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Author Topic: Star-Com: Signs [SG]  (Read 12327 times)

somemildmanneredidiot

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Re: Star-Com: Vacation [SG]
« Reply #195 on: August 02, 2016, 12:31:04 am »

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.
Quote
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.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

VoidSlayer

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Re: Star-Com: Vacation [SG]
« Reply #196 on: August 03, 2016, 04:07:02 am »

Is there enough space on the island to move the refugees there?  We could regularly provide them food and materials and set up temporary housing there until we find a more suitable destination to send them to.

somemildmanneredidiot

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Re: Star-Com: Vacation [SG]
« Reply #197 on: August 03, 2016, 04:42:31 am »

That is a brilliant idea. We might also want to see if the Committee is willing to provide additional funding in exchange for us storing and disposing of things for them.

If there's radioactive waste material that's just sitting in a desert somewhere, we could send it off into D3. Need someone to nonlethally disappear until things cool down? Once we secure D4, we can store them there. This has a lot of potential and I'm going to draw up a thing to take to the Committee for this later after work.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

VoidSlayer

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Re: Star-Com: Vacation [SG]
« Reply #198 on: August 03, 2016, 04:50:01 am »

That is a brilliant idea. We might also want to see if the Committee is willing to provide additional funding in exchange for us storing and disposing of things for them.

If there's radioactive waste material that's just sitting in a desert somewhere, we could send it off into D3. Need someone to nonlethally disappear until things cool down? Once we secure D4, we can store them there. This has a lot of potential and I'm going to draw up a thing to take to the Committee for this later after work.

Need someone to lethally disappear somewhere forever?  D3 is still there!

somemildmanneredidiot

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Re: Star-Com: Vacation [SG]
« Reply #199 on: August 03, 2016, 05:08:45 am »

That is a brilliant idea. We might also want to see if the Committee is willing to provide additional funding in exchange for us storing and disposing of things for them.

If there's radioactive waste material that's just sitting in a desert somewhere, we could send it off into D3. Need someone to nonlethally disappear until things cool down? Once we secure D4, we can store them there. This has a lot of potential and I'm going to draw up a thing to take to the Committee for this later after work.

Need someone to lethally disappear somewhere forever?  D3 is still there!

True, though I'd hope that they'd be able to do that without our help, otherwise this facility probably won't remain secret for long. Providing that option is still a pretty good idea.

So the main benefit is being able to store or dispose of people or objects for whom being on Earth is problematic for the moment. From VIPs who are being hunted by the world, to nuclear materials that are cluttering up the place, Waypoint has just the destination for you.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Chiefwaffles

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Re: Star-Com: Vacation [SG]
« Reply #200 on: August 13, 2016, 12:04:23 am »

Exploration of Destination 4
"Signs"

Back at base, you have Greenfield and his team try to quickly analyze the signal. After a couple minutes of sitting in the control room analyzing the signal, Greenfield begins talking to you.
"Well, it definitely looks like some kind of message. The signal repeats every ten seconds, with what appears to be a somewhat stronger burst every minute. Their patterns are exactly the same each time, and the routine makes the possibility of this being non-communications-intended very slim. It's probably not a distress beacon, though. The signal is extremely weak for an interstellar distress signal. There's no way it would have reached another solar system."

As he finishes speaking you watch Charlie squad depart with the scuba gear that was quickly delivered. The gear itself didn't cost the project any notable money, luckily. After a few more minutes, you get a radio transmission from Dawson.
"Alright, we've fitted the scuba gear. We'll maintain radio contact with Charlie squad, and they'll report in if anything needs your attention. Otherwise, we'll report in the standard hour. Bravo team, over."

You wait patiently, going through some minor administrative tasks as the teams take their time. Eventually, after the hour passes, you hear the Warpgate making a connection and walk back over to the control room, where Dawson is waiting via radio.

"The others and I have come to the conclusion that this is some kind of interstellar ship. It's extremely damaged and we couldn't recover much, but we did find two notable things. Thing number one is the object giving off the signal. Leaf tells me 'It has to have some purpose', and it apparently is still functional. We also found four strange containers. They're sealed and from what we can see inside, they have some kind of strange substance. Leaf said that the first two have something 'very off' in them, and the other two don't seem ordinary enough, but we're bringing them out due to their similarity. There was some very hostile-looking sea life in the distance, but they held their distance while we did our stuff. I would recommend caution in the future if we come back, though. Bravo team, over."

The transmission ends and both teams start entering through the gate. Charlie comes first, carrying the cylindrical containers. Staff comes in to help ferry the containers to the R&D lab when Bravo team starts coming through, still very wet and holding a fairly large piece of machinery.

Later, Greenfield enters your office.
"We got a good preliminary look at the stuff Bravo and Charlie brought back.", he states, "The containers are interesting. They seem to all hold extremely concentrated ...matter, actually. But the most interesting part is the first two Dawson mentioned in her report. They actually have antimatter in them! We have no idea how it's being contained or what it's used for, but somehow there's concentrated pure antimatter being safely contained in those two containers. And the device they brought back is definitely something meant for communications, but I can't discern anything else about it so far. There's probably not much else we can learn about this stuff without further, deeper, investigation, however."

Charlie and Bravo teams return from Destination 4 with:
Artifact #4 - Large alien communication device.
2x Artifact #5 - Concentrated antimatter storage container.
2x Artifact #6 - Concentrated matter storage container.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

somemildmanneredidiot

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Re: Star-Com: Signs [SG]
« Reply #201 on: August 13, 2016, 12:12:27 am »

.....


Holy carp. The implications and possibilities. Christ on a pogo stick we need to be careful with those.

I'm about to go to sleep so I'll have more for this later, but a price check for getting the rest of the wreckage out of the ocean would be nice. Whatever's left of it will be useful for material purposes at the very least.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Parsely

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Re: Star-Com: Signs [SG]
« Reply #202 on: August 13, 2016, 01:23:49 pm »

They brought antimatter back to the base? We need to store that shit somewhere else. And by somewhere else, I mean not on Earth, because if we keep it here we're begging for a horrible accident where everyone dies in an expanding kilometers-wide fireball, and damned if we're going to make anyone store this thing.
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