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[[File:ERTEngineer.gif|left]] '''Engineer''' | [[File:ERTEngineer.gif|left]] '''Engineer''' |
Revision as of 02:03, 18 August 2021
Pull Request: Adds ERT AI override board to ERT commander #16336
Superiors: Central Command
Difficulty: Medium to Hard
Guides: Standard Operating Procedure
Access: Almost Everywhere
Duties: Resolve the emergency situation. Secure the station.
Departmental Head
N/A
NT Officer • | ERT Member • | SIT • | Death Commando • | Highlander • | Traders • | Superhero • | Special • | Cluwne |
Hacking • | Space Law • | Combat • | Standard SOP • | Command SOP |
You are part of a Rapid Response Unit in the direct service of Epsilon Eridani Nanotrasen Central Command. As an Emergency Response Team Member, your job is to return your assigned station to survivable conditions. Good luck.
You have a special radio channel issued for Central Command Response Teams and most CentCom Personnel. Your radio key is ':$'
Pre-Mission Briefing
right|thumb When you are a Ghost and currently observing the round, you have the option to join as a Response Team Member as soon as the Heads of Staff requests an Emergency Response Team, remember that ERTs are only called during threats the crew are unable to solve themselves but is recoverable with your assistance. If your Respawnability is set to No don't worry. You are still able to join the Response Team once all of the current ghosts with Respawnability on 'Yes' joined the ERT and there are not enough players to fill all the slots.
You begin in the special operations area at Central Command. As soon as you spawn in, move into the main lobby and get ready. Your team leader might call for a briefing at this point; make sure to actually attend the briefing and to listen carefully. It is imperative for any team's survival that they coordinate and create an action plan. The communications console will always print messages from the captain and the reason the ERT was called, they may give hints as to what's going on
Specializations and Equipment
Response Team Members are equipped and provided with some of the more advanced and high-tech equipment that Centcom has to offer. You have a lot given to you, so make sure to make the best use of your equipment and not accidentally cause more damage to the station.
Depending on your Alert classification (Amber, Red, Gamma), ERT members will spawn with a variety of different types of specialized gear. Amber is not EVA proof, whereas Red and Gamma are. Gamma suits are also fireproof. Your armor is color-coded for your specialization and your Centcom-provided ID will be able to access any functional airlock on the station.
Commander
Command the ERT and keep the station in line. They work with Command(and take over it if necessary) and let them steer their departments to order, while you and your team get to work sorting the issue. Generally less specialized than their comrades, they are still generally fairly armed and able to defend themselves with the right amount of skill.
As an Amber Command Member you are equipped with light armor that offers slightly more protection than security officer armor as well as a pair of sunglasses and combat gloves. Your equipment is very light, you should be spending most of your time commanding instead of involving yourself in combat. You will not win most fights alone, stick with security/your team or in secure places such as the Bridge or Security
Armor
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Weapons and Implants
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Equipment
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Magnetic boots that help prevent you from accidently being spaced. A door remote that can bolt, open, and set emergency access to any and every door on station. A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed.
Armor
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Weapons and Implants
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Equipment
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An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. Arm implant that allows the user to quickly flash someone without needing to use their hands.
Armor
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Weapons and Implants
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Equipment
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Security
The Security RT Members get access to some of the most advanced weaponry Nanotrasen has to offer. However, don't forget that you still follow Space Law and therefore should not shoot to kill criminals that are not dangerous. Even though you are generally more equipped than your average Officer Joe, you still have power in numbers, and there's a reason your shirt is red.
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. Your standard issue security taser A simple but trusty gun that can fire disabler and lethal lasers.
Armor
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Weapons and Implants
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Equipment
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Armor
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Weapons and Implants
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Equipment
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An advanced gun that can stun, disable, and lethal enemies. Heavy laser cannon that comes with an array of different modes. Utilized by elite combat units across the universe. A lockbox with three wall breaching charges. Each contian fuel, metal oxide, and metal powder mixed in just the right way. One hell of a combination. Effective against walls, ineffective against airlocks...
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Armor
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Weapons and Implants
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Equipment
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Engineer
Being an Engineering RT Member is the job you'll want to take if the station is suffering from hull breaches, hackers, sabotage or anything in-between. On Amber, you are the only one with EVA. On Red and Gamma, you have powerful tools at your disposal to help you fix up the station and allow the rest of your team to work a little easier... breathing generally helps.
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. Your standard issue security taser A simple but trusty gun that can fire disabler and lethal lasers.
Armor
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Weapons and Implants
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Equipment
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A simple but trusty gun that can fire disabler and lethal lasers. A pocket-sized rapid construction device. Comes Filled with 100 matter units. Reffilable. Matter cartridges used for filling the RCD 20 matters units at a time. Comes with three.
Armor
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Weapons and Implants
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Equipment
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Gives you a permanent Security HUD, along with all associated features. An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. Arm implants that allows you to utilize basic tools when your belt fials you. |}
Armor
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Weapons and Implants
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Equipment
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Medical RT Members deploy with a good amount of movable medical equipment, easily allowing them to create a medical triage wherever needed with surgical equipment and medicines for most basic needs. With later levels having access to portable body scanners, they are able to perform surgery on the go, keeping the crew active to resolve issues all the faster. Keep medbay flowing, be resourceful.
Item | Description |
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Amber Medic Armor |
A chest plate and a helmet with red and white streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Medical HUD File:MedHud.png |
Goggles that give you a surface-level breakdown of someone's injuries from a distance. |
Miniature Energy Gun |
A peashooter that can keep off baddies temporarily while you make your escape. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Medical Hypospray |
Contains Omnizine, good for quickly stabilizing a patient. |
First Aid Kit File:Firstaidkit.png |
Standard First Aid kit, good for light injuries |
Advanced Aid Kit File:Advkit.png |
Standard Advanced first-aid kit, good for heavier injuries |
Doctor First-Aid Kit |
Standard Advanced first-aid kit, good for heavier injuries |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Surgical Belt File:FullToolbelt.gif |
A belt that contains your standard loadout for a Surgery Bag. |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
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Red Medical Hardsuit |
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Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Medical HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes, and acts as a medHUD |
Mag Boots |
Magnetic boots that help prevent you from accidently being spaced. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Medical Hypospray |
Contains Omnizine, good for quickly stabilizing a patient. |
Advanced First-Aid Kit File:Firekit.png |
Standard Advanced first-aid kit, good for heavier injuries |
Doctor First-Aid Kit |
Standard Advanced first-aid kit, good for heavier injuries |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Compact Defibilator |
Advanced belt Defibilator, good for on the go revivals. |
Survival Kit |
A must-have for all ERT Members. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Surgical Belt Impant |
An implant that contains your standard loadout for a Surgery Bag in your arm for on-the-go surgery. |
Item | Description |
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Gamma Medic Hardsuit |
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Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Goggles |
Makes you look cool, also protects your eyes from bright flashes. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
PDW-9 Taser Pistol File:PDW-9 Taser.png |
A military-grade sidearm, used by many militia forces throughout the local sector. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Doctor First-Aid Kit |
Standard Advanced first-aid kit, good for heavier injuries |
Combat Stimulant Injector |
Contains Omnizine, good for quickly stabilizing a patient. |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Compact Defibilator |
Advanced belt Defibilator, good for on the go revivals. |
Handheld Body Analyzer |
Advanced handheld body scanner. |
Pocket Extinguisher |
A miniature fire extinguisher. |
Survival Kit |
A must-have for all ERT Members. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Surgical Belt Impant |
An implant that contains your standard loadout for a Surgery Bag in your arm for on-the-go surgery. |
Medical HUD Implant |
Gives you a permanent Medical HUD, along with all associated features. |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Integrated Medical Beamgun |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Heresy is afoot on the station! The Nanotrasen Grand Inquisitorial Staff have sent for one or more of their fabled Knights or Inquisitors to join the Response Team and lead the station back to the light of the Nanotrasen overlord. If the station is heavily endangered by cult magic or other paranormal means, Paranormal RT members are here to dispel the cult magic whenever needed. They're mostly armed with Security-Grade equipment and Chaplain related equipment as well. Now go, cleanse the heresy, remove the filth!
“Without a clear perception of his reasons for living, man will never consent to live, and will rather destroy himself than tarry on earth, though he be surrounded with bread".” - Nanotrasen Grand Inquisitor Aniello
Item | Description |
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Amber Paranormal Armor |
A chest plate and a helmet with crusader sigils. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Sunglasses |
Makes you look cool, also protects your eyes from bright flashes. |
Hybrid Taser |
Your standard issue security taser |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
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Red Paranormal Hardsuit |
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Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Item | Description |
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Gamma Inqisuitors Hardsuit |
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Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Advanced Energy gun |
An advanced gun that can stun, disable, and lethal enemies. |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Purification Grenade |
For purifying an area en massse. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Some go into the Nanotrasen Navy to eliminate terrorists. Some go into the Nanotrasen Navy to save lives. Some go into the Nanotrasen Navy for the sheer thrill.
