Escape Shuttle: Difference between revisions

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  |name=Escape Shuttle
  |name=Escape Shuttle
  |image=Leshuttle.png
  |image=Leshuttle.png
|big_image=Leshuttle.png
  |department=General
  |department=General
  |exits=West to the [[Escape Shuttle Hallway]]
  |exits=West to the [[Escape Shuttle Hallway]]

Revision as of 11:26, 9 September 2013

General Area
Escape Shuttle
The escape shuttle: the savior and bane of many players.
Obvious exits West to the Escape Shuttle Hallway
Purpose Transporting the station crew back to CentCom
Access level Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
Noteworthy contents Two sleepers, emergency and medical supplies
Clearance Everyone
Security level Medium
Style Shuttle
Balance Requirements No major balance requirements
Other Notes
Locations on beestation



On one hand, it is with this that many players are allowed to supposedly continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).

Calling the Shuttle

The shuttle can be called from a Communcations Console by any Heads of Staff, the AI and its Cyborgs, or anyone with Bridge access. The same people, except the AI and its Cyborgs, can recall the shuttle so long as 5 minutes have not passed since it was called. During Revolution, Malfunction and Blob game modes, the shuttle can be called but it will never arrive.

Once called, the shuttle takes ten minutes for Central Command to power, program, and supply before arriving at the station, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then leaves the station, taking two minutes to travel in hyperspace. Presumably the supplies are in case in the shuttle really fouls up this hyperspace process.

Shuttle Bridge

The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains many consoles, the most important one being the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at centcom will fail their escape objective. Requires Security access to enter.

An alternative is to escape on an escape pod.



General Recreational Medical Logistics Science Engineering Security Command Upkeep Outside