Charlie Station: различия между версиями

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imported>Dopamiin
(Created page with "{{Template:Location |headerbgcolor=black |headerfontcolor=white |imagebgcolor=lightgrey |department = Outside |name=Kocмичecкaя Cтaнция 13<br>''"Space Station 1...")
 
imported>Dopamiin
(get real)
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  |imagebgcolor=lightgrey
  |imagebgcolor=lightgrey
  |department = Outside
  |department = Outside
  |name=Kocмичecкaя Cтaнция 13<br>''"Space Station 13"''
  |name=
  |image=DerelictS.png
  |image=
  |exits=Teleporter, north, south, east, west
  |exits=North, south, east, west
  |purpose=Scavenging
  |purpose=Rebuilding, Exploration
  |access=None
  |access=None
  |contents=Intellicard, EMP grenade, two red space suits, one red space helmet, two syndicate toolboxes, pAI, spare parts for the singularity engine, amongst many other things
  |contents=supermatter shard, sleeper board, various prototype equipments, laser guns, protolathe, AI parts
  |clearance=Anyone willing to explore [[space]]
  |clearance=Anyone willing to explore [[space]]
  |description=Ах ты не умный парень. <br>Слава космической станции 13!
  |description=An abandoned research station now a shadow of its former self, but with everything necessary to be restored beyond its former glory.
  |sec_level=None
  |sec_level=None
  |style=Soviet
  |style=Retro, Abandoned
  |balance=No major balance requirements
  |balance=No major balance requirements
  |other=--
  |other=--
  }}
  }}


Kocмичecкaя Cтaнция 13 (lit. "Space Station 13") was a highly secret plasma mining and research station allegedly launched by the Third Soviet Union in 2544, and destroyed two years later in a bombing by the [[The_Syndicate|Syndicate]], ultimately becoming a derelict vessel. Nanotrasen officials have denied knowing anything about KC13 or the bombing. Contrary to the Nanotrasen story, KC13 was most likely a predecessor to the modern Space Station 13, as both stations contain near-identical technology and a similar layout.
Charlie Station is a long-lost predecessor to Space Station 13, built hundreds of years before the modern station and thought lost. After a malfunction in the station's Artificial Program, the crew were frozen in cryogenics for far longer than expected. This once state-of-the-art research station has fallen into a state of partial disrepair and portions of it have taken on a xenomorph infestation, though most of its systems remain operational, if depowered.
 
[[File:KC13.png|thumb|900px|alt=Derelict|The "KC13" sign in one of the Derelict's hallways.]]<br>




Dead or ghosted players can choose to spawn at Charlie Station as one of the crew waking up from their multi-century cryogenic sleep, and set out to restore the station. Alternatively, Charlie Station can be stumbled upon and scavenged by ordinary crew.
== In-Game ==
== In-Game ==
[[Category:Locations]]
Charlie Station is separated into two major wings. The West Wing is where players will first wake up. The West Wing contains a service area for growing and making food, a small security area which contains outdated armor as well as laser guns, the station bridge where the lockdown can be lifted, an engineering area for power generation, and a medical area which includes a board for a sleeper. This West Wing is perfectly safe (assuming it hasn't been interfered with by space explorers) so stay here as long as you like! Crew waking up here should first prioritize generating power and lifting the lockdown - crowbars appear near where you spawn as well as light sources. From there, an emergency power generator can be found outside and to the west- just wrench it onto the wires, feed it uranium conveniently located in a crate nearby, and switch it on, which should provide you power for the short term. Your next priority is to get to the bridge to the north and disable the lockdown on the station, and then enter engineering also to the west.Here you can set up solar panels as a more permanent solution for power.


<strike>In-Game, the Derelict is where most things thrown into [[Space]] eventually end up. It is by far the largest structure in the space around SS13. The easiest way to end up at the Derelict is to launch yourself out of the mass driver in SS13's chapel, which will send you on a high-speed journey that will put you at the Derelict's Chapel.
The most important feature of the Derelict is its teleporter, located in a small room due south of its chapel that is not attached to the rest of the station. The Derelict's teleporter is the best way to get back to the main station from Space (unless you have external airlock access or can hack doors to get into Telecomms from space).</strike>
The derelict and the derelict teleporter are now randomized ruins, along with everything else in space.
The main portion of the Derelict is only slightly more hospitable than space itself. Most of the station has proper atmosphere, but is freezing due to multiple hull breaches and is not survivable without a space suit. The ship's courtroom (located due east of the Chapel) is still warm. Some particularly intrepid Engineers have been known to use the courtroom as a staging point for attempts to reclaim the Derelict. Note that reclaiming the Derelict will usually require hacking the doors, as while they will respond to IDs from the main station, the access levels on KC13 were slightly different than on SS13 (one notable example is that the Med-Sci wing doors are only openable by the Research Director, CMO, or Captain by default). Power can be restored to the Derelict by restoring either of its two solar panels, which require exactly two lengths of wire each.


