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{{Role
|Difficulty=Полный П
|Access=
*Полный
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[[File:cap.jpg|280px|right|thumb|Комната Капитана]]
Говорит само за себя. Золотая VIP-карта с полным доступом, тотальное руководство командой, своя пушка и карманный телепорт. '''НИКОГДА, НИКОГДА НЕ БЕРИ ЭТУ ДОЛЖНОСТЬ ЕСЛИ ТЫ НЕ ЗНАЕШЬ ИГРУ НА УРОВНЕ РАЗРАБОТЧИКОВ''' Это твоя задача держать станцию в целостности и на плаву в море космоса. Unless you are needed otherwise, chill out on the bridge, monitor things, and talk as much as you can into the radio. Respond to any threats, keep in close contact with your security people. <i>You are the main target of most traitors due to your All Access ID</i>. The Captain has the armor and weaponry of a security person, but a huge target painted on him. Ideally, hire a bodyguard. Ideally, not the traitor.

==Quick Guide==
Hello, Sir or Madame. If you're reading this, you've earned yourself the right to be Captain of your very own deep-space plasma research station! The following is a handbook issued to all captains, and is required reading if you're new at the job.

==The Syndicate Threat==

You are the captain. Your job is to oversee the station. This generally means fighting whatever insipid element that attempts to destabilise your precious order, and generally make you unhappy. They are both numerous, and dangerous.

===Syndicate Traitors===

Syndicate Traitors can be anyone. They can be the Head of Personnel, that annoying Assistant, the holy Chaplain, the delightful Clown. They can even be YOU.

If you are the Syndicate Traitor, disregard hoarding all your stuff. Grab the Antique Laser Gun, the Energy Gun, and set off to accomplish your objective. If it happens to be Steal Object X, then you might as well just cause mayhem.

When it comes to fighting the Traitorous elements of the Crew, you must keep in mind that your ID will make you a prime target, as well as your stuff. Syndicates will seek your gun, or underwear, and they will kill to obtain them.

Try to get traitor crew borged rather then just plain spaced.

===The Ins and Outs of EI NATH===

If the Station is being attacked by a Wizard, the first thing that will generally occur will be the attempted or successful EI NATH of either the Captain in his Quarters, or the AI.

If the AI has been turned into a bloody mess (somehow), you’ve just lost a major AntiWizard Device. But do not despair! For you have guns!

Dispense weaponry to the Crew, and authorise production of AntiWizardry elements – deathnettles, stun gloves, the works. Organise a manhunt, and try to keep people calm and capable of shouting the Wizard’s location when he bursts onto the scene.

Remember, without his dress, the Wizard is powerless against your batons.

===When Syndicates Attack===

A Nuclear Round is when the Captain becomes the most crucial element – as Captain, you are to guard the Nuclear Authentication disk from the bloodthirsty syndicates who seek to destroy the Station with their Thermonuclear device.

What this basically means is, you surround yourself with Security. Ensure the Detective or the Head of Security hangs around you so that their thermals can protect against Cloaked Syndicates. And arm the Crew with weapons again. That always helps.

Syndicates will probably set up a power sink, and attack the AI. Bombing of the Cloner is practically guaranteed, so try to stay alive. Remember – Death before Disk. Guard it with your life… and the lives of everyone else around you first.

===Revolution – Why you should’ve given them that raise===

When Revolution occurs, you are going to be a target. This will be nothing different to most other days, where someone or something wants to kill you. It’s quite inevitable, really.

This time, the Threat is widespread, and the only people you can trust are Security, and the other Heads. Do not fly away to the Derelict, and do not hide in Space. Grow some balls; you are the Captain so face the Revolution like a man (or a manly woman).

Caution is advised, so you should probably travel with at least one other trusted person, preferably one armed with a weapon. If you feel it necessary, upload a law classifying Revolutionaries as nonhuman and that they must be beaten in the head until they are either dead or no longer revolutionaries.

DO NOT SHOOT TO KILL

Never kill a revolutionary, unless you do it by beating them in the head repeatedly. If they do not become a loyal crewmember again, then they are probably a Revolution Head.

===Electrify! – When AI’s Attack===

If the AI is rogue, first thing you have to do is grab some insulated gloves. Then a toolbox, preferably electrical. Proceed to disable all cameras, and cut all AI Control wires.

A Reset Module will not work on Traitor AIs or Malfunctioning AIs. Instead, grab an Intellicard, and breach their core. Download them, and then kill them.

In case of Rogue Cyborgs, hope to god the Roboticists built a Control (or the RD's CPU is still intact) and hope they detonating them. You have access to the Complete Destruction option, so only use that in case of malfunction or Traitor AI. If it’s just a law uploaded by some traitor/dick then do not destruct the Cyborgs.

===Controlling the Crew===

When you’re not fighting Revolutionaries, Traitors, Syndicates and Wizards, you are monitoring the crew.

You are the Judge, the final word, the Big Guy. If the Head of Security is having problems controlling Security, bitchslap those redshirts into submission and make them fall in line. If the Head of Personnel is fucking off to some unknown corner, you can either drag his ass back to his office, or just do his job for him. He does the same thing when you’re gone anyway. When the Scientists blow up half the Station, kick them in the nuts, and brig them for a bit.

Remember, you are the Head of Heads. Your job is to ensure that everybody isn’t being a dick, so for the love of god, don’t be a dick yourself. Keep Security in check, make sure the Detective isn’t trigger happy, keep the Head of Personnel from disappearing (chain him to the desk if you have to), stop the Director from going mad with power, but above all, keep yourself grounded.

===Refitting the DOORKNOB – Uploading Laws Made Easy===

Uploading Laws isn’t something you should be doing lightly… unless you’re a traitor. Then go crazy.

But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better.

Keep in mind that if the AI announces you are in their upload, uploading laws, people will likely form a lynch mob.

If you are a Traitor Captain and upload a OneHuman – tell the AI to act normal. Or people will start to suspect things.

==Security Radio Channel==

As the Captain, you gain access to an exclusive radio channel used for Security. Your headset is a special [[Security Headset]] which has a red stripe on it. To use it, simply type

*'''<code>say ":h Hello!"</code>'''

This will not broadcast over the normal radio channel, but if you're standing next to someone, they can hear the SEC channel through your headset.

==Helpful Advice==

*In your quarters, there is a disk on the table called "Nuclear Authentication Disk". '''Do not leave it there.''' In the Nuke gamemode it is the objective of the [[Operative|Syndicate]] operatives, and leaving it in its starting position will lead to a very short round indeed. Pick it up, and, optionally, give it to someone who's armed. Be aware that the operatives can use a pinpointer to locate the disk. Not hiding the disk, or spacing it/ making it irretrievable in any fashion will probably lead to you being jobbanned as captain in the very least.

*The captain's Jumpsuit, Hand Tele and Antique Laser Gun are all possible traitor objectives. Be aware of this, but once again welding them all into a locker and ejecting them out the mass driver is considered unsportsmanlike and will not be well received by the admins.

*If you lose your ID, there is a spare one in your quarters. You may want to move it somewhere more discreet, however, as it is the number one target for anyone with a space suit.

*There is an energy gun in your closet, along with a better helmet. You will need both. There is also a phaser on your desk, but for optimal use increase the range and power a bit(set power too high and you start wasting it on damage, I recommend less than 30). This does not mean you can run around dual wielding them and shooting the HoP, then the security forces that ensure.
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