Chain of Command: различия между версиями

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=What you'll need=
==Heads of Staff==
* [[File:Yellowgloves.png]] Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you.
'''AKA Command Staff.''' These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]], the command radio channel (accessed with :c) and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].
* [[File:Screwdriver tool.png]] Screwdriver - For opening up panels and the like. A necessary tool
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"
* [[File:Wirecutters.png]] Wirecutters - For cutting and mending wires. Also a necessary tool
!style="background-color:#DDDDFF;" width=200|Job
* [[File:Multitool.png]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.
!style="background-color:#DDDDFF;" |Notes
* [[File:Crowbar.png]] Crowbar - For prying the door open once you've hacked it.
|-
![[File:Generic captain.png]]<br>[[Captain]]
|Authority over entire station. Can overrule any decision made by any head. Is not above the law, however, and can still be arrested if found committing a crime. Can fire and assign at will, and is the only person who can assign death warrants.
|-
![[File:Generic hop.png]]<br>[[Head of Personnel]]
|Equal with all other non-captain Heads of Staff.
Becomes acting Captain if the original Captain is dead or AWOL. The only non-captain who can alter jobs & access. If a Security member tries to "demote" you, they are griefing. Can fire and reassign people with other head's consent. Can assign people freely.
Direct authority over the [[Janitor]], [[Chaplain]], [[Chef]], [[Botanist]], [[Barman]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, and [[Cargo Technician]]s.
|-
![[File:Generic hos.png]]<br>[[Head of Security]]
|Equal with all other non-captain Heads of Staff.
Becomes acting Captain only when the Captain and Head of Personnel are dead or missing. May be denied access to the domains of other Heads. Below the Captain in command authority involving security matters. Expected to arrest anyone who is doing illegal things, even Heads of Staff or the Captain.
Command of [[Security Officer]]s, the [[Warden]] & [[Detective]].
|-
![[File:Generic ce.png]]<br>[[Chief Engineer]]
|Equal with all other non-captain Heads of Staff.
Authority over [[Station Engineer]]s, [[Atmospheric Technician]]s and the [[AI]]. Joint authority over [[Roboticist|robotics]] research with the Research Director.
|-
![[File:Generic rd.png]]<br>[[Research Director]]
|Equal with all other non-captain Heads of Staff.
Authority over [[Scientist]]s. Joint authority with CMO over [[Geneticist]]s and [[Chemist]]s. Joint authority over [[Roboticist|robotics]] research with the Chief Engineer.
|-
![[File:Generic cmo.png]]<br>[[Chief Medical Officer]]
|Equal with all other non-captain Heads of Staff.
If a Head of Staff is acting medically unstable, it is the job of the CMO to disable and treat them till they are once again fit for duty.
Authority over [[Virologist]]s and [[Medical Doctor]]s. Joint authority with RD over [[Geneticist]]s and [[Chemist]]s.
|-
|}
==Other Management Roles==
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.


=[[File:Airlock.png]] [[File:Airlock external.png]] Airlocks=
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"
Both internal and external access airlocks are hackable, despite the fact that external ones look a lot like [[File:Firelock.png]] firelocks, which are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station (e.g., every orange wire might toggle the bolts). This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working. Also, keep in mind that if you are the [[Chief Engineer]], you can find what wires do what by clicking on the Notes verb in the OOC panel. This is extremely useful, and sometimes other engineers ([[Traitor|and non-engineers]]) will ask you which wire bolts/unbolts or opens a door. It's generally considered good if you tell them, assuming they are authorized.
!style="background-color:#DDDDFF;" width=200|Job
!style="background-color:#DDDDFF;" |Notes
|-
![[File:Generic_qm.png]]<br>[[Quartermaster]]
|Subordinate to the [[Head of Personnel]]. Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.
|}
== Chain of Succession ==
If the Captain is missing, authority falls to the next in the Chain of Succession, usually the Head of Personnel.