You went into the Nanotrasen Navy to do custodial work.
A clean station is a happy station, and most of the time the station isn't happy. Janitor RT Members can clean up in the same way and same equipment as the standard Janitor. They're deployed in some situations that REALLY require cleaning, with later alerts being equipped with the fabled mop implant. Be careful, you're given a token weapon to ensure you don't slip up and let that All Access ID get into the wrong hands.
Item | Description |
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Amber Janitor Armor |
A chest plate and a helmet with purple streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Galoshes |
High traction rubber boots that allow you to walk over slippery floors without falling down. |
Disabler |
Your standard issue disabler. |
Trash Bag File:Trashbag.png |
For finding your enemies in the dark. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Holographic Sign Projector |
For indicating where floors are wet, even though you don't start with a mop. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
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Red Janitor Hardsuit |
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Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Galoshes |
High traction rubber boots that allow you to walk over slippery floors without falling down. |
Miniature Energy Gun |
A peashooter that can keep off baddies temporarily while you make your escape. |
Trash Bag File:Trashbag.png |
For finding your enemies in the dark. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Holographic Sign Projector |
For indicating where floors are wet, even though you don't start with a mop. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Telescopic Scythe File:Telebaton.png |
A pocket-sized scythe for cutting down unwanted plants. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Janitorial Implant |
Integrated set of janitor tools. |
Item | Description |
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Gamma Janitor Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Goggles |
Makes you look cool, also protects your eyes from bright flashes. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Trash Bag of Holding |
For collecting a shit ton of trash. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Mr. Proper |
For cleaning an area en massse. |
Telescopic Scythe File:Telebaton.png |
A pocket-sized scythe for cutting down unwanted plants. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Janitorial Implant |
Integrated set of janitor tools. |
Your Shuttle
Once you've gotten your bearings and have had a discussion with the rest of your team, it is time for you to head to the station. Head south to the ERT shuttle. Make sure all ERT members are aboard before moving anywhere. You have two options, dock at port three at the station or select a custom location in space near the Cyberiad. Generally, you should go with the former(especially if you're an amber ert) but the latter will be more useful for quick insertion to fight blobs and other biohazard threats.
Dealing with Threats
Squad Tactics 101
The most common reason why teams fail to contain a threat on the station is that they do not work together.
Make sure that you group your ERT members into groups of 2-3 and supplement them with local security forces. Armor, advanced weaponry, and implants will do nothing if someone gets stun-locked, it will just take longer to kill them. Grouping your squadmates allows them to protect each other: They can pick each other up and suppress enemies while getting casualties back to medbay.
Use good communication to get teammates to the right places quickly and to even set up ambushes.
Surviving
Your primary goal as an ERT member is to stay alive; Adding to the station body count makes situations worse and often gives enemies upgraded equipment and all-access. You have many tools and strategies to keep you and your teammates alive, USE THEM. Never go alone, always have 1-2 other ERT members with you.
Make sure to utilize your Survival Kit it contains many useful itemes
Breath Mask
Extended Capacity Emergency Oxygen Tank
File:Flare.png Flare
Pocket Crowbar
Combat Knife: good for conserving ammo or fighting in close quarters
CentComm Bounced Radio: Needed for when telecomms go down
Synthflesh Patch
File:Emergency Injector.png Emergency Auto Injector
Just Doing My Job, Sir
When it comes to following orders, your team leader's word always takes precedence. It doesn't matter if it's the Captain who ordered you to fire that guy out of the mass driver, the final word is always from your team leader. Of course, you should also take into account your own reasoning. If your team leader orders you to release the singularity, you should probably do a double-take and think before you possibly destroy the entire station. As an ERT member, you are the highest-ranking official on the station bar your ERT Commander or if the NNO makes a visit.
DO NOT let crew members or command push you around, you are to focus on your objectives first and ensure the station is brought back into equilibrium. If you need to lay down the law against crewmembers, security, or command, do it.
On gamma alert, you have free reign to field execute crew members that interfere with your attempts to save the station. Arrests are preferred for insubordination and the lethal option is preferred for when crew members get physical with you.
The Central Man in Blue
The Response Team Member that chooses to spawn as a RT Commander is the designated response team leader. The team leader dons a blue hardsuit or armor and is there to coordinate his or her team effectively and get the station back into working order. They'll usually be the ones barking orders at you (and sometimes at regular station personnel) in an attempt to keep everyone from going insane. Response team leader is, more often than not, a stressful position to be in. Respect. All in all, if you're not sure what you should be doing, try asking your team leader. They should be able to point you in the right direction, however make sure to pay attention to what's going on and give suggestions if needed as well.
Power Struggle
Magazines cannot be printed at cargo or RnD. Spare rounds can be acquired from a hacked Autolathe at cargo.
The advanced energy gun is identical to the one available to RnD. The Immolator-Cannon has two modes: Focus and Scatter. In Focus mode it fires an energy blast that sets targets alight and does 45 damage. In Scatter mode it works as a shotgun. 6 small orb shaped energy pulses are fired similar to a shotgun. Each pulse does 8 damage and sets the target alight. The Whetstone ups the knifes damage to 23 brute. T4 is a breaching charge. It applies Thermite to walls and ignites them while creating a small blast on the other side of the wall where the charge was planted.
The Portable advanced bodyscanner has 6 Charges in total. It can be recharged on any weapons charge. It gives detailed information about the patients well being, hinting at broken bones, organ damage etc. It is a mobile body scanner. It prints out a piece of paper with the scan. The Nanite Hypospray rapidly heals people from near dead to full health, even capable of mending bones. Omnizine/Hypospray helps with rapid wound recovery.
The Defib is the same the CMO gets. Rollerbeds allow quick field surgery. The MediRay Implant is a quick way to patch someone mid combat up. The beams of to MediRay implants follow similar mechanics to the medibeam guns; they should NOT be crossed.
The advanced Mop Implant makes the floor slippery, Anti Weed Grenades allow the Gamma ERT to clean out Kudzu rapidly. They are still rather toxic to crew. The Telescopic scythe is also very helpful in fighting Kudzu. Last but not least the clusterbang cleaner is there to create a massive wave of cleaning foam to remove all stains from the floor.
Going Nuclear
In the event if the station was outrun by a biohazard capable of destroying the station or if the team has no other choice, there will be the Nanotrasen Nuclear Fission Explosive Device, which is considered as the 'Self-Destruct' of this station. Before that, the Command crew has to request the Nuclear Authentication Code in order for the team to detonate the explosive, the Nuclear Authentication Code will not work on its on. It also requires a Nuclear Authentication Disk, in order to access the interface of the device.
After Central Command gave the Nuclear Authentication Code either to team, to command or to public, they need to enter to the Vault. Which contains the device, which is either opened by the AI or by the team itself. Do not touch the device yet until you deployed it at its preferred location.
The Nuclear Fission Explosive will be at the Vault, in order to arm the device:
- Right click the explosive and make it Deployable.
- Open the interface by clicking on it with a free hand.
- Insert the Nuclear Authentication Disk into the slot (Which is the [+++++]).
- Type the nuclear authentication code into the keypad, then press E when you're done. If you make any mistake, press the Reset button (Which is R).
- Set the time needed in order for the explosive to detonate (Typically 5 to 10 minutes).
- Arm the explosive, anchor it and remove the disk, make sure that you reset the code too.
After that, the bomb will explode once the timer ticks to zero, leaving the station nothing but dust. The bomb WILL still detonate even if the disk is not in the slot. Now, in case if the explosive device needs to be relocated for any reason, reinsert the disk, disengage the anchor, pull the explosive to its desired location, reengage the anchor then remove the disk.
Some general pointers once you're on the field
- Once the ERT has assembled Centcom will usually not allow an escape shuttle until you contain the situation or die horribly trying. Keep in mind your own ERT shuttle can also be hijacked.
- Your help will generally be much more appreciated if you are doing something meaningful. You should generally try to co-operate and communicate with other crew rather than simply doing your own thing. They can point you out to the priority issues on the station let you know about any anomalies on the station.
- If you have been called in during the prime of antagonists try not to engage overwhelming odds under the belief that you can take on anything. Take a moment to think up of a plan and gather crew to help before blindly rushing into your death.
- You're not just about combat, you can be called in to deal with medical, engineering and possibly janitorial issues as well. Make sure to choose your role appropriately or else you might end up having nothing to do.