Difference between revisions of "Salvager"
Studenterhue (talk | contribs) (→Items the M4GP13 Salvage and Barter System sells: Update price listed for "Handheld teleporter to Magpie") |
Studenterhue (talk | contribs) (→Items the M4GP13 Salvage and Barter System sells: Update list of items sold. Pod weapons are gone, but some new items are available) |
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Line 72: | Line 72: | ||
|100 | |100 | ||
|Replacement salvage reclaimer. Sometimes you lose things and sometimes people take things... | |Replacement salvage reclaimer. Sometimes you lose things and sometimes people take things... | ||
|- id="Radio Channel Upgrade" | |||
| Radio Channel Upgrade | |||
| <center>{{Missing Value|TBA}}</center> | |||
| 10 | |||
| Key to retrofit an existing headset to support Salvager frequencies. | |||
|- id="Salvager Goggles" | |||
| Salvager Goggles | |||
| <center>{{Missing Value|TBA}}</center> | |||
| 50 | |||
| Salvager Appraisal Visualizer. Provides a rough estimate of the value of things nearby. | |||
|- id="Sledgehammer" | |- id="Sledgehammer" | ||
Line 114: | Line 126: | ||
|200 | |200 | ||
|A small .22 magazine for kinetic firearms. | |A small .22 magazine for kinetic firearms. | ||
|- id=".22 Hollow Point Magazine" | |||
| .22 Hollow Point Magazine | |||
| <center>{{Missing Value|TBA}}</center> | |||
| 500 | |||
| A small .22 HP magazine for kinetic firearms. Less penetration and more pain. | |||
|- id="Rifle 9mm conversion" | |- id="Rifle 9mm conversion" | ||
Line 126: | Line 144: | ||
|300 | |300 | ||
|A handgun magazine with 9x19mm rounds. | |A handgun magazine with 9x19mm rounds. | ||
|- id="Rifle 5.56x45 Conversion" | |||
| Rifle 5.56x45 Conversion | |||
| <center>{{Missing Value|TBA}}</center> | |||
| 969 | |||
| Survival rifle conversion kit to 5.56x45mm NATO | |||
|- id="Rifle magazine" | |- id="Rifle magazine" | ||
Line 138: | Line 162: | ||
|450 | |450 | ||
|Flashbang and smoke grenades. | |Flashbang and smoke grenades. | ||
|- id="12ga Flare Shells" | |- id="12ga Flare Shells" | ||
|12ga Flare Shells | | 12ga Flare Shells | ||
|<center>[[File:12gaFlaresV3-32x32.png]]</center> | | <center>[[File:12gaFlaresV3-32x32.png]]</center> | ||
|500 | | 500 | ||
|Military-grade 12 gauge flare shells. | | Military-grade 12 gauge flare shells. | ||
|- id="Radio Jammer" | |- id="Radio Jammer" | ||
Line 174: | Line 180: | ||
|500 | |500 | ||
|A device that when connected to a door panel will determine the function of each wire. | |A device that when connected to a door panel will determine the function of each wire. | ||
|- id="Power Sink and Storage" | |||
| Power Sink and Storage | |||
| <center>{{Missing Value|TBA}}</center> | |||
| 1000 | |||
| A device that can be used to drain power and sell it back to the M4GP13. | |||
|- id="Crank" | |- id="Crank" |
Revision as of 08:50, 22 October 2023
This page is under construction. The following information may be incomplete. You can help by adding missing information or formatting. You can also see the discussion page for information on how you can help! |
Wait, who am I?
Salvagers!
What could be worse than a Nuclear Operative or a Spy Thief? Why, a Nuclear Operative and a spy thief, at the same time, of course! Introducing the salvager: a third party, rough and tumble space scavenger looking to steal the sweet sweet copper wire from the station's APCs to make a quick penny.
Salvagers are an indev antagonist, currently being worked on by Azrun.
That's great and all but what is this place?