==Finding the Right Wires (With a Multitool)==
If the Captain and the Head of Personnel are missing, and it is suspected they were taken out of action by a hostile force, authority usually falls to the Head of Security, as missing the top two command positions is deemed as an emergency, and the Head of Security has authority in dealing with station wide emergencies.
Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the "test light" wire and the "door bolts" wire.


# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.
If the situation stabilizes itself, a new Captain and a new HoP should be assigned ASAP. It is suggested that the HoS remains in his position to prevent wasting his military training and so the crew doesn't get ideas. (To spell it out, the crew isn't going to like a military putsch for whatever reason.)
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# With a [[File:Multitool.png]] multitool, click on the airlock to access the wiring.
# Click each "Pulse" link to pulse the wires, and keep an eye on "The door bolts" and "The test light" at the bottom of the menu (two wires will cause this - pick either one). When you see either the "The test light is off!" or "The door bolts have fallen!", remember the colors of both wires.
# To put the door back to normal, the test light will need to be on first. It will come back on by itself after 10 seconds. Then, re-pulse the door bolts wire to put them "up" again, and close the wiring panel with your screwdriver.


==Airlock Hack (With a Multitool)==
If the Captain, HoP and HoS are all missing, then you're pretty screwed either way, and anarchy rules the station then it's a vote between the CE, RD and CMO as how to deal with it, either by assigning a new Captain, by one of them assuming the role, or calling an evacuation as things may be getting pretty bad by then.
If you have a multitool, getting through doors gets a lot easier and faster.
# Have the [[File:Multitool.png]] multiool in one hand and a [[File:Crowbar.png]] crowbar in another for quick switching. You'll only have 10 seconds (but you can retry if you fail).
# Pulse the '''Test light''' wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off.
#* ''Note: The door will stay open. If you want to close it, click on it with the crowbar again, then use the screwdriver to close the wiring panel.''


==Finding the Right Wires (Without a Multitool)==
So when things are going normal, but a few positions haven't been filled:
Make sure you choose a door that you and everyone else won't mind you breaking, because in most cases this will prevent the door from opening again until it's repaired by an Engineer.
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# Equip [[File:Wirecutters.png]] wirecutters.
# Click on the door to open the menu, then slowly '''Cut''' each wire until you see "The door bolts have fallen!" at the bottom of the menu. Remember the color of the wire you cut that caused the bolts to drop.
#* ''Note: if you're lucky enough to be on the last wire and you haven't seen the bolts drop yet, you know that wire is the winner, so you don't need to cut it. Just remember its color.''
# '''Mend''' all the wires and leave that door alone.
# Now that you know the wining wire color, move on to the next door (or if you were lucky and found the bolt wire without cutting it, you can continue with the same door and skip to step #3 in [[#Finding_the_Right_Wires_.28Without_a_Multitool.29|Airlock Hack (Without a Multitool)]])


==Airlock Hack (Without a Multitool)==
Captain -> Head of Personnel -> HoS/CE/RD/CMO (Voting is usually done at this stage).
# Open the wiring panel with the [[File:Screwdriver tool.png]] screwdriver.
# Using the [[File:Wirecutters.png]] wirecutters, cut all wires EXCEPT for the door bolts wire that you found earlier.
# Use a [[File:Crowbar.png]] crowbar on the door to pry it open.


