Charlie Station: различия между версиями

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imported>Dopamiin
(get real)
imported>CVSPharmacy
м (Added a few details like the space carp and mosin in Charlie Station)
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  |purpose=Rebuilding, Exploration
  |purpose=Rebuilding, Exploration
  |access=None
  |access=None
  |contents=supermatter shard, sleeper board, various prototype equipments, laser guns, protolathe, AI parts
  |contents=supermatter shard, sleeper board, various prototype equipments (modsuit, laser gun), old laser guns, protolathe, AI parts, Mosin with ammo, combat knife
  |clearance=Anyone willing to explore [[space]]
  |clearance=Anyone willing to explore [[space]]
  |description=An abandoned research station now a shadow of its former self, but with everything necessary to be restored beyond its former glory.
  |description=An abandoned research station now a shadow of its former self, but with everything necessary to be restored beyond its former glory.
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  }}
  }}


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.
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 and space carp infestation, though most of its systems remain operational, if depowered.




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== In-Game ==
== In-Game ==
[[Category:Locations]]
[[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 The West Wing contains a service area for growing and making food, a small security area which contains outdated armor as well as laser guns, the station bridge where the lockdown can be lifted, an engineering area for power generation, and a medical area which includes a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.
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 two old 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 or space carp) so stay here as long as you like! Crew waking up here should first prioritize generating power and lifting the lockdown - crowbars and bags appear on the bottom left side of the room 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.


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. two 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.
 
 
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 (even returning to the main station).





Версия от 21:58, 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 (modsuit, laser gun), old laser guns, protolathe, AI parts, Mosin with ammo, combat knife
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 and space carp 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 two old 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 or space carp) so stay here as long as you like! Crew waking up here should first prioritize generating power and lifting the lockdown - crowbars and bags appear on the bottom left side of the room 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. two 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 (even returning to the main station).



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