TGMC:Commander
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TGMC is a project based on the CM-SS13 codebase. |
COMMAND | |
Captain |
Access: All Access Difficulty: Very Hard Rank: Captain(Starting), Commodore(25hrs), Rear Admiral(100hrs) Class: Navy Supervisors: TGMC High Command Duties: Lead your Batallion to exterminate the xenomorph threat. Brief the marines, keep in touch with your Field Commander, and Staff Officer's. Manage what needs to be tended to shipside, and delegate with your heads of staff. Guides: Guide to Fire Support Quote:O Captain! my Captain! rise up and hear the bells; Rise up—for you the flag is flung—for you the bugle trills, For you bouquets and ribbon’d wreaths—for you the shores a-crowding, For you they call, the swaying mass, their eager faces turning; Here Captain! dear father! This arm beneath your head! It is some dream that on the deck, You’ve fallen cold and dead. |
Introduction
You are the Commanding Officer of the TGS Theseus(or whichever shipmap was chosen this time), on a mission to investigate any distress calls and occurrences reported to you by the TGMC High Command. This job should ONLY be attempted by experienced players! A good and coordinative Captain along with his/her Field Commander is crucial to mission success! A bad performing Captain would not do the following things,
- Coordinate with the crewmembers on board, and heads of staff.
- Make sure vessel security is taken into consideration.
- That Military Police
is performing their dutiesdo not exist, anyone alive wearing security gear is clearly an impostor. - That the vessel is well communicating with the groundside marines.
Do note that you should refrain from leaving your vessel at all costs. You leave the job of coordinating the Marines on the ground to the Field Commander. Your Synthetic is here to assist you and the Marines on mission success, so be sure to abuse use them to the best of their abilities. You are apart of the Terra Gov Navy, along with other shipside roles. You also should watch over but don't dwell on the Chief Ship Engineer, and Chief Medical Officer, because your heads of staff are there for a reason.
- Remember you have the final say in all situations aboard the ship unless overruled by lawful command, normally the TGMC High Command. Be sure :that if you need to deal with duties at the field due to certain situations, if your field commander is out of action or unable to do their duties, you place someone next in line to do so. If you can't, you may have to deal with the situation yourself and listen to overwatch.
The radio commands are the following:
- .v for command
- .m for medical
- .u for requisition
- .e for engineering
- .p for fire support
- .q for Alpha
- .b for Bravo
- .c for Charlies
- .d for Delta
Holding Briefings
As the Commanding Officer, you will be tasked with briefing the Marines on the mission they will be partaking in. They will be hosted over announcements or over the radio.
The briefing room is more of a traditional way to brief the marines about the distress signal, but other ways to inform your marines are as follows:
- Using the announcements system, located in the CIC, to display what roles the squads will have during the operation.
- Using the radio to coordinate with the marine squads on what roles they are to occupy.
After you have held the briefing, you should leave your Field Commander to delegate with squads and other ground side troops. The briefing room contains multiple objects which may be useful to you in case of certain issues such as the marines being unruly, which can be the flash. Do NOT abuse this tool as it can flash the entire vicinity, if Military Police mob rule can't handle the issue, then the flash will be encouraged to use to quell it.
note: not all shipmaps have briefing rooms.
Do not let the briefing take too long, give it about 5-8 minutes or so. You don't have to hold up the mission with a whole essay, just make it shorter. If you are going to make it short make sure it's getting needed information to the marines, because if you just say something in about 5 seconds or so, it wouldn't be beneficial to the marines. Give what is necessary, just not what isn't needed. Things to announce include the LZ you will be deploying the Marines to, and the time of deployment, among other things.
General Post
The Captain will be mainly shipside while monitoring the situations on the ground and on the vessel itself, which means they will be staying at the Combat Information Center, or CIC for short. You will find your general quarters and study to the northeast of the inner CIC, and your post in the middle of the CIC.
note: layout may differ depending on shipmap
In your command post, you will see mostly consoles and an overwatch, meaning you technically don't need to move anywhere to see what's going on. If you really need something sorted out, report it to the acting command of that department, such as the reactor not being powered on, then consult with the Chief Ship Engineer or Ship Technicians if the Chief Ship Engineer is not available. You have access to the Dropship Alamo console, which can go to two Landing Zone's. Landing Zone #1 and Landing Zone #2, and may be redirected to the Theseus Hangar One.
You have access to close/open shutters in the armory, CIC, or the hangar depending on certain situations which they need to be opened or closed. Normally shutters for the hangar will need to be open immediately so the marines can start moving around the hangar to get to their assigned dropships.
Working to Build Trust
Trusting your heads of staff and other comrades to do their job makes yours a lot easier. You do not need to intervene unless the present command is not performing their duties or are falling behind their tasks. Letting your fellow crew work without you being on them all the time is essential, mainly you could nudge at your heads to do a certain thing, but don't delve in deep like you are the one who should be running the grunts, that's for your Field Commander to be worrying about.
If you plan on going groundside, remember that you are a valuable asset and should be careful. Do not wander off without a helmet and with all seriousness, do not wander off at all, there are multiple threats to worry about in a distress signal and losing yourself to the enemy is a massive blow to morale and structure! Being groundside to fight is fun and all that, but remember that you command the vessel and overlook the ground, not go down there yourself. don't. absolutely don't. Captains are entirely forbidden from leaving their ship.
Orders
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
Command | Description |
---|---|
Move order |
Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. ROs love it! |
Hold order |
Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more. |
Focus order |
Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly. |
Tips
- Don't go groundside unless you intend on invoking the wrath of the gods.
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, |