This page is under construction. The following information may be incomplete. Once we get enough information, we will make a separate location page on the magpie. For now this is it's home. |
Welcome, to your totally not junkyard spaceship, the magpie! The magpie has a Podbay, Armory, and of course, the trader.
The Podbay has a few premade pods, as well as a special salvager Pod fabricator, which makes pods at absolutely no cost! Which is incredibly useful if you happen to lose your Pod. Below the room is also a few spare welding tools, in case you need to repair any pods. There is also a O2 canister inside the podbay.
The Armory has a few Slam Guns and Zip guns, as well as Pipeshot, .22 LR, and 9 MM ammunition. Better guns and ammunition can be bought via the trader.
To the upper left of the magpie, there is an O2 canister as well as a gas extractor fabricator.
To the upper right of the magpie, is the teleporter, where you come teleported in if you used the handheld makeshift teleporter.
Your gear
Gear and equipment:
As a salvager, you don't exactly get to play with the big boy toys. In fact, you're about as heavily armed as the average staff assistant. Probably less, actually. Don't let that discourage you though, as you still have some makeshift garbage fancy salvager gear that will be useful to your salvaging operations.
When you spawn in, you spawn with a salvager rucksack, omnitool, welder, a deconstruction device, and a Salvage Reclaimer.
The Omnitool
Your omnitool has five tools in it, Wirecutters, Multitool, Screwdriver, Wrench, and a Crowbar. Don't underestimate the fact that it's not a Syndicate Omnitool, as your omnitool is very useful. Unlike other omnitools, if used in conjunction with your deconstruction device, the omnitool will automatically switch to the tool needed to deconstruct whatever you are deconstructing, allowing you to rapidly deconstruct machinery.
The Rucksack
Your rucksack is similar to the one the syndicate uses, though now, you have a fancy place to store the frames you stole borrowed from the station. In there, you can store up to eight frames before it becoming full. The frame storage also cannot be removed from the rucksack, because salvager magic.
The Makeshift Teleporter
The makeshift teleporter is your main way on coming back to the magpie, it uses telecrystals, which the magpie trader sells. Unlike other teleporters, it takes a very long time to successfully use, so make sure you're in a safe place before using it. Upon a successful use, it teleports you back to the magpie, using one of its charges (which is fueled by telecrystals). To get more charges, you need to insert more telecrystals. It also rolls a chance to disintegrate completely, forcing you to buy another from the trader. This chance is increased when you only have one charge left, however.
The Salvage Reclaimer
Lastly, you have another tool made from garbage the very fancy salvage reclaimer. With this tool, you can deconstruct just about anything that is not protected on the station for scrap metal or glass shards, depending on what you reclaim for salvage. The time it takes to reclaim something also varies by what you're trying to reclaim. For instance, reclaiming a door would take longer than a normal ordinary floor tile. The charge relies on a hand cranked system, which recharges 10% per full crank.
The trader
In the magpie is the heart of the salvage operation, the M4GP13 Salvage and Barter System.
If you have plundered some trash salvage from the station, you can hold it out and click on the trader. The trader will then scan that item and tell you its market value. To sell something, the trader functions like any other normal trader and can be sold how you would normally sell things to a trader. The profits are added to a group fund which is shared between all the salvagers.
In addition to selling, you can also buy from the trader. You can buy upgrades to your gear, such as better armor, telecrystals for your makeshift teleporter, and better weapons.
