TGMC:Commander
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
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(125hrs) 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 crew members on board, and heads of staff.
- Make sure vessel security is taken into consideration.
- That the vessel is well communicating with the groundside marines.
- Use their order buffs over the overwatch console to support the marines.
Do note that you should never leave your vessel. 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
- .s for fire support
- .q for Alpha
- .b for Bravo
- .c for Charlies
- .d for Delta
Roundstart Duties
So, now you are in it for the long haul. You are often regarded as the "swiss-knife of the ship", as you can do about everything bar surgery. If you have a full shipside staff, great! That means you mostly won't have to do anything besides insult talk with your fellow leaders on formulating a plan for the operation at hand. What is much more likely, however, is one of the shipside roles is missing; but you have the skills to cover for them! If there is not a synth doing it, you can (mostly).
Generators
Very often you will be without a CSE or ST, and the Synth too lazy to setup the Generators. This will be your most common "fill-in" task.
- Memorize where the generators are on each map. You can use the webmap function at the top right of your screen if you do not know where they are.
- If their blue bar is low on the generator or there is no blue at all , use a crowbar to take the empty fuel cell out Файл:TGMC Fusion Cell Empty.png, then put it in the Fuel Cell Recycler Файл:TGMC Fusion Cell Recycler.gif.
- Grab a full fuel cell Файл:TGMC Fusion Cell Full.png, insert it into the generator and click the generator to start it .
- While the generators to ramp up, it is a good time to set the SMES Файл:TGMC SMES.png; a good way to do so is to set the Input to 200kW and the output to 190kW. After that, you are done until it is time to refuel the generators, which takes a good while.
Orbital Cannon
Captain Unga говорит: "My marines love the smell of freshly destroyed buildings." |
Unless you have a ST or CSE that wants to dedicate themselves to the Orbital Cannon (OB), the Captain is almost always the one to load the good hits device Orbital Cannon. The Captain also has the best chance to coordinate with the ground side leaders of what type of ammo they wanted loaded on the OB using the Command Channel.
To load the OB:
- Find out what OB to load. You can ask your subordinates, but in the end it is up to you.
- Head to the OB room, again using your minimap or webmap.
- Use the computer, press "Check Fuel Requirements" and see how much fuel you need for the OB type you picked.
- Get inside the RPL-Y Cargo Loader by click dragging your sprite onto it, and pick up your OB warhead of choice.
- Take the RPL-Y to the Orbital Cannon, and deposit the OB warhead inside of it by clicking it.
- Using the fuel number from the computer, pick up the necessary amount of Solid Fuel and load the OB to the correct amount. Note: You can hold two solid fuel at a time by swapping hands after you pick one up, then swapping between them to deposit.
- Lastly, go to the computer and press Load Tray, make sure you have the right numbers (if you don't, you can press Unload Tray and add or remove fuel), then Chamber Tray Payload. After that, you are done! Anyone with tactical binoculars on the ground can laze for an OB, from which you can fire from the Main Overwatch Console yourself, or they can fire after a delay.
There are various types of OB's and using them in the right places can be critical, which will be covered later.
Orbit
The Pillar of Spring is orbiting around the planet, after all. The ship can be in three orbits: Orbit 1 (closest orbit), Orbit 3 (default orbit), and Orbit 5 (farthest orbit). The main effect the orbits have are on Close Air Support (CAS) and Requisitions. The lower the orbit, the faster CAS ordnance lands on the Xenomorphs, which is almost always benefical. However, the passive gain of points for Requisitions is lowered. Vice versa on Orbit 5, with Orbit 3 being a middle ground. Another side effect of orbit is how long it takes for Xenomorphs to reach the ship when they hijack; the higher you are, the more time you have to prepare. As a general rule of thumb, Orbit 5 is very good when you don't have a dedicated CAS, and Orbit 1 can be good if you have that very rare amazing Pilot Officer, but Orbit 3 works too. To change orbit, you need enough power stored. Once you do, you can go to the Helms Computer in CIC to change orbit.
Requisitions
The bane of any captain; when there is no Requisition Officer, it is up to you, Synth or FC to run it. If you have to run it, you can follow this guide.
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 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
Tips
- Don't go groundside unless you intend on invoking the wrath of the gods.
- You have the skills to fill in for other departments except for surgery.
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, |