==Wire Functions==
And in the case of a security emergency:
#* '''ID wire''': ''Pulsing'' will flash the 'access denied' red light; ''cutting'' will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing.
#* '''AI control wire''': ''Pulsing'' will flash the 'AI control light' off and on quickly; ''cutting'' will prevent the AI from accessing the door unless s/he hacks the power wires
#* '''Main power wires''' (Test light wires): ''Pulsing'' will turn off the 'test light' and kill the power for 1 minute; ''cutting'' will kill the power for 10 seconds before backup power kicks in. There are two of these, and both are needed for the main power to work. Cutting will cause sparks.
#* '''Backup power wire''': ''Pulsing'' will turn off the 'test light' kill the power for 1 minute if the main power is out, otherwise, nothing. ''Cutting'' will obviously disable the backup power. There are two of these, and both are needed for backup power to work. Cutting will cause sparks.
#* '''Bolt control wire''': ''Pulsing'' will toggle the bolts; ''cutting'' will drop the bolts.
#* '''Door control wire''': If the door is ID restricted, this is pretty much useless. If not, ''Pulsing'' will open/close the door and ''cutting'' will keep it that way, sort of like bolting.
#* '''Electrifying wire''': ''Pulsing'' will electrify the door for 30 seconds; ''cutting'' will permanently electrify it until mended. This will cause the safety light to flash. You can find the wire easily because the door shoots sparks when pulsed or cut. Obviously useless if there is no power to the door.
#* '''Hydraulics wire''': ''Pulsing'' will cause the hydraulics control light to flash red, causing anyone inside the airlock to be crushed when it closes. This causes around 40 brute damage if you let it close normally, or around 60-70 if you force it closed (clicking on the door). Both can cause broken bones that have to be fixed with [[Surgery]]. ''Cutting'' does absolutely nothing.


==Strategies==
Captain -> Head of Personnel -> Head of Security -> CE/RD/CMO (Voting is usually done at this stage).
* '''Create an obstacle''' by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.
* '''Remotely pulse an airlock''' by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.
* '''Hacking without gloves'''. First find two wires of importance. The bolts wire, and the test light wire. Pulse a random door to find out the wires. If you hear sparks, see your health going down or see the message "You feel a powerful shock coursing through your body!", close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves.


==[[File:Secure_airlock.png]] Secure Airlocks==
== Demoting a Head of Staff ==
These airlocks are in secure locations (EVA, AI upload, etc.) and are much harder to hack. They have a few more wires than normal airlocks and have extra security functions. These include AI alert wires, wires that only drop bolts, and different wiring from standard airlocks. You also have to open the panel to be able to [[emag]] them as a traitor.
Any head of staff can be demoted by the captain.


To access the wiring panel, use the following tools in this order:
If there's no captain, or you wish to demote the captain himself, an unanimous vote of all other non-SSD heads of staff is necessary. If there are two or less heads of staff, there is no official procedure for demoting either of them.  
* [[File:Wrench.png]] Wrench to remove the bolts.
* [[File:Welder.png]] Welder to remove the armour.
* [[File:Wrench.png]] Wrench again to remove plating.
* [[File:Screwdriver tool.png]] Screwdriver to open wiring panel normally.


To continue hacking a Secure Airlock after opening the wiring panel, follow the same steps in either [[Hacking#Finding_the_Right_Wires_.28With_a_Multitool.29|with a multitool]] or [[Hacking#Finding_the_Right_Wires_.28Without_a_Multitool.29|without one]], since the wires for secure airlocks are not going to follow the same color scheme as normal airlocks.
==  Heads of Staff and Criminal Offence ==
A Head of Staff proven to have committed a crime can be arrested, but not demoted without going through Demoting a Head of Staff. Arresting the captain based on suspicions is not legal, solid evidence is required.  


=[[File:APC.png]] APCs=
== Summary ==
Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there.
The Captain has absolute authority. No other non-captain Head of Staff can overrule the other, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing Captain, authority follows Chain of Succession.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on APC to open the panel and expose the wiring.
# Equip a [[File:Multitool.png]] multitool.
# Put [[File:Wirecutters.png]] wirecutters in your other hand to quickly '''Cut''' and '''Mend''' a wire if you short out the power accidentally (which will likely happen).
#* '''Power wires (2)''': ''Pulse'' will short out the APC. You must ''cut and mend'' the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.
#* '''AI control wire''': Like the airlock, ''pulsing'' will flash the light off and on quickly; ''cutting'' will disable AI control
#* '''APC lock wire''': This is the wining wire you want to pulse in order to unlock it.
# Use a screwdriver to close the wiring panel back up.


