TGMC:Requisitions Officer
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
REQUISITION | |
Requisition Officer |
Access: Requisition Difficulty: Soul-crushing Rank: Chief Petty Officer(starting), Warrant Officer(10hrs), Chief Warrant Officer(25hrs), Ensign(100hrs) Class: Navy Supervisors: Commander Duties: Perform logistic duties. Manage Ship Techs, in the absence of a Chief Ship Engineer Guides: Guide to Requisition Quote:"You meddling marines and your valks! You're stopping me from being RICH!!!!" |
Introduction
Requisition is all about managing supplies and points. Requisition comes stocked with plenty of supplies, and you are able to order more by using points. Other then just supplying marines during the prep time, requisition officer is also tasked with keeping the marines supplied during the operation by the means of bluespace supply drops.
While the doctor page may say it's the worst job, any RO main is a masochist and will testify in favor of RO being the worse job, you dont even get the luxury of alt-tabbing and doing something else as you constantly have to pay attention to radio chat.
As with any officer you can in theory pilot the tad, although you never should even if there is nobody to do so as you and you alone are by far the biggest factor in deciding if marines win the game, a competent RO can carry even the worst unga ball to victory.
This page is more about the expectations and what you should expect when picking RO, not how to do actually do his job, refer to here for how to properly do your job.
Responsibilities as an Aspiring Entrepreneur
Communication
A terrible RO is one that doesn't ask what the marines need. The radio helps you gauge what the marines need at the time. If they need ammo, you can get the ammo they want (this especially goes for the smartgun). If engineers need metals, you order metal sheets. All of these information is impossible to get without communicating, and marines scorn at a RO that doesn't make requisition orders quickly.
The radio commands are the following:
- .v for command
- .m for medical
- .u for requisition
- .e for engineering
- .s for fire support
- .q for Alpha
- .b for Bravo
- .c for Charlies
- .d for Delta
Once you have ordered and received the crate from the elevator, you still have to send it to the marines! Here's an example of a typical supply drop, with great communication from ng this pr parties. John Engineer needs more metal sent to Green Disk, because his cades are being melted by those dastardly Xenos.
John Engineer: "RO NEED MORE METAL TO GREEN ASAP!!"
You: "Roger, John."
You: Orders the crate from your ASRS Tablet, and waits for it to be delivered.
You: "John, Metal up. Set beacon."
John Engineer: "B-b-b-e-e-a-c-o-n U-u-p-p-p!!" or "Send to James's helmet!!"
You: Puts crate onto bluespace supply drop launcher. Clicks the right beacon. Hits Launch Supply Drop
You: "John, sending."
Crate teleports off pad
You: "John, sent"
John Engineer: "R-r-r-e-c-i-e-v-e-d!!"
Following this process lessens the chance that you accidentally send an order to the wrong place, and keeps everyone informed. If there's a delay in ordering, such as you're out of points and can't order something, make sure to communicate that to the marines. It's a good idea to yell out how many supply points you have over the radio once every five or ten minutes so that marines what you're capable of buying.
Communication is the worst part of playing RO as you essentially have to act like a babysitter to the entire corps, especially since the addition of TTS half of the marines will just totally ignore the chat and then yell at you for not sending their order down despite you asking 5 times where they want it. In these cases simply give them a final warning the order is being sent to fob for non essential orders (anything that isnt materials, meds or ammo) You probably have 20 orders to process every time the researcher nabs a t4, gets lucky and gives you an influx of nearly 2k points and having to juggle 10 waiting orders, who wants them and where will cause you to collapse.
Supply
The ARSR is the RO's best friend, you can access it by the ASRS console or by your ASRS Tablet. It can order pretty much anything, but you aren't supposed to do such; points can be scarce so use it wisely.
The Supply Ordering Console is how you control what supplies are ordered. You can check approved orders, requests, control the ramp to raise and lower platform, and purchase supplies. You also have a tablet that let you control the ARSR anywhere you want.
Transportation
Delivering supplies from shipside to planetside is a logistics obstacle in itself. Ensuring that marines receive what they want in a speedy manner demands communication with ground force and expertise in transportation.
The three options for delivering supplies are the helmet beacon modules, radio backpacks, and the supply beacon.
A Typical Round as RO
Round Start Prep
In the round start and beginning of the operation, marines will rush to get their fancy requisitions equipment. Most often, you will be seeing Jager modules, radiopacks, specialty ammo requests, . Each modules cost 10 points and benefit the marines a lot, so ordering them helps the team as a whole. Ordering weapons or armor such as the Minigun or B-18 early round is not advised though, as you will need to know how to expend your points effectively early round.
