TGMC:Requisitions Officer: различия между версиями

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*Ammo : Marines won't be lacking on ammo, though special guns might run out of ammo with time, as the Smartgun and the Minigun ammo can't be found in the standard Ammunition Vendors.
*Ammo : Marines won't be lacking on ammo, though special guns might run out of ammo with time, as the Smartgun and the Minigun ammo can't be found in the standard Ammunition Vendors.
*Materials : The materials you can order are metal, plasteel and sandbags.
*Materials : The materials you can order are metal, plasteel and sandbags.
=Orders=
{{Orders}}


=Tips=
=Tips=

Версия от 12:12, 27 февраля 2022

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "The project is actively being developed, some information is bound to be out of date."



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

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



REQUISITION
Файл:DMCA RO.png
Requisition Officer
Access: Requisition
Difficulty: Medium
Rank: Chief Petty Officer(starting), Warrant Officer(10hrs), Chief Warrant Officer(25hrs), Ensign(50hrs)
Class: Navy
Supervisors: Commander
Duties: Perform logistic duties, give spec their ammo
Guides: Guide to Requisition
Quote:"You meddling marines and your valks! You're stopping me from being RICH!!!!"


Introduction

Requisition is all about managing supplies and points. Requisition comes stocked with plenty of supplies, and you are able to order more by using points. Other then just supplying marines during the prep time, requisition officer is also tasked with keeping the marines supplied during the operation by the means of supply drops and the Alamo.

Responsibilities as an Aspiring Entrepreneur

Communication

A terrible RO is one that doesn't ask what the marines need. The radio helps you gauge what the marines need at the time. If they need ammo, you can get the ammo they want (this especially goes for the smartgun). If engineers need metals, you order metal sheets. All of these information is impossible to get without communicating, and marines scorn at a RO that doesn't make requisition orders quickly.

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 Charlies
  • .d for Delta

Supply

The ARSR is the RO's best friend, you can access it by the ASRS console or by your ASRS Tablet. It can order pretty much anything, but you aren't supposed to do such; points can be scarce so use it wisely.

The Supply Ordering Console is how you control what supplies are ordered. You can check approved orders, requests, control the ramp to raise and lower platform, and purchase supplies. You also have a tablet that let you control the ARSR anywhere you want.

Transportation

Delivering supplies from shipside to planetside is a logistics obstacle in itself. Ensuring that marines receive what they want in a speedy manner demands communication with ground force and expertise in transportion.

The two options for delivering supplies are the Alamo and the supply beacon.

A Typical Round as RO

Round Start Prep

In the round start and beginning of the operation, marines will rush to get their Jaegar modules. Each modules cost 10 points and benefit the marines a lot, so ordering them helps the team as a whole. Ordering weapons or armor such as the Minigun or B-18 early round is not advised though, as you will need to know how to expend your points effectively early round.

Effective use of points can make all the difference in a round.

Order the ASRS Bluespace Pad first so marines can sell Xenomorph bodies and phoron crates to give you more points. Marines will yell at you if they do not have an easy way to gather points. The alternative is taking three or even ten minutes to ship the xenomorph bodies to shipside to be sold, which will frustrate you and the marines. Note: You can use fultons instead to do the same job. See the guide to requisitions for details

Mid-round Supply

Mid round supplying can be either an easy thing or a very hard thing to do depending on how the marines are doing. If they are getting kills or phoron crates, you will be mostly getting points all the time, but if they're not, logistics will get bottleneck. Materials can be the most important thing mid round; there may be breaches in the FOB and engineer may not have the metal to fix it, so expending points on materials is a great choice. Spending points on weapons and ammo can also be very worth doing.

What to buy

  • ASRS Bluespace Pad : When wrenched to the ground, marines can sell Xenomorph bodies and phoron crates on them and the points will be sent to the ASRS. Note: while fultons may appear cheap and dandy, remember that not everyone in the Marice corps likes to be the guy with such fultons. You may, as a secondary measure, buy the pad for 36 points, a cost of exactly 3 fulton crates.
  • Jaeger Exosuit modules : These modules will give players advantages. The Valkyrie works like an autodoc system; the Tyr gives marines more armor; the Baldur enhances their armor lights; the Mimir and also Mimir helmet grants them resistance to acid; the Surt grants them resistance to fire and the Hlin grants them resistance to explosions.
  • Sentries : You can order the UA 571-C or the UA-580 Point Defense Sentry. Sentries are a very important thing to order, though their cost is high. no longer as high as it was
  • Specialist Weapons and Surplus weapons : Such as the Minigun, IFF Sniper Rifle or Sadar or a Desert Eagle if you are feeling badass enough.
  • Ammo : Marines won't be lacking on ammo, though special guns might run out of ammo with time, as the Smartgun and the Minigun ammo can't be found in the standard Ammunition Vendors.
  • Materials : The materials you can order are metal, plasteel and sandbags.

Orders

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

  • After you give marines ammo boxes, make sure you check the Alamo what ammo marines are bringing before the Alamo flies off for the first deployment. Look inside ammo boxes and backpacks to record what ammo marines are bringing so that you are prepared to deliver ammo mid-operation.
  • Stamping paperworks (and crates) and sending them off doesn't give extra points. Sorry, CM RO.
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