=[[File:airalarm.png]] Atmos Alarms=
[[Category:Jobs]]
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.
#* '''Id Scan''': ''Pulsing'' will unlock the alarm for 30 seconds. ''Cutting'' will not allow people to access the alarm even if they have the correct ID. ''Mending'' will allow normal operation.
#* '''Alarm''': ''Cutting'' will cause an atmos alert in the area, and most likely alert the AI as well. ''Pulsing'' will reset the alarm status. ''Mending'' allows the alarm to work again.
#* '''Panic Syphon''': ''Cutting'' or ''Pulsing'' this wire will activate the panic syphon. ''Mending'' does nothing, and it must be turned off from the actual alarm.
#* '''AI Control''': ''Cutting'' this wire will prevent the AI from using the alarm. ''Pulsing'' it flashes the light on and off quickly.  ''Mending'' allows AI control.
#* '''Power''': ''Cutting'' this wire will deactivate the alarm. ''Pulsing'' it turns it off for 30 seconds.  ''Mending'' restored power.
# Use a screwdriver to close the wiring panel back up.
 
=[[File:Autolathe.png]] Autolathes=
# [[File:Screwdriver tool.png]] Screwdriver the autolathe to open the maintenance panel.
# Click on the autolathe with an empty hand to access the wiring.
# There are three important wires. Cutting them toggles their light permanently, pulsing does so temporarily. Red light is power, green light is electrocution and blue is hacked options.
# Have fun accessing some new options
#* Compressed matter cartridges (for the RCD)
#* Handcuffs
#* Infrared beam (security)
#* Infrared sensor
#* Bullets
#* Other stuff
 
=[[File:MULE.gif]] MULEs=
#Unlock the controls with a Quartermaster's ID.
#Unscrew the maintenance panel with the screwdriver.
#Pulse various wires with a [[multitool]]. Pay attention to the reaction the MULE gives. Also note that these wires are randomized for each MULE
##Cutting the wire that causes the loading bay to thunk will remove cargo restrictions.
##Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU HAVE A VERY GOOD REASON.
##Cutting ''one'' of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it.
#Screw the panel back on.
 
=Minor Hackables=
I haven't a clue why you'd ever want to hack any of these things, but you can!
 
==[[File:Security Camera.gif]] Cameras & [[File:Fire alarm.png]] Fire alarms==
[[File:Screwdriver tool.png]] Use a screwdriver to open their panel.
[[File:Wirecutters.png]] Then use wire-cutters to cut some wires and deactive/activate the features.
 
* The camera will have many wires to cut, a single wire alerts the AI of camera activity, and another will disable the camera.
* Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.
 
==[[File:Station Bounced Radio.png]] Radio & [[File:Signaler.png]] Signaler==
# Screwdriver in hand, click on the offending radio so it can be modified or attached
# The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it.
# There are three wires. Two have apparent uses; the third is pretty much useless.
#* '''Output wire''' will disengage the speakers (or signal-receiving on a signaler)
#* '''Input wire''' will permanently disengage the microphone (or signal-sending on a signaler)
Interestingly, tracking beacons and station intercoms also count as radios.
 
==[[File:Securebriefcase.png]] Secure Briefcase==
#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
#Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
#The memory is now reset. Punch in your favorite code and hit E to set it.
#Screwdriver the panel shut.
 
==[[File:Vendcola.gif]] Vending machines==
The only thing worth hacking!
 
Four wires
#'''Firing wire''' when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light.
#'''Contraband wire''' does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown.
#'''Access wire''' when cut it turns on a orange light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.
#'''Shock wire''' Like the firing wire in effects from hacking, except it shocks instead of shoots.
[[Category:Guides]]

Версия 09:28, 17 февраля 2013

Heads of Staff

AKA Command Staff. These are the men and women charged with the administration of the station. Each of them have access to the Bridge, the command radio channel (accessed with :c) and may call/recall the Escape Shuttle using a communications console. They are also the targets during a Revolution.

Job Notes
Файл:Generic captain.png
Captain
Authority over entire station. Can overrule any decision made by any head. Is not above the law, however, and can still be arrested if found committing a crime. Can fire and assign at will, and is the only person who can assign death warrants.
Файл:Generic hop.png
Head of Personnel
Equal with all other non-captain Heads of Staff.

Becomes acting Captain if the original Captain is dead or AWOL. The only non-captain who can alter jobs & access. If a Security member tries to "demote" you, they are griefing. Can fire and reassign people with other head's consent. Can assign people freely. Direct authority over the Janitor, Chaplain, Chef, Botanist, Barman, Assistants, Quartermaster, Shaft Miners, Lawyers, and Cargo Technicians.

Файл:Generic hos.png
Head of Security
Equal with all other non-captain Heads of Staff.

Becomes acting Captain only when the Captain and Head of Personnel are dead or missing. May be denied access to the domains of other Heads. Below the Captain in command authority involving security matters. Expected to arrest anyone who is doing illegal things, even Heads of Staff or the Captain. Command of Security Officers, the Warden & Detective.

Файл:Generic ce.png
Chief Engineer
Equal with all other non-captain Heads of Staff.

Authority over Station Engineers, Atmospheric Technicians and the AI. Joint authority over robotics research with the Research Director.

Файл:Generic rd.png
Research Director
Equal with all other non-captain Heads of Staff.

Authority over Scientists. Joint authority with CMO over Geneticists and Chemists. Joint authority over robotics research with the Chief Engineer.

Файл:Generic cmo.png
Chief Medical Officer
Equal with all other non-captain Heads of Staff.

If a Head of Staff is acting medically unstable, it is the job of the CMO to disable and treat them till they are once again fit for duty. Authority over Virologists and Medical Doctors. Joint authority with RD over Geneticists and Chemists.

Other Management Roles

While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.

Job Notes
Файл:Generic qm.png
Quartermaster
Subordinate to the Head of Personnel. Authority over the supply sector, including Cargo Technicians and Shaft Miners.

Chain of Succession

If the Captain is missing, authority falls to the next in the Chain of Succession, usually the Head of Personnel.

If the Captain and the Head of Personnel are missing, and it is suspected they were taken out of action by a hostile force, authority usually falls to the Head of Security, as missing the top two command positions is deemed as an emergency, and the Head of Security has authority in dealing with station wide emergencies.

If the situation stabilizes itself, a new Captain and a new HoP should be assigned ASAP. It is suggested that the HoS remains in his position to prevent wasting his military training and so the crew doesn't get ideas. (To spell it out, the crew isn't going to like a military putsch for whatever reason.)

If the Captain, HoP and HoS are all missing, then you're pretty screwed either way, and anarchy rules the station then it's a vote between the CE, RD and CMO as how to deal with it, either by assigning a new Captain, by one of them assuming the role, or calling an evacuation as things may be getting pretty bad by then.

So when things are going normal, but a few positions haven't been filled:

Captain -> Head of Personnel -> HoS/CE/RD/CMO (Voting is usually done at this stage).

And in the case of a security emergency:

Captain -> Head of Personnel -> Head of Security -> CE/RD/CMO (Voting is usually done at this stage).

Demoting a Head of Staff

Any head of staff can be demoted by the captain.

If there's no captain, or you wish to demote the captain himself, an unanimous vote of all other non-SSD heads of staff is necessary. If there are two or less heads of staff, there is no official procedure for demoting either of them.

Heads of Staff and Criminal Offence

A Head of Staff proven to have committed a crime can be arrested, but not demoted without going through Demoting a Head of Staff. Arresting the captain based on suspicions is not legal, solid evidence is required.

Summary

The Captain has absolute authority. No other non-captain Head of Staff can overrule the other, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing Captain, authority follows Chain of Succession.