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Revision as of 21:53, 19 January 2023
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 Squad Medic and 5 hours as Squad Engineer. 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 firsthand, a survivor is allowed to have somewhat 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.
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 fallback 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
- Generation 1 synthetic (If whitelisted)
- FORECON Commanding Officer (If whitelisted on Chances Claim - LV-522)
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'.
- The recovered CO does not have any CO privileges other than arrest immunity. Battlefield Executions should only be used in self defense or on FORECON marines. The recovered CO does not have to announce Battlefield Executions of FORECON marines but should state their reasoning as able.
- The recovered CO is not in the Almayer chain of command or the line of succession. The Almayer aCO may ask the the recovered CO to take command. If the recovered CO is asked to take over and willing then the recovered CO gains all CO privileges. If an XO or CO wakes up then the XO or CO take over command and the recovered CO loses the gained CO privileges. Additionally, an XO, as aCO, may ask a recovered CO to take command or continue commanding upon waking from cryo.
- The recovered CO is allowed to staff the CIC if the Almayer's CO wishes to deploy; however this should only be done with the consent of the CO survivor, and if the Almayer XO is unavailable, incapacitated, or otherwise incapable of handling the CIC.
- The recovered CO may deploy or not at will as long as they are not under obligation of rule 2 or 3.
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, please check the Commanding Officer page.
Reminder: While you are fearful or shellshocked 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. Unless stated otherwise or part of the Colonial Liberation Front.
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.
- You only start with a shotgun to defend yourself against aliens, but it's recommended to get other weapons that are scattered across the map, even if only to buy you time to escape once again. You can also find boxes of slugs and buckshot randomly scattered around the map, but don't rely on this.
- You also start with a crowbar, survival pouch, 60 sheets of metal, 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 a station-bounced radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines.
- 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.