Exploring the Derelict for items is mostly a pointless endeavor unless you're looking for something specific. A small list of things that can be found on the Derelict (and their potential uses):
With sustainable power achieved, your more immediate problems are handled and your priorities can become more flexible. You will likely want to get to the far northwest and enable the gravity generator. From there, you have many options- you can build the sleeper in medbay, you can grow crops in hydroponics, you can put on EVA equipment and go mining, and you can try your hand at cooking in the kitchen. However, if you want to make substantial improvements, you'll have to clear out the East Wing from its xenomorph infestation. Several laser guns lie in the security area to help you with this task. The East Wing contains many important areas for research and development - a chemistry section for mixing your own chemicals, a miniature cytology lab, an overrun AI area for building your own Charlie AI, and by far most importantly the primary research area which contains a protolathe, circuit imprinter, and exosuit fabricator, allowing you to build to your heart's content (as long as you have the materials.) The area also features the prototype laboratory, which has very early versions of many modern Nanotrasen stables - a prototype MODsuit, an early health analyzer, a multimodal energy gun, and even an entire supermatter shard. Do not open the shard crate if you don't know what you're doing. Seriously. Don't do it.


* An intellicard
* An EMP grenade
* Two Red Space Suits (one in the AI core, one in the Engine room) and a single Red Space Helmet (in the AI core)
* Two fully-loaded Syndicate toolboxes (One with the suit and helmet in the AI core, the other in the engine room.)
* A SWAT Helmet (in the Engine room)
* A working security camera computer (can be disassembled to get the board)
* A pAI (in the room with the EMP grenade)
* Medibot parts (first aid kit/robot arm assembly in the Medbay, Health Analyzer in a room south of Medbay, Proximity Sensor in a room east of the Health Analyzer room)
* Various medkit items (bruise packs) in the Medbay along with the Medibot
* A police baton
* A full canister of plasma in the Engine room (useful as a last resort for recharging jetpacks)
* Spare parts for the Singularity Engine
* <strike>A Genetics Data Disk labelled "God-Emperor of Mankind" (contains only a UI and UE)</strike>
* A "Вода"(Voda) vending machine that vends Ice Cups (and can be hacked to vend Space Cola)
* An Omnilathe and an Omni-circuit Imprinter are located in tech storage. (to the far north of the derelict) Or, you know, you could just ask the free golems.
[[Category:Locations]]


From here, your imagination (and any fellow Charlie scientist's) is the limit. Rebuild Charlie Station however you see fit, and do what you like aboard it, from cooking to mining to robotics to cytology to anything else you feel like.





Версия от 18:16, 17 мая 2023

Outside Area
[[File:|frameless|300px|center|link=File:]] '
An abandoned research station now a shadow of its former self, but with everything necessary to be restored beyond its former glory.
Obvious exits North, south, east, west
Purpose Rebuilding, Exploration
Access level None
Noteworthy contents supermatter shard, sleeper board, various prototype equipments, laser guns, protolathe, AI parts
Clearance Anyone willing to explore space
Security level None
Style Retro, Abandoned
Balance Requirements No major balance requirements
Other Notes
Locations on /tg/station



Charlie Station is a long-lost predecessor to Space Station 13, built hundreds of years before the modern station and thought lost. After a malfunction in the station's Artificial Program, the crew were frozen in cryogenics for far longer than expected. This once state-of-the-art research station has fallen into a state of partial disrepair and portions of it have taken on a xenomorph infestation, though most of its systems remain operational, if depowered.


Dead or ghosted players can choose to spawn at Charlie Station as one of the crew waking up from their multi-century cryogenic sleep, and set out to restore the station. Alternatively, Charlie Station can be stumbled upon and scavenged by ordinary crew.

In-Game

Charlie Station is separated into two major wings. The West Wing is where players will first wake up. The West Wing contains a service area for growing and making food, a small security area which contains outdated armor as well as laser guns, the station bridge where the lockdown can be lifted, an engineering area for power generation, and a medical area which includes a board for a sleeper. This West Wing is perfectly safe (assuming it hasn't been interfered with by space explorers) so stay here as long as you like! Crew waking up here should first prioritize generating power and lifting the lockdown - crowbars appear near where you spawn as well as light sources. From there, an emergency power generator can be found outside and to the west- just wrench it onto the wires, feed it uranium conveniently located in a crate nearby, and switch it on, which should provide you power for the short term. Your next priority is to get to the bridge to the north and disable the lockdown on the station, and then enter engineering also to the west.Here you can set up solar panels as a more permanent solution for power.


With sustainable power achieved, your more immediate problems are handled and your priorities can become more flexible. You will likely want to get to the far northwest and enable the gravity generator. From there, you have many options- you can build the sleeper in medbay, you can grow crops in hydroponics, you can put on EVA equipment and go mining, and you can try your hand at cooking in the kitchen. However, if you want to make substantial improvements, you'll have to clear out the East Wing from its xenomorph infestation. Several laser guns lie in the security area to help you with this task. The East Wing contains many important areas for research and development - a chemistry section for mixing your own chemicals, a miniature cytology lab, an overrun AI area for building your own Charlie AI, and by far most importantly the primary research area which contains a protolathe, circuit imprinter, and exosuit fabricator, allowing you to build to your heart's content (as long as you have the materials.) The area also features the prototype laboratory, which has very early versions of many modern Nanotrasen stables - a prototype MODsuit, an early health analyzer, a multimodal energy gun, and even an entire supermatter shard. Do not open the shard crate if you don't know what you're doing. Seriously. Don't do it.


From here, your imagination (and any fellow Charlie scientist's) is the limit. Rebuild Charlie Station however you see fit, and do what you like aboard it, from cooking to mining to robotics to cytology to anything else you feel like.



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