Difference between revisions of "Explorer"
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{{Needsrevision|reason=Explorer has been reworked and updated with new mechanics in [https://github.com/ParadiseSS13/Paradise/pull/24202 #24202].}} | |||
{{JobPageHeader | {{JobPageHeader | ||
|colour = | |colour = A0743E | ||
|hcolour = white | |hcolour = white | ||
|stafftype = | |stafftype = SUPPLY | ||
|img = Explorer.png | |img = Explorer.png | ||
|jobtitle = Explorer | |jobtitle = Explorer | ||
|access = | |access = Expedition, EVA, External Airlocks, Mineral Storage | ||
|difficulty = Hard | |difficulty = Hard | ||
|superior = [[ | |superior = [[Quartermaster]] | ||
|duties = Go where no-one has gone before. | |duties = Go where no-one has gone before. | ||
|guides = [[Guide to Space Exploration]] | |guides = [[Guide to Space Exploration]] | ||
}} | }}<div style="float: right;">{{JobSupply}}</div> | ||
{{ | |||
'''Explorers''' are tasked with traveling into [[Guide to Space Exploration|Space]], looking for ruins, life (friendly or hostile), or simply anything else interesting. They then report back with their findings. The job requires a varied set of skills to do well at, as Explorers are often required to hack into old ruins or derelict craft, defend themselves from hostile life, and treat their own injuries in the field. | |||
== Gearing Up == | |||
Before you leave the station, drop by EVA, cargo and/or medical, to pick up supplies. Do NOT take anything that cannot be replaced, and if in doubt, always ask before you take something. Max your suit sensors. Consider carrying a GPS, if one is available - they can be printed by [[Locations|Research and Development]]. If you find a dangerous location, asking for a weapons permission can help, though keep in mind you should never expect the [[Captain]] nor the [[Head of Security]] to grant it without extensive questioning. | |||
== | |||
== Dealing With Security == | == Dealing With Security == | ||
Anything illegal found while exploring is still illegal, and Security can confiscate it, or charge you with carrying contraband if you do not turn it in voluntarily. Special mention goes to obvious [[Space Law#Contraband|Contraband]] items like cult or Syndicate equipment. If you walk around carrying any of these, you should expect to be arrested at the MINIMUM. That being said, it IS possible to have a constructive relationship with Security as an Explorer. Simply exercise some common sense and don't do anything that would get you confused with an antagonist - for example, S class contraband marks you as an enemy of the corporation regardless of the circumstances, and you will likely be treated as such. | |||
==Space Asshole [[File:Swordred.gif]]== | |||
An antagonist Explorer has the benefit of being able to find a lot of gear during their travels. Space ruins can contain various useful items, such as weapons, armour, and medical supplies. Possible loot includes [[Syndicate Items|Syndicate]] and [[Cultist|Cult]] gear, which can be used as a decoy by other types of antagonists. Keep in mind however, that robbing Syndicate as their agent may have concequences. | |||
EVA access is not to be underestimated either, as space is a perfect place to hide yourself, or your target's body - Security is severely limited in their options when it comes to chasing spaceborne criminals. While building a Cult base on other Z-levels than the station has its drawbacks, a secret room can still be built in empty space somewhere around the station. | |||
{{JobsTable}} | {{JobsTable}} | ||
[[Category:Jobs]] | |||
[[Category: Jobs]] |
Latest revision as of 19:33, 27 May 2024
REASON: Explorer has been reworked and updated with new mechanics in #24202.
Superiors: Quartermaster
Difficulty: Hard
Guides: Guide to Space Exploration
Access: Expedition, EVA, External Airlocks, Mineral Storage
Duties: Go where no-one has gone before.
Departmental Head
Quartermaster
Quartermaster • | Miner • | Explorer • | Cargo Tech |
Explorers are tasked with traveling into Space, looking for ruins, life (friendly or hostile), or simply anything else interesting. They then report back with their findings. The job requires a varied set of skills to do well at, as Explorers are often required to hack into old ruins or derelict craft, defend themselves from hostile life, and treat their own injuries in the field.
Gearing Up
Before you leave the station, drop by EVA, cargo and/or medical, to pick up supplies. Do NOT take anything that cannot be replaced, and if in doubt, always ask before you take something. Max your suit sensors. Consider carrying a GPS, if one is available - they can be printed by Research and Development. If you find a dangerous location, asking for a weapons permission can help, though keep in mind you should never expect the Captain nor the Head of Security to grant it without extensive questioning.
Dealing With Security
Anything illegal found while exploring is still illegal, and Security can confiscate it, or charge you with carrying contraband if you do not turn it in voluntarily. Special mention goes to obvious Contraband items like cult or Syndicate equipment. If you walk around carrying any of these, you should expect to be arrested at the MINIMUM. That being said, it IS possible to have a constructive relationship with Security as an Explorer. Simply exercise some common sense and don't do anything that would get you confused with an antagonist - for example, S class contraband marks you as an enemy of the corporation regardless of the circumstances, and you will likely be treated as such.
Space Asshole
An antagonist Explorer has the benefit of being able to find a lot of gear during their travels. Space ruins can contain various useful items, such as weapons, armour, and medical supplies. Possible loot includes Syndicate and Cult gear, which can be used as a decoy by other types of antagonists. Keep in mind however, that robbing Syndicate as their agent may have concequences.
EVA access is not to be underestimated either, as space is a perfect place to hide yourself, or your target's body - Security is severely limited in their options when it comes to chasing spaceborne criminals. While building a Cult base on other Z-levels than the station has its drawbacks, a secret room can still be built in empty space somewhere around the station.