Difference between revisions of "Arrivals"
m |
Studenterhue (talk | contribs) (weeee vacation's over time for clarion things) |
||
Line 26: | Line 26: | ||
Just south lies a small checkpoint with an ID terminal for the [[Head of Personnel|HoP]] (if he isn't manning the [[Customs#Cogmap1|customs]] desk), the [[Bar#Cogmap1|bar]], which is usually filled with drunkards and puke, and finally, the main hallway to the rest of the station. | Just south lies a small checkpoint with an ID terminal for the [[Head of Personnel|HoP]] (if he isn't manning the [[Customs#Cogmap1|customs]] desk), the [[Bar#Cogmap1|bar]], which is usually filled with drunkards and puke, and finally, the main hallway to the rest of the station. | ||
</tab> | |||
<tab name="Clarion"> | |||
{{Location | |||
|Function=Your gateway to [[Murder|wonder]] and [[Antagonist|friendly faces]]. | |||
|Picture=ClarionArrivals.png | |||
|Access=Everybody}} | |||
This is the '''Arrivals''' area, which is like the Arrivals section of a regular airport (note the strategic placement of the benches here), but for frozen people instead of tourists. All the people who wake up from cryosleep (i.e. join mid-round) begin their shift here, and if they ever need their way around the ship, Murray the Tourbot is just outside the door. | |||
You can also shove braindead people in here, so that some random [[Staff Assistant|ne'er-do-well]] doesn't mug their ID or backpack or something. You yourself can climb back in if you have to leave the game, you have to eat dinner, or otherwise have to go braindead and log off for a while; expect a 15-minute wait before you can get back out though. | |||
[[Random Events|Merchant ships]] occasionally dock here. | |||
</tab> | </tab> | ||
</tabs> | </tabs> |
Revision as of 22:57, 12 July 2017
Arrivals | |
Location | |
---|---|
Your gateway to wonder and friendly faces. | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join the round after it has begun start out. The emergency closets provide some tools and vacuum gear in case the power is out or the windows are broken on arrival. Arrivals is a safe zone for people who have just joined, and harming anyone there is against the rules. This includes the hallways just outside it.
There is a Security Checkpoint at the end of the lower arm.
Maintenance information
It's air-vents can be supplied from the Portside Emergency Air Hookup.
The APC for this room is located in the maintenance area to the right of Emergency Storage B.
The power is supplied via a cable in the Arrivals Dock.
Arrivals | |
Location | |
---|---|
Your gateway to wonder and friendly faces. | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join the round after it has begun start out. The emergency closets provide some tools and vacuum gear in case the power is out or the windows are broken on arrival.
Just south lies a small checkpoint with an ID terminal for the HoP (if he isn't manning the customs desk), the bar, which is usually filled with drunkards and puke, and finally, the main hallway to the rest of the station.
Arrivals | |
Location | |
---|---|
Your gateway to wonder and friendly faces. | |
Everybody |
This is the Arrivals area, which is like the Arrivals section of a regular airport (note the strategic placement of the benches here), but for frozen people instead of tourists. All the people who wake up from cryosleep (i.e. join mid-round) begin their shift here, and if they ever need their way around the ship, Murray the Tourbot is just outside the door.
You can also shove braindead people in here, so that some random ne'er-do-well doesn't mug their ID or backpack or something. You yourself can climb back in if you have to leave the game, you have to eat dinner, or otherwise have to go braindead and log off for a while; expect a 15-minute wait before you can get back out though.
Merchant ships occasionally dock here.