costs additional five points). Slows wearer down a bit.
*Surt grants wearer fire immunity. Most flame sources can't light you on fire anymore, though walking on fire still minorly damages you, which calls for burn and pain chems to be used. Won't grant you immunity from lava, but it's better than nothing if you need to traverse it in case of emergency. Slows wearer down a bit.
*Baldur boosts shoulder lamp and costs only 10 points compared to usual 12. Advice is to prefer to order other armor modules over it as it is somewhat less useful in general, thought debatable.
*Hlin, a most recent addition in jaeger suit modules selection, grants wearer near-immunity from explosions. Useful for those who wish to use explosive weaponry of any sort as their main armament. Slows wearer down considerably.


There always would be some rather wasteful orders that should be outright denied, examples being:
There's many more recipes and some of them get pretty complex requiring 8 machines, 3 of which have to be bought. Remember that a factory is '''very modular''' and you <u>never</u> need to rebuy the same machine, as you can just change your current production to suit the new one.
*If someone decided that they're smarter than you/questioning your competence/aren't even aware if you're there or not and placed an order for an ASRS bluespace pad. There is almost no reason you should order two of them, short of convenience for engineers to get you points a bit faster exporting crates, but it's always not worth it to do in the beginning anyway.
*If they order something that is readily available in prep or any other department, such as regular issue guns, ammo and other munition, attachments, shields (at least six in two vendors in prep, if it's mid-operation already - consider ordering), medical supplies (only if they're still present in medbay) and so on. If they do so, direct them to where they can get that and deny their order.


If you're unsure on how to handle either order - use your best judgement or ask for an advice on the command channel, surely someone would help. Getting proper reason from whoever ordering helps too.
=== Communication ===
'''(aka. Dealing with radio silence)'''


===How to Order Things===
Being a good RO means you're not just good at accepting orders and pressing the lift button, you're a '''PEOPLE''' person, hence why you've got a <big>loud</big> headset!
ASRS is your bread and butter, as it allows you to order various types of supplies and gear for exchange for points, which can be earned by exports. Use the console or your tablet and interface would come up (if it won't - rejoin). This is how it looks:


[[File:TGMC_ASRS_interface.png]]
'''MORE OFTEN THAN NOT (Especially after the operation properly begins),''' you'll get a order verbally through comms, usually through req's channel (As everyone has access to it), though I've seen a few people order through Command, Fire Support, or the stray private using their squad channel. Not to fret, you've got access to EVERY channel and knowing which letter is for which is going to save you a lot of hassle in the long run.


Go to whatever category the desired item is in (for example, it's "Operations" for ASRS Bluespace Supply Pad). Click the single arrow to order one, or the double to waste all your points getting as many of this particular item as you can. Then go to the "Pending Order" tab and hit Approve, if you're satisfied with your selection. It will be moved to the "Awaiting Delievery" tab and corresponding to summary price of supplies amount of points would be deducted, and next time you will rise lift - it will be on it. There is also other tabs:
<u>:q - alpha, :b - bravo, :c - charlie, :d - delta, ; - Common , :s - Fire Support , :h - Command , :e - Engineering, :u - Req.</u>
*Previous Purchases allows you to see what was purchased via this console or pad with authorization (requisition access).
*Export history allows you to see which wares were exported using lift/ASRS bluespace pad and when to gauge marines effectiveness at scoring you points.
*Requests contain requests that was made by marines or other personel using console outside (doesn't require access). You can either approve them (they will be moved to Awaiting Delievery tab just like your own orders) or deny them.
*Approved Requests contains all requests that you or someone else with access approved. Useful for when you forgot who ordered something that you already retreived.
*Denied Requests, duh, contains denied requests.


=Exports=
Regardless, this is where only game knowledge can help you solve the cryptic hints of radio orders, as being told to order "50 metal, 2 sentries, to my beacon" is much more desirable than '''"DMR NOW"''' which will leave you scratching your head in a magnitude of ways. But here is where I unfortunately have to tell you the sad reality; '''''Marines are not smart''''', not just that, but it also sometimes feel like these people <u>GO OUT OF THEIR WAY</u> to make your job harder.
Exports is your main way on getting points (other one being passive regen, but it's kind of slow and not so reliable for costly orders). It can be done either via your lift platform or using ASRS Bluespace Pad. To get points from exporting using lift, simply place stuff you want to export on raised lift without any packaging (like crates) and it will automatically give you points upon lowering. ASRS is slightly harder, but much more useful and handy.  


Next part is more for marines than for you, as they would be delievering and using it most of the time: After you get it, deliever it to the ground (usually via dropship), drag it to the desired destination, wrench it down (it must either be in powered room or on powered cable) - done, you now can place things you want to export on top of it and use it (if you can't pixelhunt for it under all stuff you want to export - use alt-click) to momentarily export things and gain points. It also reports how much points was received for which item, so you can shout at RO to order you fancy stuff.
(Worst cases are when you get an order and never get a reply after you ask them where they want their order)


List of things you can export is quite short:
Not to fret, you have <big>loudspeak</big> for a reason! You must however remember '''<big>The 3 Rules</big>'''
*Crates of Phoron and Platinum ore, aquired from repairing and running corresponding types of miners on the map. Phoron crate earns 20 points, and Platinum Crate earns 40.
*Xenomorph corpses. Larva embryo (pulled from infected, but unbursted marine via surgery) costs 5, regular killed larva - 15, any Tier 1 caste - 3, Tier 2 caste - 40, Tier 3 caste - 50, and a Queen - whooping 100 points, being equivalent to the B18 armor cost.


=Mid-Round=
'''<big>1) Say relevant information and keep it short and concise</big>''', drawing out your replies will only net negative results in the long run.
After you're done with operation start chores and marines are already deployed it's time to gather and deliever more supplies they would need on demand or by your initiative. The very first thing you need to do is to ensure that there is at least one supply beacon deployed inside FOB, as it is vital part of supply cycle without which it will be hindered considerably. Second thing you want to ensure of if ASRS pad (if you choose to ordred it, which you really should) brought from dropship to FOB, wrenched down and working, as it is essential for exports, which is your main point source.


After all of that, you have some free time, consider to do any of the stuff listed above that you could't do early because of a hurry and more:
'''<big>2) Ask ungas to elaborate if you're confused</big>''', For our previous example, if you're unsure of the item in question, you'd have to ask "You mean the one in weapons vendor under marksman or the '''A'''MR from req? Sure, any attachies?" Don't be afraid to ask for people to elaborate on their orders, as many times you could have a simple communication error cost you precious seconds in time of need, such as someone telling you to buy 3 APHE for TAT, so you buy a single order of 3 APHE shells, but only after you send it realize they meant 3 orders of 3 shells.  
*Sort inner requisition stuff to your liking. It's much more fast and enjoyable to work when each item in it's place. You can use table parts that are already present or print more of them and rack parts to take it one step further. This is, however, not vital to your job in any way.
*Try to predict what marines would need soon and start to gather it. It mainly concerns supplies which can be aquired from prep such as ammo, guns, additional supply of flares and grenades and else, because ordering things using ASRS is quite fast, but gathering supplies from prep not so. Use backpacks for flares and grenades, and ammo boxes that you saved early/leftover after marines for ammo.
*Be creative! Come up with some of the additional guns that marines would like to use such as, for example, flamers with rail lights attached, or FOB GPMGs with bipod, extended barrel and a rail scope for defence purposes. Marines are also prone to lose their guns sometimes, so you can as well throw together few general designs and send them along with requested supplies. And lastly, there is a few good guns in the Import and Weapons categories available, such as HPR machinegun or Mateba revolver (each costs 15, thought most ammo for such guns including HPR costs 5 for each mag/box). Marines would love those too.


List of most used guns in that order for reference (from authors personal experience, don't quote):
<big>'''3) Never automatically send to fob'''</big>, ask if they have antenna/beacon/where they want their order. The worst way you can hurt a push is by forcing people to abandon frontline and scramble to fob one at a time. Do not do this.  
*T-12 assault rifle, T-42 LMG, T-60 GPMG, TL-127 bolt-action rifle, and both types of usual shotguns are most widely used guns. You should have ammo for those ready each and all time.
*T-18 carbine, TX-15 automatic shotgun, T-90 submachine gun, T-19 machinepistol, T-37 DMR and T-60 battle rifle are not that widely used as guns above, but there is usually a few marines that use them. Ask around if not sure.
*Really dumb but sometimes effective guns sometimes used, such as mosin or PPSh. Marines that like them mostly doesn't count on requisitions in any capability and pack needed ammo themselves, given you provided them with ammo boxes.
*There is a special types of guns like flamers, in case of which it is far easier to locate fuel tank groundside and replenish your ammo or simply bring vast amount of additional welding kits early on, so it won't likely need resupply. Same applies so lasguns, as marines have lasgun batteries charger groundside if you followed this guide right.
*Anything else such as sidearms and other non-mentioned stuff (lasgun is not mentioned due to presence of a charger) used pretty rarely and ammo for it should only be prepared upon request.


Then some orders should begin to come in from various channels. In the middle of the operation (from half an hour to hour in) it would likely be additional materials for a FOB and some ammo that wasn't packed by marines themselves. Those are usually easy to fulfill. Other than that, after scoring some points for you via exports, marines will request various shiny and often costly equipment, such as spec guns (ranging from IFF sniper rifle and minigun to the Scout Rifle and MBX shotgun), B18 armor and maybe some additional armor modules they've missed shipside. In general, you want to prioritize general stuff that would aid most of marines and would most likely be profitable to the operation as a whole, such as meds and building mats, as well as turrets if requested, and only after it - any personal request for guns, modules and armor, which could give a boost to marines, but likelyhood of that is somewhat less reliable.
=== Signal ping pong ===
'''<code>"Launch aborted! Supply beacon signal lost."</code>''' This means that the beacon/antenna/radio pack you are *currently* sending to has ceased to function, whether deactivated or broken and it means you have to ask/tell the receiving person to check their antenna. '''ONLY ASK FOR THIS ONCE'''. As I have managed once to get into an infinite loop where I tell someone to set their beacon, start sending, they change the beacon, I get the supply beacon signal lost message, and I tell them to fix their beacon, at which point the console locks onto their changed beacon from before, leading to an infinite loop of tearing your hair out.


In case of marines becoming indifferent from time to time, you can use your best judgement and assemble a care package for them with all sorts of useful supplies:
'''<u>Super advanced tech:</u>''' After you hit "Launch Supply Drop", keep refreshing the current beacon by re-selecting it a bunch. The drop doesn't cancel and if the marine in this 10 second time period flickers their antenna, you'll manage to re-select it and not abort your launch. Knowing this tech is '''IMPECCABLE''' to sending orders fast, as some marines really like to flicker their signals.
*Ammo for most used guns.
*Building materials if there is an active engineers.
*Medical supplies, mostly meds.
*Few guns you assembled together in the meantime.
*Any stuff that was left behind, such as spare recoilles launchers, shields, grenades.


==End-Round==
Other than being a '''mastermind at 9D chess''' with people, you should periodically update people on your req points, <u>there's no point of having 'em if nobody uses them!</u> I usually do this after getting a big bulk of points at once, or when I've been stuck at 200ish points for 20+ mins wondering if my Rsr and Engis are snoozing (Or dead).


In the end-round (hour from the beginning and onwards) few general scenarious could take place:
Some of the lesser known tips:
*Quick victory is most desirable and can occur even before the lategame. In this case, you won't need this part of the guide, but you can order some crayons to congratulate marines with their victory.
*Grim-looking future. Marines taking heavy losses, everyone is screaming at command and eachother, command screaming at marines, xenos begin FOB assault, it all can mean one thing - battle would be taken shipside and you all would fight for either your survival or for SD activation. In this case, it is adviced to order additional materials and help engineers and marines to reinforce SD and CIC somewhat beforehead, so you can gain an upper hand in marines favorite competition play - cadehugging. Tight hallways also call for grenades in particular, sniper rifles and flamers would be heavily used as well. If you have enough points for materials and a turret - by all means, go for it.
*It looks like a tie. Operations drags on for two hours and more, marines are stuck firmly to their barricades and whole thing looks like a trench war. In this case, if you didn't cryo from it yet, most desirable things would be building mats, most likely. It will allow marines to expand their autism fort and make it sturdier in weak places. You can also gain an upper hand by suiting more and more marines with specialist-tier weapons and B18 armors. Xeno at this point shouldn't have too many numbers and can evolve only to certain point, but marine upgrade potential are nearly limitless in this regard.


==Tips and Tricks==
* A smartgun has a check on it to prevent any non-smartgunner from using it effectively. Putting it on an Experimental shoulder mount attachment won from Researcher's gacha bypasses this entirely. Send these to frontliners along with throwing knives.
This list is not extensive by any means and would likely be expanded:
* You can open a crate while it is being sent to a beacon. Useful for if you realise a little too late that you are sending the order to the wrong guy. (You can't pull the crate after it's locked in, and it takes exactly 10 seconds to send after pressing the button)
*There is not a single right way to play RO right, possibilities are vast. Experiment, make fun things, explore new stuff from order list, but by no means such activities should hinder supply flow.
* Contrary to popular belief amongst the non-RO's, you do not have surgery skill. If you find yourself as the only one shipside you have to beg over comms for a corpsman to go shipside otherwise putting dead people into autodocs/cryo will make medbay run out of power fast-- and your ID has no APC access. Combine that with no engi skill and even hacking an APC is a lengthy endeavor. Put people into stasis bags if there's no power.
*If you got shitload of points and no shortage expected, there is certain powerful toy you can order for 300 points - quad thermobaric launcher, which is most devastative explosive weapon you can get. It comes with a four rockets which you can fire one by one or use burst to fire all four. Near impossible to survive if hit with burst of such.
* You can chamber OB fast even without the skill, as pressing the button to Load and Chamber an OB round bypasses the "?" timer.
* If you have the time, you can orbit groundside personnel with your req's overwatch console and even give them buffs from orders.
* Short on metal? Making lots of glass windows from the glass stack req starts off and then breaking them gives you 1 metal per 4 glass (Slowest), prying floor tiles off shipside nets you 1 metal per 4 floor tiles (Slow-ish + carpal tunnel), deconstructing the cades that spawn at reqline and near alamo on Pillar of Spring nets you around 60 metal, Pillar of Spring and some other shipside maps have armory with a 50 metal stack spawn (Fastest but map dependent).

Текущая версия от 04:25, 5 октября 2023

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

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


Файл:DMCA RO.png  CWO Self Insert говорит:
"Hi! If you're here, you've probably been unlucky enough to land in the role of somebody with access to req or if you're masochistic enough to choose RO, don't worry; this job really isn't so hard as long as you remember the basics, which this guide below should help you learn."


Duties of the Office[править | править код]

Welcome to the Requisitions department, home of infinite crates and not enough points. Your basic duties will entail keeping tabs on marine supply, filling orders, and sending down munitions, materials, and other necessary supplies. While running requisitions, your single most important duty is communication. Listen for orders, give notifications on progress, and alert marines when their crates are ready. Even if you can't keep up with demand, people feel better if they hear from you about it.

Essential Equipment[править | править код]

The only absolutely necessary equipment for requisitions activities is a wrench, to reset the supply pad in the even that it breaks.

For an optimal requisitions experience, you'll need some additional gear:

  • The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
  • A hand labeler, to properly tag and identify the crates you send.
  • A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
  • A machete, to break open doors heads secure crates prior to sending. Wear it on your back.

The ASRS System[править | править код]

The ASRS console UI.
The requests tab, with a few orders.

The most important utility of requisitions is the ASRS system. In theory, the ship has a large automated storage bay in the lower decks, from which the ASRS system retrieves crates as requisitions points are spent. The control interface for the system is accessible via one of the ASRS consoles in requisitions, or by the ASRS tablet found in the RO's locker. From the interface, you can view, place, deny or accept orders for requisitions equipment.

To the left of the UI, you will see three categories. The first is primary used for control of the ASRS elevator. Use the Raise or Lower button to toggle the state of the elevator. After a short delay, it will arrive in either position. Prior to arriving, you can see any purchased orders by pressing the Awaiting Delivery button. These will remain as pending until the elevator brings them to the raised position.

The ASRS inventory, on the weapons tab.

The second section is for direct ASRS orders, placed by the ASRS consoles inside Requisitions or by the ASRS tablet. These aren't placed as requests, so you don't need to worry about accepting it as an order. Just press Purchase Cart to buy your queued items, or Clear Cart to quickly remove all items. The Previous Purchases tab will show all formerly purchased items, including those placed by requests or direct orders. To add items to this cart, select them from the tabs in the fourth section, the ASRS inventory. The last item is the export history tab, which shows most previously sold items.

The third section is for viewing placed, but not accepted or denied, orders. Whenever someone places an order from the ASRS requests console outside requisitions, it will be sent to the pending orders tab. You can view it by pressing the Requests button. From there, it's up to you to accept or deny orders individually. If you want to accept or deny all pending orders, and have the points to do so, you can press the Accept All or Deny All buttons in the top right. You can also review all previously accepted and denied orders from here. In the denied orders tab, there's a button to approve each order in the event you denied one by mistake.

The last section is the ASRS inventory. Each tab here shows contains crates of items related to their relevant category, identified by name. You can press the arrows on each item to add either one, or the maximum affordable number, of the item to your cart. These are sent to your pending order. Pressing the small dropdown arrow next to each items name will display the exact contents of the crate, as well as their quantity.

A list of items in the ASRS inventory can be found at the bottom of this document.

The ASRS Elevator[править | править код]

The elevator in its lowered position.
The elevator in its raised position.

The ASRS elevator works in two positions, the raised and lowered states.

While in the raised state, you can remove crates, load export items, and generally use the area safely. The system features a living biosign detector, so it won't take you down into the cargo bay itself. That's a good thing, there's probably no air down there. When the lift is clear of biosigns, pressing the Lower button will raise safety rails on all sides of the lift, preventing access.

Note that any crates currently on the lift will not be refunded if sent down with the lift, so make sure any orders are removed before sending the elevator down.

While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.

Point Acquisition[править | править код]

You'll need an adequate supply of requisitions points before you can order anything. Points can be gained through two methods, passive or active.

Points will passively generate from roundstart based on the ships orbital level. The exact formula is 20*(Orbit Level/3) every 10 seconds, but due to lag and other calculations you'll likely only be getting 50 per minute. This number can be increased by elevating the ships orbital level, but note that this increases dropship transit time and CAS fire delay.

For active point generation, the marines will need to do some work. Points are actively gained through exports, by selling xenomorph corpses, research artifacts, valuable minerals, or factory sales.

Xenomorph corpses and mining are going to be your most lucrative point generation methods. For Xenomorph exports, the amount of points you get is based on the tier of the Xenomorph. In order:

  • Surgically removed larva: 50 points
  • Minion Xenomorphs: 50 points
  • Larva: 150 points
  • Tier 1 Xenomorphs: 300 points
  • Tier 2 Xenomorphs: 400 points
  • Tier 3 Xenomorphs: 500 points
  • Tier 4 Xenomorphs: 1000 points

These can be sold through three methods:

  • Use of a fulton kit, which have three uses each and require open air to send.
  • Use of an ASRS Bluespace Export pad, which must be purchased from Requisitions but can be infinitely used as long as they have power, can can operate indoors.
  • Manual sale through placing the corpses on the ASRS elevator.

All methods produce the same number of points, but some are more costly in terms of time or resources than others.

Mining is another lucrative point generation method. The surface will have a number of mineral miners present, which engineers can repair and activate. These will slowly mine crates of ore, which can be sold by manually interacting with them. This process can be automated with autominer modules, or accelerated with overclock modules (Constructed by the Autolathe).

There are two miner types, Plasma and Platinum. Plasma generates 150 points every 140 seconds, and Platinum generates 300 points every 140 seconds.

Researchers on the field may find credit points while doing their work. The value of these coins is labeled on them, and they can be sold on the ASRS elevator for the relevant amount.

The last method of active point generation is factory sales. The Pizza factory kit costs 290 points to purchase, and each pizza from the set of 30 can be re-sold for ten points each. This will net you ten points, so it's very slow; though theoretically, you could make infinite points from it.

Supply Drops[править | править код]

The supply drop pad.

The supply drop system is used for sending crates directly to the surface from requisitions, subverting the need to send them via the Alamo or Tadpole.

To use the pad, simply load a crate onto the caution-marked area. Make sure that it's closed, otherwise the system will just send the crate and none of its contents.

The supply drop interface.

You can only send crates via the supply drop system. Lockers, coffins, and machinery like fuel tanks and bikes cannot be sent.

Supply drops can be sent to either beacons, which are semi-permanent and deployed on the ground, or antennas, which can be attached to marine helmets or radio backpacks, but only maintain a signal for 4 minutes. Press the button next to "Current beacon" to change which beacon you're sending to. The list will display all prior beacons, whether they're currently usable or not; try switching to one of them, and if you get a beacon location, it's viable. Otherwise, select a new beacon.

You can also set an X and Y offset to send crates to positions surrounding the beacon. Note that once an offset has been changed from 0, it cannot be reset back to 0.

If a crate is loaded onto the pad, but it isn't being detected, try pressing Update next to Supply pad status. If it's still not detected, the crate may be anchored to the ground. Try unwrenching it, and update again.

Once your crate is ready and the destination is set, press Launch Supply drop to fire. You'll have a roughly 30 second delay before you can send another crate.

The Factory[править | править код]

Click on link to learn more about factory.

Other Utilities[править | править код]

The Operational Supplies Vendor

All requisitions bays will have 4 vendors to help you with your job; The Operational Supplies Vendor, the Automated Weapons Vendor, the Surplus Clothing Vendor, and the Surplus Armor vendor. These can be used to acquire certain ASRS items for free, such as Jaeger armor or weapon attachments.

The most useful by far is the Operational Supplies Vendor. This contains a small amount of several specialist weapon ammunition types, several utility items such as plastic explosives, fultons and autominers, as well as vending 2 boxes of each standard grenade type and one box of most standard ammo types. It is recommended to empty the standard ammo and most of the utility items into one or two crates, and load them onto the Alamo for the marines to use.

The Requisitions Overwatch Console

The Automated Weapons Vendor can vend infinite free standard attachments, negating the need to order them from the ASRS system. Some attachments, like the Build-A-Sentry or Tactical Shotgun Stock still need to be ordered. The vendor can also provide free ammunition for standard weapons, so use this to restock if you get a request for non-specialized ammo.

In addition, the Requisitions bay comes equipped with its own Overwatch console. Make sure to use this in order get a feel for the situation on the ground, and operate accordingly. Functionally, this console operates the same as those found on the bridge.

Tips[править | править код]

  • In the Surplus Clothing Vendor, some pouches come with items included. Most of the time this isn't very helpful, but examples like the Electronics Pouches are a good source of infinite, free high-capacity batteries.
  • You can use the Ripley to carry crates, boxes, xenomorph corpses, and the lasgun cell charger. It's always faster to carry two items with the Ripley than to use the Push+Pull method, so use this if you have a lot to move.
  • Always remember, communication is key. Feel free to call people out by name when their orders are up, check in on smartgunners if they need ammunition, or ask marines in general what sort of Requisitions equipment they'd like.
  • You'll usually be expected to put attachments on specialist weapons before sending them down. For the Minigun, you should generally put a magnetic harness on it before sending; for the SADAR, use a mini-scope.
  • Check the Automated Weapon Vendors specialized section if a T-29 Smartgunner is asking for ammunition. There are 4 free drums found there at roundstart, and the smartgunners may have forgotten to take them.
  • Some crates, such as the Advanced Medical Supplies crate, are rank-secured when purchased, requiring someone with the necessary access to unlock the crate before the contents are accessible. This can be circumvented by breaking the crate.

Addendum; Tips & Tricks for Requisitions[править | править код]

Written and signed by Dell Conagher.

This is not meant to be a replacement for the guide already found on this page, it's moreso additional reading material for people wanting to up their RO game, or simply for those who are curious about some of the lesser known duties of a good RO.

Spawning in[править | править код]

There's a checklist you need to do before you start doing your hard work as a RO, it mostly goes as follows. I've ordered them based on priority, as 1 and 2 don't take long to do. This setup should not take a long time, I'd give it around 10-15 mins.

GET YOUR ASRS TABLET[править | править код]

Your Requisitions locker has an ASRS tablet. No matter what you do, you cherish this thing. Put it in your pocket and keep it there forever.

It lets you interact with the ASRS platform from anywhere. (Accept/deny orders, make new orders, raise/lower platform). This little device allows you to become mobile and not tethered to your computer, allowing you to multitask. Keep the tab open and make it a bit smaller, put it over your Status tab topright and a bit of chat if you don't mind it. The tab doesn't close when you put the tablet in your pocket.

Other items[править | править код]

Replace medium general pouch with tool pouch (You don't have APC access anyways so the multitool/cables from a tool belt are useless to you). You'll need the rest for reqtorio and other things.

Put whatever you want on your belt slot, I usually rock the G8 for its ability to store slighty larger items. Replace hat with Martin (By clickdragging his sprite into yours, you can pick him up and put him on your helmet slot.) This will make you feel a lot better and stand out as the req guy. Get rid of taser (Or put it in backpack). No real use for it. I usually grab a MG42 in it's place but that's for step 4. Also you can grab a hand labeler from your table in your office, good for labelling backpacks and crates before shipping which allows a marine to hover their mouse over it to see what it contains.

Vend your vendors[править | править код]

This should be one of the first things you do as #1 and #2 are a quick one minute affair.

Grab a crate or dispense one from a weapons vendor under boxes. Head into your op vendor (Operational supplies). First tab, vend: Xeno Pinpointer, Beacon (IMPORTANT), 2 plastic explosives, all fultons, and 2 tactical suicide vests. Head into mining tab, vend everything, grenade boxes, also everything, ammo boxes, also everything. Then, head over to Automated Weapons Rack and check "Heavy Weapons" tab. You're looking for if marines vended the 4 "ST-571 sentry crates". If not, vend them or FOB's gonna be left undefended with no sentries. Feel free to also grab a rocket bag or two, those are always handy at fob. Close that crate up, get on your motorbike and put it on alamo. After that, check if marines also put all of the crates near the alamo on it. (Mostly nobody does this, so you should be the kind samaritan to get some of the boxes there.) But which ones? I only grab the big distinct green crate which has all the ammo in it, the MRE crate, red cell box that recharges weapon cells. I also grab the 3 brown crates and put them closer to req before opening them, since they might contain guns that marines will seek after. (Kalashnikov, for example). After your quick trip's done, you are ready for the last and least important step.

Return to req and set it up[править | править код]

Now that MG42 comes to play. You remember the shutters you originally opened?

It's a 5 wide opening, but the sides are blocked with glass. Equip your MG, shoot both window tiles open. This will give you a LOT of breathing/wiggle room and it really helps in the long run. The shutters will still be there after you break the window. Grab your free 30 conveyors & switch off a nearby metal rack in main req, link the two and start placing them on your platform. I usually do this with the conveyors:

This setup means the crates which come up are closer to you without blocking all the spots where you put the things you wanna export. Also, if you really want, move some of the vendors closer to your drop pad using a wrench, helps when you get a request of 50 welding backpacks and similar. Lastly for your req setup, vend an Unboxer, Cutter, Atomic Reconstructor from your OP vendor's "reqtorio basics" tab. Put them nearby where they don't get in the way and are easily accessible. These 3 machines will be used for your smartgunners. It's alright even if you don't have any smartgunners.

Now that your frantic setup is complete it should be around 12:08 and you'll likely have marines yelling at you for their orders, or be in a complete ghost town where marines don't even know you exist.

Quick checklist:

  • Crate filled with ammo, fultons, beacon, C4, sentries on alamo.
  • Conveyors on lift, activated.
  • Tablet in pocket.
  • Reqtorio machines vended.

Before alamo departs[править | править код]

You'll want to start accepting and denying orders. Remember that orders are ordered (lol) based on their age, so the oldest (Earliest) order is at the top, while the newest (Freshest) order is at the bottom, so you'll likely want to start accepting from top to bottom. But hold that trigger cowboy! Does that marine really need a "Jetpack"? For 120 points?? You'll need to investigate, as some things that marines can buy from req are freely available (Sometimes in limited numbers, however) So in this case, you'll head over to the Automated Weapons Rack and check Specialized tab. Are there "marine jetpacks" there? If yes, vend it and tell them their order is at req while denying the order. Sometimes some limited guns are also in Seasonal tab, such as the aforementioned Kalashnikov. If you did not find the item, contemplate if it's worth spending points on right now. Now that the weird orders are sorted, here's things you want to prioritize;

ASRS pad. Steep price for the start of an op, 300, but is like a money printer if you have a researcher. When you get this crate, put a toolbelt, a charged cell from the yellow engineer vendor (Should be located nearby req) and if you don't have a researcher, also go into medical (You don't have access, but people raid chemistry roundstart so there should be an entryway into chemistry where there is a white medical vendor (NOT MARINEVEND) which is probably hacked by those same people. Head into the misc tab and grab a "Xenomorph analyzer", put it in the crate. Head into main medbay and grab a researcher tube (NOT cryo tube, the ones you're looking for are distinctly cyan). You can unbolt them by opening up their gui and clicking the topmost button, then simply put it in your crate.

Your second crate should have these:

  • A toolbelt.
  • High Capacity APC Power Cell.
  • ASRS Pad.
  • Researcher Tube.
  • Xeno Analyzer.

After doublechecking, leave the crate on alamo. This will be your main point generator before your engineers set up miners. Now that ASRS is bought, you should prioritize orders from top to bottom. Suit modules are usually the most sought after thing now that imagers are gone. If you think you'll have too many suit module orders (5+ for a single module, such as Tyr2), you might want to hold off buying them and instead make a factory for modules. Same goes for SG ammo, you see a guy putting a roundstart order for 3 bins? Build a factory instead of hastily accepting his order, his jaw will drop seeing 10 filled bins on the same tile.

As a rule of thumb you never want to outright deny orders unless you provide a substitute (By substitute I mean being able to create the order via reqtorio, offering a better alternative or already having a copy of the requested item stashed somewhere, NOT a downgrade or something entirely different) or the orderer is dead.

Other than dealing with orders, you might wanna deal with some other prep. Due to lacking APC access (And engi skill for that matter), you should really not bother trying to fix APCs or fix medical's if (read: When) their power runs out. You can still wirecutter a slashed APC in the event an illegal passenger drone slashes your TCOMMS APC.

Don't forget you're also in command, so setting up aSL's, raising orbit and doing briefings is in your power!

Saving money with factorio[править | править код]

Reqtorio is a wonderful addition that allows you to save precious points at the cost of a little setup with larger bulk orders, being able to print out 10 modules at once for just *600* points (Saving a whopping 900) is something that will make an average unga love you and make your comrades proud. As you already vended 3 machines and put them down, you might not even know how to accordingly place them though! Firstly, grab some new conveyors from your autolathe and print a conveyor switch to boot with them as well. You can wrench a reqtorio machine down to bolt it to the ground and have it accept materials, or use a screwdriver to change its rotation counter-clockwise, symbolized by the red mark on the bottom left of a machine. This mark tells you WHERE the machine is currently pointing, and as such is pointing its output. On the opposite is the input of the machine. You can also fuel every machine by hand, but doing it with things other than assemblies takes a ridiculous amount of time. Regardless, the 3 reqtorio machines you vended create SMARTGUNNER ammunition, a rather costly endeavor made **50%** less expensive with a simple configuration. Placing them in this sequence allows you to put in Smart machinegun (SG29) and Smart minigun (SG85) refills into the leftmost machine (The Unboxer) and have them create 10 bins per refill, saving a total of 250 points PER batch!

Examples aside, the leftmost machine is the UNBOXER, and it's the defacto starting point of every factory, as you first need a machine to unpack a refill assembly. You can get creative with layouts for these, requiring only 1 conveyor between each machine while going diagonally.

There's many more recipes and some of them get pretty complex requiring 8 machines, 3 of which have to be bought. Remember that a factory is very modular and you never need to rebuy the same machine, as you can just change your current production to suit the new one.

