Difference between revisions of "Bridge"
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{{Location | |||
|Function=Being an actual Bridge | |||
|Picture=OshanBridge.png | |||
|Access=[[Heads of staff]] | |||
}} | |||
The Space Navy gets a lot of flack from the Space Army and Space Coast Guard for mandating that every command center be called a bridge, even for things that aren't remotely ship or naval-related. However, in this case, there's a pretty good case for calling this big blue room in the southern half of the station the '''Bridge''', given that, despite what a few conspiracy nutjobs may tell, this station is actually set underwater. | |||
Why does the Space Navy insist this room in particular should be called the Bridge and not some other room, you may ask? Because commands are issued from here. Not a lot, mind you, but still a few. The most important involve the [[Computers#Communications Console|Communications Console]] in the top right of the lower room, which is used to request an [[Calling the Escape Shuttle|escape pod from Central Command]] in event of major disaster. In addition, there's [[General Objects#Ship Alert Button|Ship Alert Button]] for declaring and ending emergency alerts. | |||
Beyond that and all the other random [[computers]] crammed into the lower, though, this room is really more of an officers' club. The main attraction is the huge sprawling ballroom above it and the luxurious carpeting, the private soda dispenser, oodles of champagne and wine, and other random useful doodads it housed within. Pay special attention to the row of intercoms, color-coded by department, and the single green recliner among the five wooden chairs. As you probably guess, this is the [[Captain]]'s chair, because the [[Captain]] is basically like Captain Hank Murphy from ''Sealab 2021'', except with a perchant neon green instead of peacock blue. | |||
==Maintenance Information== | |||
There is no vent. Good thing this place is double-hulled, so if one [[Staff Assistant|miscreant]] breaks a window, the entire place stays dry. | |||
The APC for this room is in the top right corner of the upper room, near the table of yellow gloves. | |||
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Revision as of 05:06, 19 November 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.
Maintenance Information
Air for this room can be supplied via a connector port in the Emergency Air Hookup above.
The APC for this room is in the maintenance tunnel above, where the West/Aft Solars are kept.
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 | |
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The center of the station. | |
Unlike in the Space Navy, nothing is really commanded or maneuvered in this Bridge, but all the weird ship directions on Linemap are based on this room being the "forward" section of the station, and it's where the line that gives Linemap its name begins. The Heads of Staff have their headquarters here, which is why there's intercoms for all the department-wide channels on the walls and various trinkets and dookickeys apparently related to their departments on the table.
There's also a number of strange-looking computers here, but the one everyone really cares about is the Communications Console, because it's the computer that lets people (eventually) start up a new round when the current one's gone to hell. It's one of the three places where the escape shuttle can be easily and readily called. When this place loses power, people will do anything to restore it.
Maintenance Information
The air in this room can be restored by a vent, or rather an air injector, in the middle of wooden table. It feeds from a Emergency Air Hookup room below Medbay.
The APC for this room is in the middle of the eastern wall, near the door into the Captain's room.
Bridge | |
Location | |
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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 three 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.
Bridge | |
Location | |
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Sitting around and looking important. | |
The Bridge is where the people in charge of certain inmates of the asylum are apparently supposed to hold meetings and coordinate day-to-day operations. Hence, all the weird doodads on the big ol' table, the impractically-spaced departmental computers (and the random empty computer frame), and the misplaced bottles of wines. It's evidently pretty important, given that this room takes up a huuuge part of fore/east side, but, in practice, it's rarely ever used for that.
That said, this room still matters, because it's one of the few places with a Communications Console all set up and ready to call in the escape shuttle. When the shift starts, you can bet your ass that at least a quarter of the inmates want to get their ass outta this station. When the station is filled with holes/dead bodies/sentient jelly/supernatural crap, you can bet your ass that three-quarters them want out of here and are clamoring for the AI or a Head to call the shuttle.
Also, not only can you block the doors into here by pressing the Bridge Lockdown button just outside the sliding window-doors, but you can also block the little hallway section in front of them too, via the Blast Door Control switch in the little booth below the main entrance. That's pretty much the only purpose of that inexplicable side room. No one really knows the switch needs its own little room (which, by the way, used to just have a window, not reinforced tables) that's open to the hallway and has a Security Cameras computer.
Maintenance Information
There is no vent. The architects set aside all this space...and didn't put a vent. Maybe they expected to be so big that it didn't need a vent.
The APC for this room is near the exit/entrance doors.
Bridge | |
Location | |
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One-man Trekkie convention. | |
Welcome, space ladies and gentlemen, to the smallest Bridge ever built. All of Chiron Outposts day-to-day operations, projects, and initiatives are commanded from this tiny, roughly 5 x 7, area in the general southwest of the outpost--or at least in theory. In reality, most of the Heads of Staff (especially the Head of Security) are simply not the kind of people who to laze around here and deliver orders over radio from afar. Only the Captain gets much mileage out of this room, who mostly uses it to re-enact their favorite Star Trek episode, but with farts and only one actor. (Being on a miserable space rock in the middle of nowhere will do that to you.)
That's not to say this room is important. It's one of the few places with a Communications Console, a special little computer people who are sick of Chiron Outpost use to call in an escape shuttle that'll get them the hell out there. And there are plenty of people who'd love to get off that miserable space rock, especially when it's full of holes/dead bodies/sentient mold/fucking supernatural crap.
Maintenance Information
There is no vent. Try not to break a window here, folks.
The APC for this room is off in the southwest corner.
Bridge | |
Location | |
---|---|
Being an actual Bridge | |
The Space Navy gets a lot of flack from the Space Army and Space Coast Guard for mandating that every command center be called a bridge, even for things that aren't remotely ship or naval-related. However, in this case, there's a pretty good case for calling this big blue room in the southern half of the station the Bridge, given that, despite what a few conspiracy nutjobs may tell, this station is actually set underwater.
Why does the Space Navy insist this room in particular should be called the Bridge and not some other room, you may ask? Because commands are issued from here. Not a lot, mind you, but still a few. The most important involve the Communications Console in the top right of the lower room, which is used to request an escape pod from Central Command in event of major disaster. In addition, there's Ship Alert Button for declaring and ending emergency alerts.
Beyond that and all the other random computers crammed into the lower, though, this room is really more of an officers' club. The main attraction is the huge sprawling ballroom above it and the luxurious carpeting, the private soda dispenser, oodles of champagne and wine, and other random useful doodads it housed within. Pay special attention to the row of intercoms, color-coded by department, and the single green recliner among the five wooden chairs. As you probably guess, this is the Captain's chair, because the Captain is basically like Captain Hank Murphy from Sealab 2021, except with a perchant neon green instead of peacock blue.
Maintenance Information
There is no vent. Good thing this place is double-hulled, so if one miscreant breaks a window, the entire place stays dry.
The APC for this room is in the top right corner of the upper room, near the table of yellow gloves.