Teleporter: Difference between revisions
imported>Bandit (AI minisat / note about flypeople) |
imported>Ikarrus No edit summary |
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*[[Bridge]] | *[[Bridge]] | ||
*[[Teleporter]] | *[[Teleporter]] | ||
*[[Atmospherics]] | *[[Atmospherics]] | ||
*[[Courtroom]] | *[[Courtroom]] |
Revision as of 16:09, 27 May 2014
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Obvious exits | Hallway east, Captain's Quarters north, the teleporter |
Purpose | To facilitate teleportation. |
Access level | Teleporter |
Noteworthy contents | The teleporter, a Hand Teleporter, Shield Generators |
Clearance | Captain, Research Director |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
Located in the Bridge, south of the Captains Quarters. Pretty much broken into every round, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon.
Unless science actually upgrades the teleporter for once, it has a chance of malfunctioning, turning you into a fly person. Gross.
At the start of the shift, the following Tracking Beacons are available:
- Bridge
- Teleporter
- Atmospherics
- Courtroom
- Arrivals
- Toxins Test Chamber
- Miscellaneous Research
- AI Mini-Satellite
The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. No one really cares though, unless the Hand Teleporter is yet to be swiped.
General | Recreational | Medical | Logistics | Science | Engineering | Security | Command | Upkeep | Outside |