Bridge
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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 Bridge is the roughly easternmost area of the station, connected to the Customs area jutting out from across the hall from security. It's headquarters for the station's Heads of Staff and is also sandwiched between two of their quarters, the HoP's Office and Cap's Quarters. As an example of the "amenities" and "perks" of such "high-end" and "desirable" positions, it has a number of different items and machines of varying importance and usefulness. Of particular interest:
- A communications console, used to call or recall the emergency shuttle.
- A spare AI 'Reset' module and a AI Upload and Robotics Control Computer circuit board, for when some scumbag decides to subvert the AI.
- The station's mainframe, center of its ThinkDOS network, enveloped in reinforced glass. The glass isn't particularly hard to break or dismantle, nor is the network.
- An array of department-specific intercoms, which could be used in theory to rally security forces or an emergency repair squad.
- A phone, in forest green because that's the color of the Captain, head of the Heads. Could be used for discreet messages...or prank calls.
- The Arrivals Announcement Computer. Could be used to announce important events...or throw insults like monkeys in a zoo. Maybe worse than, actually.
- Booze. Champagne and "vintage wine" of course, plus an "industrial" (that totally means it can handle big volume drinkers, not that it's unsafe for human consumption) alcohol dispenser for refills.
In case of emergencies, like a mob of revolutionaries or a rampager, people (not necessarily the Heads) can press a button near the doors into Customs to pull down mostly-indestructible (assuming you don't have an RCD) emergency shutters over all the entrances to Bridge.
Maintenance Information
There is no vent. Lack of it is actually luxury, because it means people can't poison their asses with poisonous gases.
The APC for this room is on the left wall, by the doors into Customs.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 a Station 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 its luxurious carpeting, private soda dispenser, oodles of champagne and wine, and other random useful doodads housed within. Also, pay special attention to the row of intercoms, color-coded by department, and the single green recliner among five wooden chairs. As you can probably guess, this is the Captain's chair, because the Captain is basically like Captain Hank Murphy from Sealab 2021, except with a perchant for 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.
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In variety, unity! | |
On the very right end (or "north" according to the ship) of Atlas, past a rectangular patch of greenery, stands the Bridge, the headquarters of United Command. Though the international/regional group was initially set up to direct the efforts and advance the affairs of all of Atlas, most of its members have split away from each other to pursue their own countries' agendas. In many ways, Bridge is less an edifice driving the future of Atlas and more of a memorial to its past splendor and glory.
In middle of this area, after a plain and rather dull hallway, is a small office area for the Head of Personnel, who, through somewhat unilateral agreements, has been granted control of the job development and finances of all citizens in the region. Here, they can demote, promote, and transfer personnel between countries through the ID Computer and manage regional and personal financial affairs through the Bank Records.
In addition, in the same room, they have a cabinet of security records for performing background checks and a machine for printing ID cards, access implants, and clothing. Also, the HoP can lockdown their office and, by extension, the entirety of Bridge through by pushing a button in the bottom right to pull down the Bridge shutters.
After this room, on the very right end, stands the bridge proper, that is, the regional command center. United Command performs most of its current duties through various computers in this area, and there are not very many duties:
- Declare/end a state of emergency by using the red alert button.
- Request that Cargonia import certain goods into the region by entering appeals into the supply request console.
- Inform the regional of the arrival of new personnel and other news of interest through the arrivals announcement computer.
- Observe (and possibly intervene in) regional affairs via the cameras.
- Control the borders of Atlas by raising/lowering the regional shield with the shield control.
- Most importantly of all, initiate/retract evacuation protocols through the communications console.
In addition, engraved on the topmost wall, by the stairs, is a plaque commemorating Atlas's beginnings and its original mission as a cartography vessel:
NCS Atlas, Nanotrasen, "Man always kills the thing he loves, and so we the pioneers have killed our wilderness. Some say we had to. Be that as it may, I am glad I shall never be young without wild country to be young in. Of what avail are forty freedoms without a blank spot on the map? - Aldo Leopold"
Maintenance Information
There is no vent. Vents have always been a touchy issue in United Command talks.
The APC for this room is in the top middle of the rightmost, by the Ship Alert Button.
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Like the real deal. | |
This wiiiide open blue expanse in the fore end/northmost part of the NSS Manta is the Bridge, the ship's general command center. Just like the bridge of a real ship, it's where the Heads of Staff and other people who have access to this place can control the movement of the ship, monitor various systems, relay certain communications to certain departments, and request evacuations during times of distress.
You've probably noticed the wide array of computers in the front on a raised platform, the most computers in any bridge of all the ships and stations so far in fact. There're computers from pretty every department, from Engineering to Medical to Command, with two particular standouts:
- Communications Console: Given certain conditions, allows people to call the escape shuttle, so they can leave it when it's bombed out, full of fire, or otherwise just not worth working in.
- Lever Console: A big ol' switch that controls whether or not the ship's moving. When some unfortunate bastard's falling off the ship and being pulled by the currents, you can often expect them to scream for someone to pull this thing, so that the ship stops, and the poor guy can get to safety.
You might also have noticed the long line of intercoms. Each one is tuned to each of the ship's departmental radio channels, including the AI's private frequency and the special channel used exclusively in the Brig. In times of great need, people may use these intercoms to rally personnel together, say, Security and Engineering so they can break down the fortress some Nuclear Operatives have built in Medbay.
This room is also an officers' club of sorts. Notice the drink dispensers and tables of food and drinking glasses in the back, as well the box of golden cigars. Observe too the genuine wooden long table upon luxuriant gold-rimmed royal blue carpeting, with Lay-Z (yes, those guys who make the loafers) Comfy Chairs in the uniform/department-colors of the Heads of Staff they're meant for. (Notice also the spare AI reset board--truly priceless!) Basically, it's the Rising Tide bar, but different and only for VIPs. The NT Reprasentative stands at attention at the table, ready to exchange items of interest to NT for reputation.
In situations where the Bridge is in danger, such during a Revolution, people can enact a Bridge Lockdown with a button in the top right of this room, which will pull safety shutters over the front window and the room's two entrances. In situations where the ship in general is in danger, there's a little Ship Alert Button for declaring a state of emergency.
Maintenance Information
There is no vent. Real ones don't have vents either...do they?
The APC for this room is in the bottom middle, behind the long wooden table with colorful comfy chairs.
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Partying while Rome burns. | |
Kondaru's Bridge is a nice, long, vertical construction found in the southeast of the ship - just south of the main civilian workplace. Its expert situation between the bar, escape, and security is no accident - what could be more important to the captain than booze and safety?
The main bridge is a nice little meeting-table room, just thin enough such that a horde of staff assistants can insistently knock on the doors and windows while you're trying to party. It's outfitted with a minibar to the south and a washing machine to the north. The sides of this area are five of the head offices; clockwise from the top-left, you find the Captain's, Chief Engineer's, Medical Director's, Research Director's, and the Head of Personnel's offices.
Going through the doors to the north, you'll find the Bridge's tech room; an ID computer for discreet ID changes, a CENTCOM terminal for important messages to the Big C, as well as some miscellaneous computer equipment are found here.
To the south is Jones' office, outfitted with a communications console, a security computer, an announcement computer, and a general alert computer. To the west you find the Head of Security's office; across from that is the Computer Core room.
Maintenance Information
There is a vent right next to the central meeting table, conveniently situated for a refreshing breeze while the elites dine. It's fed by a connector in maintenance to the north and slightly east.
The bridge APC is located in the northern computer section, on the south wall. Note that it only controls the bridge itself, not the heads' offices.