Effective use of points can make all the difference in a round.
Order the ASRS Bluespace Pad first so marines can sell Xenomorph bodies. Marines will yell at you if they do not have an easy way to gather points. The alternative is taking three or even ten minutes to ship the xenomorph bodies to shipside to be sold, which will frustrate you and the marines. Note: You can use fultons instead to do the same job. See the guide to requisitions for details
Mid-round Supply
Mid round supplying can be either an easy thing or a very hard thing to do depending on how the marines are doing. If they are getting kills or running miners, you will be mostly getting points all the time, but if they're not, logistics will get bottle necked. Materials can be the most important thing mid round; there may be breaches in the FOB and engineer may not have the metal to fix it, so expending points on materials is a great choice. Spending points on weapons and ammo can also be very worth doing.
What to buy
- ASRS Bluespace Pad : When wrenched to the ground, marines can sell Xenomorph bodies
and phoron crates on themand the points will be sent to the ASRS.Note: while fultons may appear cheap and dandy, remember that not everyone in the Marine corps likes to be the guy with such fultons.The Researcher canplay slotsnearly double the money you get from each beno corpse via the credits he gets when researching xeno material, unless you dont have one the starting fultons will almost certainly be enough for the entire round. - Jaeger Exosuit modules : These modules will give players advantages. The Valkyrie works like an autodoc system; the Tyr gives marines more armor; the Baldur enhances their armor lights; the Mimir and also Mimir helmet grants them resistance to acid; the Surt grants them resistance to fire and the Hlin grants them resistance to explosions.
- Sentries : You can order the UA 571-C or the UA-580 Point Defense Sentry. Sentries are a very important thing to order,
though their cost is high.no longer as high as it was - Specialist Weapons and Surplus weapons : Such as the Minigun, IFF Sniper Rifle or Sadar
or a Desert Eagle if you are feeling badass enough. - Ammo : Marines won't be lacking on ammo, though special guns might run out of ammo with time, as the Smartgun and the Minigun ammo can't be found in the standard Ammunition Vendors
- Materials : The materials you can order are metal, plasteel and sandbags.
- NEVER spend all of your points on a single marine, the risk is far to great even for a squad marine with over a thousand hours, sure John Marine with a B18 and a Sadar may single-handedly win the game, but he can also just get owned by a sweaty Ravager and lose everything
Tips
- After you give marines ammo boxes, make sure you check the Alamo what ammo marines are bringing before the Alamo flies off for the first deployment. Look inside ammo boxes and backpacks to record what ammo marines are bringing so that you are prepared to deliver ammo mid-operation.
- Stamping paperworks (and crates) and sending them off doesn't give extra points. Sorry, CM RO.
- If a marine comes asking for attachments send him back to CM.
- With the addition of the cargo droid, playing as the AI can actually be incredible practice for handling logistics, as you dont need to worry about special orders like ammo boxes, or gather things from the vendors near req to send down. If it's not in a crate you can't ship it and thus at least have an excuse to not be yelled at for the marines (although only do this if theres no RO, and defer to one should a RO wake up)
- At the start of the round, prioritize Jaeger Modules over everything besides the ASRS pad as marines expect you to have it ready before they land and often do not bring any forms of supply beacon to receive them later on in the OP
- While you can chose who gets what in what order, you are expected to ensure Squad Leaders, Field Commanders, and above all else the PO get their orders first.
- If for whatever reason you cannot man req anymore, tap a Staff Officer, the CE, Synth, AI, or Captain to run req while your gone. Req is by far the most important job on the ship and it should not be left abandoned
Orders
All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.
Order effects are influenced by your Leadership skill, which increases both the effect and range.
Order | Description |
---|---|
Move order |
Increases movement speed by 0.1 per Leadership level
Great for retreats and getting to objectives quickly |
Hold order |
Reduces damage received by 5% per Leadership level
Increases pain resistance, reduces the effects of dizziness and jitteriness |
Focus order |
Increases accuracy by 10% plus 5% per Leadership level
Makes Aiming instant |
Rally marker |
Places a directional pointer and a map icon, urging marines to Rally at a given point. |
Attack marker |
Places a directional pointer and a map icon, urging marines to Attack a given point. |
Defend marker |
Places a directional pointer and a map icon, urging marines to Defend a given point. |
Retreat marker |
Places a directional pointer and a map icon, urging marines to Retreat from a given point. |
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot |
Vehicle Crew | Assault Crewman, Transport Crewman | |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Doctor, Researcher | |
Marines | Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |