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Survivor: Difference between revisions

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(Changed a bit the header.)
m (→‎FORECON Commanding Officer: Minor grammatical fix, and added Tristan Quilt's survivor guide for Chance's)
 
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|img = Survivor.png
|img = Survivor.png
|jobtitle = Survivor
|jobtitle = Survivor
|difficulty = Impossible
|difficulty = Very Hard
|superior = Yourself
|superior = Yourself
|duties = Survive
|rank = N/A
|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=3278 Xywenx00's Survivor Guide]
|duties = Survive whenever possible by yourself or with other survivors.
|unlock = 5 hours as [[Squad Marine]], 5 hours as [[Hospital Corpsman]] and 5 hours as [[Combat Technician]].
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=14533 Xywenx00's Survivor Guide]
|description = You are a survivor of the attack on a corporate facility. You worked or lived in the colony/station, and managed to avoid the alien attacks... until now.<br>You are fully aware of the alien threat and are able to use this knowledge as you see fit.<br>You are NOT aware of the marines or their intentions.
}}
}}


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You are a former Weyland-Yutani employee, or a family member of one. You worked on a Weyland-Yutani facility or maybe you were a family of one, but after a routine excavation, strange creatures were awakened and began systematically hunting and capturing the populace. After sending a distress signal, Colony Administration went dark, you were left alone, afraid, and in the dark. Your job now is to survive until help arrives.
'''You''' worked on a corporate facility, but after a routine excavation or diabolical experimentation, [[Aliens|strange creatures]] were awakened and began systematically hunting and capturing the populace. After sending a distress signal, the Administration went dark, you were left alone, afraid, and in the dark. Your job now is '''to survive until help arrives.'''
<br />
<br />
<br />
<br />


===== Your Knowledge =====
===== Your Knowledge =====
As a survivor you are allowed a level of information that normal marines won't have, these being
As expected to survive against the Alien infestation first-hand, a survivor is allowed to have an additional level of information, these being:


* You '''are''' allowed to know the basic Xenomorph life cycle, from facehugger to a T3 caste roughly. You will not know the intricate details and the every ability of each class. (''try and roleplay your knowledge instead of spitting it all out.'')
* You '''do''' know what happened to the colony/station and their Alien presence there (You get to make the story here!).
* You '''do''' know what happened to the colony, (you get to make the story here!)
* You '''may or may not''' know that there may be other potential survivors with you.
* You '''do not''' know the Marines are coming to the planet, but you '''do''' know a distress signal was sent out.
* You '''do not''' know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you '''do''' know a distress signal was sent out.


===== Roleplay Possibilities =====
==== Your Goal ====
As a survivor, you have many roleplay possibilities, you could play as virtually any role you would find within a Archaeology Colony, but remember to act within the knowledge of whatever archetype you decide to come up with! Some fun ideas are:<br />
 
As a Survivor your main goal is to '''survive''' against the Alien infestation that has affected the colony/station you are on. This is a difficult task that is next to impossible, but plausible.
 
=====Tactics=====
 
As a Survivor your best bet is to group up with others and hunker down in a secluded area with minimal openings, that can be well fortified. You need to gather materials and supplies very quickly. Time is your friend, the longer you take, the lower your odds of survival are.
 
Some basic points to increase your chances are:
 
* Group up with any others in the area, the more people you are with, the more likely you are to survive.
* You should grab a medical dispenser and drag it back to a powered area to grab meds for yourself and others.
* Getting power up is a very helpful tool for yourself in the long run; it gives you light, charges APC’s, and powers doors.
* Gather weapons and ammo from any security department on the colony. Carry backpacks to create a stockpile/surplus of ammo.
* The engineering department is a helpful place for TWO reasons: Power and Materials.
* When all hope is lost, remember, the locker is your best friend. Sometimes it can hide you in the most desperate times.
* Always shock doors and be sure to collect Insulated Gloves.
 
[[File:Locker.png|25px]] [[File:Annotation 2020-07-31 121208.png|50px]] [[File:Annotation 2020-07-31 122108.png|40px]]
 
=====Fortifying an Area=====
 
Finally when you decide to hold out and secure an area it should follow two schools of thought: how manageable it is, and how accessible it is.
 
When you choose an area it should be hidden and sectioned off from the key areas of the map. It should consist of an easy escape route and at least two entrances. It should be minimal and have a few fall-back locations.
 
Your area should be easily securable. Doors should always be shocked and barricades need to be put up at a steady pace. Windows need to be your FIRST priority to secure, walls second. Runner and Lurkers will constantly harass you, be quick with your work. Time is of the essence.
 
