Difference between revisions of "Bridge"
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There's also a Ship Alert Button here. It's protected by glass, so you'll have to get the tiny little hammer for it ''somewhere'' before you start sending an emergency announcement that sounds disturbingly close to a "Nuke Armed" alert. | There's also a Ship Alert Button here. It's protected by glass, so you'll have to get the tiny little hammer for it ''somewhere'' before you start sending an emergency announcement that sounds disturbingly close to a "Nuke Armed" alert. | ||
</tab> | |||
<tab name="Mushroom"> | |||
{{Location | |||
|Function=Shuttle call battleground. | |||
|Picture=MushroomBridge.png | |||
|Access=[[Heads of staff]] | |||
}} | |||
Because the Space Navy got naming privileges before the Space Air Force or Space Army could, the command room of all stations in general and Mushroom Station is called the '''Bridge'''. This wide expanse on the southernmost end of the station features a variety of weird doodads, odd gizmos, and gaudy furnishings with purposes yet to discovered by leading researchers, but the most important of these is the [[Computers#Communications Console|Communications Console]], used for [[Calling the Escape Shuttle|calling the escape shuttle]]. | |||
The importance of the Communications Console cannot be understated. Without the privilege of being one of the [[Armory|two]] places where a shuttle can be easily and readily called, this area is no more than an undersized cat house for Jones and [Amusing Punny Cat Name]. | |||
==Maintenance Information== | |||
There is no vent. Blame this on the Space Navy for not outfitting Space Things with ventilation. | |||
The APC for this room is towards the northeast corner, near the Security door. | |||
</tab> | </tab> | ||
Revision as of 07:14, 8 April 2018
Bridge | |
Location | |
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Losing golden ID cards to routine break-ins, hosting wine-fueled bacchanals, last stands, and shuttle recall tug-of-wars. | |
The easternmost area of the station, jutting out from across security. Department heads have (almost) exclusive access. Although only the two of the three somewhat important ones have their own offices here, the other department heads are also welcome to rub elbows and get drunk when they get sick of their underlings shooting themselves in the head. It has several useful items and computers, most importantly being the communications console, which is used to call or recall the emergency shuttle in the absence of a cooperative or functioning AI. In addition, there's also a spare AI 'Reset' module and a AI Upload and Robotics Control Computer circuit board for when some scumbag decides to subvert the AI. There's also an array of department-specific intercoms, which could be used in theory to rally security forces or an emergency repair squad, but nobody gives a shit about light blue messages anyway.
The intercom right next to the captain's office door is an easily missed secure hotline straight to the AI. The switch right next to the captain's cabin door lowers the blast shields over the windows in both the captain's quarters and all doors leading into the bridge in case of an emergency.
The Captain and the Head of Personnel spawn at the start of the round in their respective offices, containing all the gear they need to run the station. The Captain and Head of Personnel get two doors in each of their offices, with one leading into the bridge and the other leading straight to shady maintenance areas where bad people might lurk.
The main doors lead into Customs, where crewmembers beg to have their IDs replaced.
Bridge | |
Location | |
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Losing golden ID cards to routine break-ins, hosting wine-fueled bacchanals, last stands, and shuttle recall tug-of-wars. | |
The westernmost (Aft) area of the station, jutting out from between the Market and security. Department heads have (almost) exclusive access. Although only the three actually important ones have their own offices here, the lesser ones are also welcome to rub elbows and get drunk when they get sick of their underlings shooting themselves in the head. It has several useful items and computers, most importantly being the communications console, which is used to call or recall the emergency shuttle in the absence of a cooperative or functioning AI. There's also an array of department-specific intercoms, which could be used in theory to rally security forces or an emergency repair squad, but nobody gives a shit about light blue messages anyway.
The intercom right next to the security head's office door is an easily missed secure hotline straight to the AI. The switch right next to the captain's cabin door lowers the blast shields over the windows in both the captain's quarters and all doors leading into the bridge in case of an emergency.
The captain, Head of Personnel, and the Head of Security all spawn at the start of the round in their respective offices, containing all the gear they need to run the station. The Head of Security and Head of Personnel get two doors in each of their offices, with one leading into the bridge and the other leading straight to their respective workplaces, being customs for the Head of Personnel and security for the Head of Security.
The main doors lead into the courtroom, where public executions trials are (rarely) held.
Bridge | |
Location | |
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For re-enacting your favorite Star Trek episode | |
The Bridge is the command center of the NSS Destiny and is appropriately located smack dab in the middle of the ship. Here, the Captain and other heads of staff can get together and coordinate the crew members using the aid the vast arrays of department intercoms and computers available. Most importantly, this room also contains a Communications Console to call or recall the shuttle so the crew can evacuate the ship when the AI next door is nonexistent or uncooperative.
Maintenance Information
The APC for this room is located in the north end of the room, near the poster and the Security cameras computer. You pretty much have to be the Chief Engineer (or maybe not) to get to it.
Bridge | |
Location | |
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Trekking across the stars in luxurious comfort | |
The Bridge is the command center of the NSS Clarion and is appropriately located smack dab in the middle of the ship. Here, the Captain and other heads of staff can get together and coordinate the crew members using the aid the vast arrays of department intercoms and computers available, strategically laid so the person manning them can feel like they're really doing something besides guzzling champagne and performing incredibly inscrutable pop culture references. Most importantly, this room also contains a Communications Console to call or recall the shuttle so the crew can evacuate the ship when the AI next door is nonexistent or uncooperative.
There's also a Ship Alert Button here. It's protected by glass, so you'll have to get the tiny little hammer for it somewhere before you start sending an emergency announcement that sounds disturbingly close to a "Nuke Armed" alert.
Bridge | |
Location | |
---|---|
Shuttle call battleground. | |
Because the Space Navy got naming privileges before the Space Air Force or Space Army could, the command room of all stations in general and Mushroom Station is called the Bridge. This wide expanse on the southernmost end of the station features a variety of weird doodads, odd gizmos, and gaudy furnishings with purposes yet to discovered by leading researchers, but the most important of these is the Communications Console, used for calling the escape shuttle.
The importance of the Communications Console cannot be understated. Without the privilege of being one of the two places where a shuttle can be easily and readily called, this area is no more than an undersized cat house for Jones and [Amusing Punny Cat Name].
Maintenance Information
There is no vent. Blame this on the Space Navy for not outfitting Space Things with ventilation.
The APC for this room is towards the northeast corner, near the Security door.