Requisitions guide: Difference between revisions
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''The chain of command of Requisitions can be found in [[ | ''The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].'' | ||
== Line Work == | == Line Work == | ||
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]] | [[File:Req Line.png|thumb|300x300px|The Requisitions line.]] |
Revision as of 04:54, 10 September 2024
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.
The chain of command of Requisitions can be found in Chain of command.
Line Work
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.
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, HEDP packets, Rockets, Breaching charges. marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn't matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. 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, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders. Some flares like non-signal flares can be gotten from reserves.
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
How is Money Generated?
There are two ways money is generated in Requisitions.
- You passively gain a certain amount of money over based on the number of marines on mission.
- 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)
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.