 
==== Roleplay Possibilities ====
As a Survivor, you have many roleplay possibilities, you start with a random role that anyone would find in a map as well as a random roleplay background to start with, but remember to act within the knowledge of whatever archetype you decide to come up with! Some roles are:<br />
<br />
<br />
* Corporate Security Officer
* Standard Colonist
* Colonial Marshal
* Security Member
* Chef
* Chef
* Colony Administrator
* Archaeologist
* Archaeologist
* Colony Engineer
* Colony Engineer
* Colony Doctor
* Colony Chaplain
* Scientist
* Salesman
* Prisoner
* Gang Leader
* Trucker
* Miner
* Amnesiac
* Weyland-Yutani Colony Liaison
* Colony Synthetic (If Synthetic whitelisted)
* FORECON Commanding Officer (If CO whitelisted on Chances Claim - LV-522)
* New Varadero Commander (If CO whitelisted on New Varadero)
===== FORECON Commanding Officer =====
If you have the Commanding Officer whitelist, and the map is LV-522 Chances Claim, you are able to spawn as the FORECON CO. You adhere to the rules regarding your whitelist, alongside some additional ones. Henceforth, FORECON CO will be referred too as the 'recovered CO'. Additionally, you spawn with the standard CO .454 Mateba, and have access to all of the conventional skills of a USCMC Commanding Officer. For more information on your privileges as a recovered Commanding Officer, please check the [[Commanding Officer]] page, alongside the [https://cm-ss13.com/wiki/Commanding_Officer_Code_of_Conduct#Guest_Commanding_Officers Guest Commander Rights] on the [[Commanding Officer Code of Conduct]] page - or with your respective whitelist council.
<br />
'''Reminder:''' While you are fearful or shell-shocked from the aftermath of the Alien invasion, [https://cm-ss13.com/forums/showthread.php?3705-Hostile-Survivors-are-no-longer-permitted-11-6-19 you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterward]. You CAN be hostile towards the USCM but not other survivors if you are [[the Colonial Liberation Front]], but you still cannot pretend to be friendly and betray later.
====Your Skillset====
Due to how the survivor's skillset is randomized upon their given backstory, they won't have a skillset table like the other jobs.
You can learn more about the [http://cm-ss13.com/wiki/The_Skill_System skill system, here].
==== Additional Information ====
* Survivors lack USCM ID cards, meaning that you wont be able to access doors in the Almayer, if you do make it to the ship, ask somebody who can give you a proper ID card.
* Depending on the survivor class you picked, you'll likely spawn in with only a pistol or a weak bolt action, as such its nescescary to find a better replacement like a shotgun and buckshot which are scattered around maps.
* You also start with a crowbar, survival pouch, 20 sheets of metal/plasteel, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades.
* Sticking with other survivors can greatly increase your chance of survival.
* Find and use a short-wave radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines, most of the time you spawn with one in your survival pouch so looking for one is not necessary.
* The [[Guide_to_Engineering|Engineering Guide]] in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker.
* Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your shotgun.
* At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Alien threat is still all just larva.
* By cutting the proximity sensor and motor speed override cables on doors, you can close them on xenos and stun them.
'''Further Reading'''


'''Reminder:''' You are permitted to act hostile to both other survivors, and marines. You should however, not bonzai charge them, this is not the way of the survivor, if you plan on being outright hostile, try to come up with a reason why you are, and roleplay.
* [https://forum.cm-ss13.com/t/a-survivors-guide-to-chances-claim-lv-522/10573 <nowiki>A Survivor’s Guide to Chances Claim [LV-522]</nowiki>] by unknown920, FXF/Tristan Quilt. Only covers survivor gameplay on Chance's Claim, which can be somewhat different to survivor gameplay on other maps, due to the survivors being Forward Reconnaissance (FORECON) marines, and thus having access to much more advanced weaponry than the average survivor has, even if they are separated from this gear at round start.

Latest revision as of 10:35, 28 October 2024

MISC
Survivor.png
Survivor
Difficulty: Very Hard
Supervisors: Yourself
Rank: N/A
Duties: Survive whenever possible by yourself or with other survivors.
Guides: Xywenx00's Survivor Guide
Unlock Requirements: 5 hours as Squad Marine, 5 hours as Hospital Corpsman and 5 hours as Combat Technician.
Detailed Description:
|__________|
You are a survivor of the attack on a corporate facility. You worked or lived in the colony/station, and managed to avoid the alien attacks... until now.
You are fully aware of the alien threat and are able to use this knowledge as you see fit.
You are NOT aware of the marines or their intentions.
|__________|


"Hudson! This little girl survived longer than that with no weapons and no training." ―Ripley to Hudson, Aliens


You worked on a corporate facility, but after a routine excavation or diabolical experimentation, strange creatures were awakened and began systematically hunting and capturing the populace. After sending a distress signal, the Administration went dark, you were left alone, afraid, and in the dark. Your job now is to survive until help arrives.

Your Knowledge

As expected to survive against the Alien infestation first-hand, a survivor is allowed to have an additional level of information, these being:

  • You do know what happened to the colony/station and their Alien presence there (You get to make the story here!).
  • You may or may not know that there may be other potential survivors with you.
  • You do not know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you do know a distress signal was sent out.

Your Goal

As a Survivor your main goal is to survive against the Alien infestation that has affected the colony/station you are on. This is a difficult task that is next to impossible, but plausible.

Tactics

As a Survivor your best bet is to group up with others and hunker down in a secluded area with minimal openings, that can be well fortified. You need to gather materials and supplies very quickly. Time is your friend, the longer you take, the lower your odds of survival are.

Some basic points to increase your chances are:

  • Group up with any others in the area, the more people you are with, the more likely you are to survive.
  • You should grab a medical dispenser and drag it back to a powered area to grab meds for yourself and others.
  • Getting power up is a very helpful tool for yourself in the long run; it gives you light, charges APC’s, and powers doors.
  • Gather weapons and ammo from any security department on the colony. Carry backpacks to create a stockpile/surplus of ammo.
  • The engineering department is a helpful place for TWO reasons: Power and Materials.
  • When all hope is lost, remember, the locker is your best friend. Sometimes it can hide you in the most desperate times.
  • Always shock doors and be sure to collect Insulated Gloves.

Locker.png Annotation 2020-07-31 121208.png Annotation 2020-07-31 122108.png

Fortifying an Area

Finally when you decide to hold out and secure an area it should follow two schools of thought: how manageable it is, and how accessible it is.

When you choose an area it should be hidden and sectioned off from the key areas of the map. It should consist of an easy escape route and at least two entrances. It should be minimal and have a few fall-back locations.

Your area should be easily securable. Doors should always be shocked and barricades need to be put up at a steady pace. Windows need to be your FIRST priority to secure, walls second. Runner and Lurkers will constantly harass you, be quick with your work. Time is of the essence.


Roleplay Possibilities

As a Survivor, you have many roleplay possibilities, you start with a random role that anyone would find in a map as well as a random roleplay background to start with, but remember to act within the knowledge of whatever archetype you decide to come up with! Some roles are:

  • Standard Colonist
  • Colonial Marshal
  • Security Member
  • Chef
  • Archaeologist
  • Colony Engineer
  • Colony Doctor
  • Colony Chaplain
  • Scientist
  • Salesman
  • Prisoner
  • Gang Leader
  • Trucker
  • Miner
  • Amnesiac
  • Weyland-Yutani Colony Liaison
  • Colony Synthetic (If Synthetic whitelisted)
  • FORECON Commanding Officer (If CO whitelisted on Chances Claim - LV-522)
  • New Varadero Commander (If CO whitelisted on New Varadero)
FORECON Commanding Officer

If you have the Commanding Officer whitelist, and the map is LV-522 Chances Claim, you are able to spawn as the FORECON CO. You adhere to the rules regarding your whitelist, alongside some additional ones. Henceforth, FORECON CO will be referred too as the 'recovered CO'. Additionally, you spawn with the standard CO .454 Mateba, and have access to all of the conventional skills of a USCMC Commanding Officer. For more information on your privileges as a recovered Commanding Officer, please check the Commanding Officer page, alongside the Guest Commander Rights on the Commanding Officer Code of Conduct page - or with your respective whitelist council.


Reminder: While you are fearful or shell-shocked from the aftermath of the Alien invasion, you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterward. You CAN be hostile towards the USCM but not other survivors if you are the Colonial Liberation Front, but you still cannot pretend to be friendly and betray later.

Your Skillset

Due to how the survivor's skillset is randomized upon their given backstory, they won't have a skillset table like the other jobs.

You can learn more about the skill system, here.

Additional Information

  • Survivors lack USCM ID cards, meaning that you wont be able to access doors in the Almayer, if you do make it to the ship, ask somebody who can give you a proper ID card.
  • Depending on the survivor class you picked, you'll likely spawn in with only a pistol or a weak bolt action, as such its nescescary to find a better replacement like a shotgun and buckshot which are scattered around maps.
  • You also start with a crowbar, survival pouch, 20 sheets of metal/plasteel, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades.
  • Sticking with other survivors can greatly increase your chance of survival.
  • Find and use a short-wave radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines, most of the time you spawn with one in your survival pouch so looking for one is not necessary.
  • The Engineering Guide in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker.
  • Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your shotgun.
  • At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Alien threat is still all just larva.
  • By cutting the proximity sensor and motor speed override cables on doors, you can close them on xenos and stun them.

Further Reading

  • A Survivor’s Guide to Chances Claim [LV-522] by unknown920, FXF/Tristan Quilt. Only covers survivor gameplay on Chance's Claim, which can be somewhat different to survivor gameplay on other maps, due to the survivors being Forward Reconnaissance (FORECON) marines, and thus having access to much more advanced weaponry than the average survivor has, even if they are separated from this gear at round start.