Items the M4GP13 Salvage and Barter System sells
THE HELL AM I LOOKING AT?!? Look what we have here. No, really; look – I can't see it! So, to help the blind, upload a pic of it. |
Item | Image | Price | Description |
---|---|---|---|
Handheld teleporter to Magpie | 400 | Recovered and repurposed teleportation technoledgy. It works most of the time. | |
Combat Helmet | 250 | Heavily modified combination of industrial and military combat headgear. | |
Combat Armor | 500 | Heavily modified combination of industrial and military combat gear. | |
Salvage Reclaimer | 100 | Replacement salvage reclaimer. Sometimes you lose things and sometimes people take things... | |
Radio Channel Upgrade | 10 | Key to retrofit an existing headset to support Salvager frequencies. | |
Salvager Goggles | 50 | Salvager Appraisal Visualizer. Provides a rough estimate of the value of things nearby. | |
Sledgehammer | 550 | A classic means of manual demolition. | |
Arc Welder | 500 | Basically a souped-up version of the welder, with some key differences. First, instead of fuel, the arc welder runs off a self-charging battery; it takes about a minute and half for it to run out when running idle and needs about a minute to recharge from empty to full. Second, because it's electric, its special attack releases sparks, exactly like the stun baton, rather than flames. Lastly, when on, it does 25 BURN, higher than the 15 BURN of the regular version. | |
Customized Zip gun | 350 | An improvised firearm made from other firearms. Modified for field repair. | |
Pump action shotgun | 1200 | A salvaged and rebuilt pump action shotgun | |
Survival Rifle | 1500 | Semi-automatic rifle with easily convertible caliber. Starts in .22 caliber. | |
Makeshift Riot Shield | 680 | A giant sheet of steel with a strap. Not quite the acme of defense but it should do. | |
.22 magazine | 200 | A small .22 magazine for kinetic firearms. | |
.22 Hollow Point Magazine | 500 | A small .22 HP magazine for kinetic firearms. Less penetration and more pain. | |
Rifle 9mm conversion | 800 | Survival rifle conversion kit to 9mm | |
9mm magazine | 300 | A handgun magazine with 9x19mm rounds. | |
Rifle 5.56x45 Conversion | 969 | Survival rifle conversion kit to 5.56x45mm NATO | |
Rifle magazine | 650 | A magazine of 5.56 rounds, an intermediate rifle cartridge. | |
Grenade Pouch | 450 | Flashbang and smoke grenades. | |
12ga Flare Shells | 500 | Military-grade 12 gauge flare shells. | |
Radio Jammer | 2000 | A device that can block radio transmissions around it. Recovered from a syndicate vessel. | |
Door Hacker Assistant | 500 | A device that when connected to a door panel will determine the function of each wire. | |
Power Sink and Storage | 1000 | A device that can be used to drain power and sell it back to the M4GP13. | |
Crank | 50 | A cheap and dirty stimulant drug. | |
Meth | 500 | A highly effective and dangerous stimulant drug. | |
Telecrystal | 225 | Rare space-warping are highly valued and needed for continued salvaging operations. |
Items the M4GP13 Salvage and Barter System buys
Salvage Station 13 - Playing as a Salvager
This page is under construction. The following information may be incomplete. Flesh out this area a little bit, add more tips and better advice. |
Aside from a hard mode traitor, you are one of the weakest antagonists when you spawn in. As you only have the tools to collect salvage, some zipguns or slamguns, and a fairly weak spacesuit. Overtime however, with the more salvage points you collect and save, you can become a force to be reckoned with. With power comparable to a weaker Nuclear Operative. It's important to remember kills aren't the game, salvage is. As the amount of salvage you have directly affects how powerful you are, depending how you spend that salvage.
Sneaky Salvage
It's important to remember that people won't know your presence immediately, in fact if you stay out of sight and in a dark place, then people may think it's a Spief running around instead of a salvage team. Though there is a few things that could give away your presence.
- You wear orange. Nobody else wears orange. Any robust player that sees orange will automatically assume that you're a salvager.
- Your pod is orange too, giving away your presence entirely.
- You have tools that cannot be acquired by normal means, save for supernatural means.
- Mainly your... Well everything. Your rucksack, makeshift teleporter, omnitool, and salvage reclaimer cannot be obtained anywhere else.
Your zipgun is relatively quieter than most guns, although .22 is weak. Though it can save you in a pinch or allow for quiet takedowns on weaker opponents. Though you'll probably not be able to stand up to certain people interested in keeping the station unsalvaged.
Sometimes though, your early game may just not go your way. Fortunately, you have a decent piece of trash shotgun for defense. The assgun slamgun!
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |