* Created NewPlayer.xml * Created NewPlayer.yml and added it to guides.ftl * shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later * switched some stuff between the New? entry and the Space Station 14 entry * Made everything so nice!!!!!!!!!!!!!! * fixed formatting inconsistencies * added a How to use this guidebook section * build correction and guidebook clarification for other servers * wrote character creation ig probs fo shizzle * added new terms to the glossary and alphabetized it * meh this seems important enough to add * okay no more shitsec bad idea * I HATED Roleplaying.xml ANYWAY!!! * I REALLY REALLY HATED IT ACTUALLYLLL * Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete * Separated the character creation bits that are just cosmetic from the ones that matter * also put all the related new player xml files in their own folder * expanded Radio.xml, kinda fixed survival.xml * removed the line that mighta maybe sorta possibly could encourage self antag * thought about this randomly but ICK OCK * talking is no longer a key part of this game * moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around * ah probably should make sure this works first also me when i lie on the internet * don't be such a grammar nukie Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * okay nevermind that's justified Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * prepare. it is coming. the great reorganization... * yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP. * rename that real quick * step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete. * update shiftandcrew.yml to only have departments as children also fuck it alphabetization * consolidated salvage into cargo * made a new entry for command * gave salvage a home and service an existence * made some XML files to be filled out later * quick rename... * took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml * The Great Writing about Departments (25XX, black and white) * added a bunch of links everywhere * biochemical is no longer a thing * service formatinaaaaaaa * shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,, * let's get that fixed * second time i made a typo there as well * we hate fun around here * grammar?!???/ * various fixes and more linkings * oops * wewlad lol!! --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
44 lines
2.5 KiB
XML
44 lines
2.5 KiB
XML
<Document>
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# Security
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Ensuring the safety of both station and crew is number one for [color=#cb0000]Security[/color]. They are ready for any situation, and [color=#cb0000]Security[/color] are on hand to maintain order and control crowds.
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They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff.
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## Personnel
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[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security.
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineSecurity" Caption="Secoff"/>
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<GuideEntityEmbed Entity="ToyFigurineDetective" Caption="Detective"/>
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<GuideEntityEmbed Entity="ToyFigurineWarden" Caption="Warden"/>
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<GuideEntityEmbed Entity="ToyFigurineHeadOfSecurity" Caption="HoS"/>
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</Box>
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## Gear
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First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands.
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<Box>
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<GuideEntityEmbed Entity="Stunbaton"/>
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<GuideEntityEmbed Entity="Handcuffs"/>
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<GuideEntityEmbed Entity="WeaponDisabler"/>
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</Box>
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## Flashes
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[color=#a4885c]Flashes[/color] are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection.
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It is worth noting that flashes can be both used in a large area ([color=yellow]Z[/color] hotkey) and if you attack somebody with it while [color=red]harm mode[/color] is active. Important to note that localized flashes last [color=yellow]2.5[/color] times as long as large area ones.
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[color=#cb0000]Security[/color] and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes.
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<Box>
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<GuideEntityEmbed Entity="Flash"/>
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<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
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<GuideEntityEmbed Entity="GrenadeFlashBang"/>
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</Box>
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## Lethals
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Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station.
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<Box>
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<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
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<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
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<GuideEntityEmbed Entity="WeaponPistolMk58"/>
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<GuideEntityEmbed Entity="WeaponRifleLecter"/>
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</Box>
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</Document>
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