Survivor: Difference between revisions

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m (Changed old survivor data to new survivor data after updates. Information regarding weapons, radios, and spawn gear were changed.)
 
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|rank = N/A
|rank = N/A
|duties = Survive whenever possible by yourself or with other survivors.
|duties = Survive whenever possible by yourself or with other survivors.
|unlock = Starting role.
|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]
|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 xenomorph threat and are able to use this knowledge as you see fit.<br>You are NOT aware of the marines or their intentions.
|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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===== Your Knowledge =====
===== Your Knowledge =====
As expected to survive against the Xenomorph infestation firsthand, a survivor is allowed to have somewhat additional level of information, 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 '''do''' know what happened to the colony/station and their Xenomorph presence there (You get to make the story here!).
* 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 '''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.
* 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.
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==== Your Goal ====
==== Your Goal ====


As a Survivor your main goal is to '''survive''' against the Xenomorph infestation that has affected the colony/station you are on. This is a difficult task that is next to impossible, but plausible.  
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=====
=====Tactics=====
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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.  
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.  
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.
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.
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* Miner
* Miner
* Amnesiac
* Amnesiac
* Weston-Yamada Colony Liaison
* Weyland-Yutani Colony Liaison
* Generation 1 synthetic (If whitelisted)
* 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)


'''Reminder:''' While you are fearful or shellshocked from the aftermath of the Xenomorph 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]. Unless stated otherwise or part of [[the Colonial Liberation Front]].'''
===== 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.


==== Xenomorph Cultists ====
<br />
 
Xenomorph Cultists is an Administrator chosen pathway for Survivors as a different alternative other than survival.
 
[[File:Cultist.png|150px]]
 
You are immune to the hive they are assigned too if the Queen toggles restricted slashing for you. Huggers won’t infect you and you can operate resin doors.
 
As a Cultist your main goal is to assist the Hive to eternal glory. This is to be done through '''THREE''' main points:
 
* Firstly, Conversion - which is to assimilate another person into your same beliefs. (Only the Cultist Leader can perform this action)
 
* Secondly, Sabotage - to disrupt the flow of the marines logistical operations: power, supplies, etc.
 
* Lastly, Murder - to kill non believers of the Xenomorph faith, ensure that some standards are met when doing this action. Don’t just murder bone without some justification for such.
 
These have specific rules. Before you start murdering sabotaging, etc; you need to wear Cultist robes fully (This can be obtained by using ability two). Once the robes are equipped you can start to work. Additionally, you should only  murder when you are found out, OR you have been ordered by the Queen or the CULT leader himself.
 
===== Cultist Leader =====
 
The Cult begins with the leader. Their task is to ensure that orders are being sent, conversions take place, and that the Xenomorphs succeed in their mission.
 
The Cult Leader is the only one who can Convert and Stun marines/humans with his abilities. Once they have been converted, then they can speak in Hivemind; however, they don't understand the Xenomorphs tongue.
===== Abilities =====
 
* Hivemind - this sends a message for the Hive to see, allowing you to effectively communicate or send alerts.
 
[[File:Annotation 2020-07-30 211133 (2).png|150px]]
* Obtain Equipment - once activated you are given a Cultist Robe (You cannot take off after use) After this you lose your cover and can attack others freely.
 
[[File:Annotation 2020-07-30 211122 (2).png|150px]]


'''Leader Abilities'''
'''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]] you still cannot pretend to be friendly and betray later.
The Leader has the same ability as normal Cultists, but has '''TWO''' Extras:
 
* Convert - this allows you to convert another human into the faith.  
 
[[File:Annotation 2020-07-30 211254 (2).png|150px]]
 
* Physic Stun - stuns people for the purpose of abducting or subduing any nearby threats. (The stun lasts several seconds and has a slight cooldown).  
 
[[File:Annotation 2020-07-30 211150 (2).png|150px]]


====Your Skillset====
====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, atleast not yet anyway.
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].
You can learn more about the [http://cm-ss13.com/wiki/The_Skill_System skill system, here].


==== Additional Information ====
==== Additional Information ====
* Survivors lack USCM ID cards, meaning all automated systems (such as turrets and mines) will not recognize you as a friendly user. If you managed to get to the Almayer, ask somebody who can give you a proper ID card.
* 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 your sidearm 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.
* 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, 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.
* 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.
* 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.
* 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.
* 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 sidearm, if it supports it.
* 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 Xenomorph threat is still all just larva.
* 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.
* If you have the synthetic whitelist, you are able to spawn as a generation 1 synthetic as a survivor. You still adhere to the rules regarding whitelists, however, but you do have a more varied skill set among the other survivors.
* By cutting the proximity sensor and motor speed override cables on doors, you can close them on xenos and stun them.

Latest revision as of 11:22, 29 October 2023

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 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.