Communication[править | править код]

(aka. Dealing with radio silence)

Being a good RO means you're not just good at accepting orders and pressing the lift button, you're a PEOPLE person, hence why you've got a loud headset!

MORE OFTEN THAN NOT (Especially after the operation properly begins), you'll get a order verbally through comms, usually through req's channel (As everyone has access to it), though I've seen a few people order through Command, Fire Support, or the stray private using their squad channel. Not to fret, you've got access to EVERY channel and knowing which letter is for which is going to save you a lot of hassle in the long run.

:q - alpha, :b - bravo, :c - charlie, :d - delta, ; - Common , :s - Fire Support , :h - Command , :e - Engineering, :u - Req.

Regardless, this is where only game knowledge can help you solve the cryptic hints of radio orders, as being told to order "50 metal, 2 sentries, to my beacon" is much more desirable than "DMR NOW" which will leave you scratching your head in a magnitude of ways. But here is where I unfortunately have to tell you the sad reality; Marines are not smart, not just that, but it also sometimes feel like these people GO OUT OF THEIR WAY to make your job harder.

(Worst cases are when you get an order and never get a reply after you ask them where they want their order)

Not to fret, you have loudspeak for a reason! You must however remember The 3 Rules

1) Say relevant information and keep it short and concise, drawing out your replies will only net negative results in the long run.

2) Ask ungas to elaborate if you're confused, For our previous example, if you're unsure of the item in question, you'd have to ask "You mean the one in weapons vendor under marksman or the AMR from req? Sure, any attachies?" Don't be afraid to ask for people to elaborate on their orders, as many times you could have a simple communication error cost you precious seconds in time of need, such as someone telling you to buy 3 APHE for TAT, so you buy a single order of 3 APHE shells, but only after you send it realize they meant 3 orders of 3 shells.

3) Never automatically send to fob, ask if they have antenna/beacon/where they want their order. The worst way you can hurt a push is by forcing people to abandon frontline and scramble to fob one at a time. Do not do this.

Signal ping pong[править | править код]

"Launch aborted! Supply beacon signal lost." This means that the beacon/antenna/radio pack you are *currently* sending to has ceased to function, whether deactivated or broken and it means you have to ask/tell the receiving person to check their antenna. ONLY ASK FOR THIS ONCE. As I have managed once to get into an infinite loop where I tell someone to set their beacon, start sending, they change the beacon, I get the supply beacon signal lost message, and I tell them to fix their beacon, at which point the console locks onto their changed beacon from before, leading to an infinite loop of tearing your hair out.

Super advanced tech: After you hit "Launch Supply Drop", keep refreshing the current beacon by re-selecting it a bunch. The drop doesn't cancel and if the marine in this 10 second time period flickers their antenna, you'll manage to re-select it and not abort your launch. Knowing this tech is IMPECCABLE to sending orders fast, as some marines really like to flicker their signals.

Other than being a mastermind at 9D chess with people, you should periodically update people on your req points, there's no point of having 'em if nobody uses them! I usually do this after getting a big bulk of points at once, or when I've been stuck at 200ish points for 20+ mins wondering if my Rsr and Engis are snoozing (Or dead).

Some of the lesser known tips:

  • A smartgun has a check on it to prevent any non-smartgunner from using it effectively. Putting it on an Experimental shoulder mount attachment won from Researcher's gacha bypasses this entirely. Send these to frontliners along with throwing knives.
  • You can open a crate while it is being sent to a beacon. Useful for if you realise a little too late that you are sending the order to the wrong guy. (You can't pull the crate after it's locked in, and it takes exactly 10 seconds to send after pressing the button)
  • Contrary to popular belief amongst the non-RO's, you do not have surgery skill. If you find yourself as the only one shipside you have to beg over comms for a corpsman to go shipside otherwise putting dead people into autodocs/cryo will make medbay run out of power fast-- and your ID has no APC access. Combine that with no engi skill and even hacking an APC is a lengthy endeavor. Put people into stasis bags if there's no power.
  • You can chamber OB fast even without the skill, as pressing the button to Load and Chamber an OB round bypasses the "?" timer.
  • If you have the time, you can orbit groundside personnel with your req's overwatch console and even give them buffs from orders.
  • Short on metal? Making lots of glass windows from the glass stack req starts off and then breaking them gives you 1 metal per 4 glass (Slowest), prying floor tiles off shipside nets you 1 metal per 4 floor tiles (Slow-ish + carpal tunnel), deconstructing the cades that spawn at reqline and near alamo on Pillar of Spring nets you around 60 metal, Pillar of Spring and some other shipside maps have armory with a 50 metal stack spawn (Fastest but map dependent).