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== What is requsitions? ==
The basics of Requisition. Also read [[Requisition Crates]].
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.


The way Requsitions(from here on out refered to as 'Req') achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one
== What is Requisitions? ==
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.


== Contents of ASRS and Vendors ==
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.
insert text.
== Line Work ==
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.
 
====== '''Attachments Vendor''' ======
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.
 
====== '''General Vendor''' ======
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.
 
====== '''Ammunition Vendor''' ======
: Provides all manner of ammunition for every weapon in the Marine arsenal.
 
====== '''Autolathe''' ======
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.
 
====== '''Clothes Vendor''' ======
: Contains spare bags and armors if needed. Notably this is where communication keys ( commonly refered to as Comms Key or Alpha/Bravo/Charlie/Delta Key) are in too.
 
== Expenditure, What to order? ==
[[File:ASRS Interface.png|right|frameless]]
The marines may make several requests during the operation. These are:
 
====== Material orders ======
 
* All manner of materials used for defensive structures. The most notable ones are '''metal sheets''' and '''plasteel Sheets'''. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.
* This is one of the most demanded things in requisitions, as vendors don't have enough steel sheets.
 
====== Firearm orders ======
 
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won't be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.
 
====== Explosive orders ======
 
* Mortar shells, grenade packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.


== How is Money Generated? ==
====== Utility Orders ======
There are two ways money is generated in Requsitions.


1) According to marine amount you passively gain a certain amount of money.  
* Turret ammo, flares, shipside materials. These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves. (and things that are soon to be added in future updates which will give them use-value. things like phoron and parachutes with the former being not usable for anything and the latter being useful however not added to the game.)


(insert equation here)
== The Cargo Elevator ==
[[File:Cargo Elevator.png|right|frameless|212x212px]]
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it.


2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.


(insert money per invoice)
== Contents of ASRS and Vendors ==
<!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. -->
<!-- I'll add the rest later. If someone wants to take the rest feel free! -->
<center>
{| class="wikitable mw-collapsible"
|+ ammunition
|-
! sprites !! contents !! price
|-
| Example || M54C, 10x Regular Mags || 2000
|-
|
|M54C, 10x AP Mags
|4000
|-
|
|M54C, 10x Extended Mags
|3000
|-
|
|M4SPR, 16x Regular Mags
|2000
|-
|
|M4SPR, 16x AP Mags
|4000
|-
|
|M63, 12x Regular Mags
|2000
|-
|
|M63, 12x AP Mags
|4000
|-
|
|
|
|-
| Example || Example || Example
|-
| Example || Example || Example
|}
</center>


This is the cornerstone of certain schools of thought in requsitions like requsitional keynesianism
== How is Money Generated? ==
There are two ways money is generated in Requisitions.


== Schools Of Thought In Requsitions ==
# You passively gain 500 $ for every 30 seconds.
The original schools of thought coined and thought of by Javon 'ill-gotten' Nash/DSLR and CM13 Requsition Mains. Schools of thought allow one to see how expenditure can be done and why expenditure in certain ways is smart to do.
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. ''(300 per stamped invoice)''
# Crates refund $200 when returned down the elevator. However, this is not shown on notifications ASRS gives.


=== Requsitional Keynesianism ===
== Budget Balancing ==
Founded by Javon 'ill-gotten' Nash Requsitional Keynesianism argues that giving marines more than enough items so as to generously do war, allows the marines to stay alive therefore keep the operation going succesful and prosperous.


The argument founded by Javon is that because invoices come whenever spending happens. and one gains money according to the marines alive. Then one must be generous in the amount of supplies given to fund the war as even one packet of HEDP grenades could in theory save a marines life and therefore save funding that otherwise would be lost.
=== The Thought of Requisition Banking ===
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.


=== Arguments against requsitional keynesianism ===
== External Guides ==
The biggest argument against requsitional keynesianism is that certain people of the school of thought take the word too literally and or give it as a reason to order useless supplies and or bankrupt requsitions by buying too much crayons. This argument is answered by the idea that if a requsitions member is buying crayons so as to fund war that person is not a requsitional keynesian because crayons do not keep an operation going succesful and prosperous in general.


=== Requsitional Banking ===
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large rezerves of cash so as to order anything that is short in supplies and keep the operation running by keeping a balanced budget and supply of goods.

Latest revision as of 21:11, 21 January 2025

The basics of Requisition. Also read Requisition Crates.

What is Requisitions?

Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.

The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.

Line Work

The Requisitions line.

Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.

Attachments Vendor
Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.
General Vendor
Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.
Ammunition Vendor
Provides all manner of ammunition for every weapon in the Marine arsenal.
Autolathe
Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.
Clothes Vendor
Contains spare bags and armors if needed. Notably this is where communication keys ( commonly refered to as Comms Key or Alpha/Bravo/Charlie/Delta Key) are in too.

Expenditure, What to order?

The marines may make several requests during the operation. These are:

Material orders
  • All manner of materials used for defensive structures. The most notable ones are metal sheets and plasteel Sheets. These are ordered all the time by requisitions at the start of the round because combat technicians require more than just a few stacks of Materials to make an FOB / defensive supply depot.
  • This is one of the most demanded things in requisitions, as vendors don't have enough steel sheets.
Firearm orders
  • Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won't be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.
  • Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.
Explosive orders
  • Mortar shells, grenade packets, Rockets, Breaching charges. marines will almost always need explosives for their AOE / destructive capabilities. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.
Utility Orders
  • Turret ammo, flares, shipside materials. These are usually prioritized along with explosives and material needs/orders. Some flares like non-signal flares can be gotten from reserves. (and things that are soon to be added in future updates which will give them use-value. things like phoron and parachutes with the former being not usable for anything and the latter being useful however not added to the game.)

The Cargo Elevator

Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it.

ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.

Contents of ASRS and Vendors

ammunition
sprites contents price
Example M54C, 10x Regular Mags 2000
M54C, 10x AP Mags 4000
M54C, 10x Extended Mags 3000
M4SPR, 16x Regular Mags 2000
M4SPR, 16x AP Mags 4000
M63, 12x Regular Mags 2000
M63, 12x AP Mags 4000
Example Example Example
Example Example Example

How is Money Generated?

There are two ways money is generated in Requisitions.

  1. You passively gain 500 $ for every 30 seconds.
  2. All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. (300 per stamped invoice)
  3. Crates refund $200 when returned down the elevator. However, this is not shown on notifications ASRS gives.

Budget Balancing

The Thought of Requisition Banking

The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.

External Guides