D4:Going back to the first pages, there was some wreckage on land on the island, which suggested what we just found. It sort of sounds like this could be some sort of distress beacon, which ended up not being able to do anything of use for its original inhabitants.
Have R&D try to get a record of the energy burst to see if it is sending some sort of signal that we might be able to eventually decode. If there is wreckage on the island, investigate that while we try to get a handle on the signal. If not or afterwards, have Charlie return to Waypoint to transfer over scuba gear if it is available so that Bravo can get a closer look, with Charlie resuming guard duties. If scuba gear isn't available, then do another sweep of the island taking samples, then return to Waypoint.
Check our options for lifting the debris out of the water. Can we get boats over there to lift it up? Can we use some sort of balloon system? How are underwater ships usually recovered and can we use similar methods?Recall both squads, and lets acquire some scuba gear for further exploration.
The lovely thing about having one squad without deployment costs is that we can have them transfer equipment around without encurring an additional deployment charge.
Lets, consider sending bravo squad to D9 and a squad of six soldier to secure the area around the Pillar at D1, they seem to be a terraforming device which would explain why both Destinations are so strange.
Good call on their possible function, it adds up. The D1 pillar is WAY in the distance apparently, so it would take time for our personnel to get over there, plus we don't exactly know what's going on over there, so I'm thinking we should leave this one to the side for this week of deployments. Before we consider D9, let's sort through D4 first.
Research: I'm sorry Greenfield! I would have loved to give you other things to research but we just don't have anything else to my knowledge at the moment. We could try to do a deeper look into the life support system and once we're sure we've done everything we can for that, we could try messing with the alloy more again as well as do weaponry experiments on it like stabby suggested.
Losing the R&D techs was unexpected. I'll have to make sure to specify when we want personnel to take a break and not use their slots then. Maybe we could send them a letter saying "April Fools! Hope you enjoyed your week's vacation, here's backpay on that. See you Monday!"
Once we have funds again, I'm thinking we should grab a HDRSU and grab the Heatsuits and explore D6.
Do Heatsuits cover extreme cold as well? How to they handle vacuums? Do we have any weaponry that is functional at around 100°C?Specialists:: Huh, I hadn't expected to get two that were about exactly what was looked for. I thought at best we'd end up with three that did well or decently in the three areas. Once we have our funds next turn, we should be able to snatch them both up, bringing our monthly fees to 140,000Cr. Hopefully the progress we'll have made this turn will help boost our funds in that regard.
Funding Proposal:We might be able to spin something about the Encounter at D5, emphasizing our personnels' competence in the midst of a situation gone very very wrong leading to a better understanding of what our enemy is capable of as well as striking a strong blow against them. And while Farpoint is currently not accessible, through the exploration and debriefings we've learned about another civilization that we can learn from as well as confirmation of a source of new technology to analyze and learn from once we secure the site. We should probably try to put together something at least to address how D5 went down.
D5: So the Gate is either destroyed or they're locking down access to that particular Gate. We might have lost access to this area permanently. Considering things from their perspective, that a small number of this enemy's soldiers managed to get on ship and deal signficant structural damage with minimal loses on their side, I wouldn't blame them for deciding to cut off what access they do know of that we can use. The idea of being able to scavenge something from the area is looking to be more dream than reality at the moment.
New Ds:Acknowledged on slowing down the exploration. We'll probably be set for two to three turns so we can hold off on exploring more. All three are quite interesting. We'll probably want to explore D8 and D10 first to avoid sentient contact for a bit as well as see if there's anything we can learn from the pillar. The Heatsuits will probably be very useful in that department.
Refugees: Have the medical team give them all a once over. Medical should have done so already, but do so again just in case. Make sure our Linguistical team is there to help with communication. Should they prove to be not dangerous in an illness sense and we prove to not be similarly dangerous to them, give them access to the adjacent Small Quarters as well as sleeping quarters there. Some will still have to sleep in Quarantine, but that's what we have at the moment.