((I want number 9. And I don't know why.))
follow Auron.
TO THE COMMAND CENTER! SCAVENGE ALL THE THINGS!
Attempt to scavenge enough parts from broken machinery to repair one of tge fabricators with my repair bots.
If successful: have repair bots cut blocks out of the pooled metal from the nuke and carry it in to be converted into robot parts.
If unsuccessful: scavenge all tge parts and begin constructing the robot, will post details later.
((I vote ships 1, 5, 6, 7, 8, and 10.))
Lets save time and roll to see how you do!
[4]
Your scav'ing of the internal parts of the building get you mostly everything you need! Still missing a few optional things, but this is enough to build a robutt!
Yay ROBUTT
Simus steps outside the zone to transmit some messages.
Steve, I need a few things to see if this really is a proper place for a headquarters. If temporary, depends on if we find any long-term effects. Just some land-line cable, a camera, and a monitor I can use with it.
If she gets both, she hooks up the camera to the land line and places it on the ground inside, stands on the outside with the monitor end of the cable, and fires her laser at the aurora, aiming at the ground inside where the camera could see it. If the camera's video gets through and we don't see the laser:
All right, it's good, at least for now. No resistance to kinetics, of course, but we shouldn't have to worry too much about bombardment, and hopefully we can keep them out of this crater, at the least. And that's if they figure out it's where our headquarters is.
Anton, once you're done pulling ships up and repairing them, I want you to see if there's anything you can salvage out of the mostly ruined admin building. Don't bring the place down on yourself, but if you can poke through and find anything that's possibly useful intact or reparable, it would help accelerate our setting up operations. Leave the scrap, though, and anything that would require major repairs. We'll get all that when we bring the place down after we fight back the UWM.
((I vote 1, 5, 6, 7, 8, and 10. Not sure what 8 is, but couriers should be able to be manufactured quickly, so we don't really need them. And why would we want a relic? It belongs in a museum!
((Why not all?))
Not enough salvage. We might be able to build replacement parts, but at that point, it's easier to recycle the ship (except the museum piece) and just make a new one that works right off the assembly line.
Also, Radio, while I wouldn't mind being part of the order of battle and all that (I believe I would certainly be useful if I were), I believe Simus' place will be in HQ, directing the manufactory. After all, who says we can't be producing while they're trying to take us? We need not halt production just because of a war!
So, put me down for HQ defense.))
Your tests show that
1.the camera works, so apparently you can run landlines in.
2. The laser doesn't enter.
3. Where the laser hits on the outside, there is a small amount of distortion. The aurora like effect gets more concentrated, more powerful.
((I'm going to need a clarification on whether everything else will be dismantled to repair the six chosen ships, because I'd like to thoroughly examine the habitation pod when we have time. It wouldn't be sitting there if somebody wasn't using it for something, and if wasn't anything obvious, a mere look-see won't reveal it.
That said, the six ships I'd choose would be:
The Tug. Obvious choice is obvious, if anything will make a good assault ship it'd be that, though obviously not before some upgrades. It'll work on both ship assault and main defense portions of the upcoming event.
The Blackship-too. This one's going to stay here on Hephaestus in case Simus and the tech crew need to go on a mission of their own after the Sword leaves. In the meantime, it'll stay in reserve as a last-resort attack ship.
A Courier: Say what you will about how they can be useless, craft not designed to leave atmosphere tend to perform much better in atmosphere than true "aerospace" shuttles, especially in regards to speed. It will be left with the Mobile Response team so that if we are attacked from an unexpected direction, they can be on top of it immediately.
The unknown ship - I'd rather examine it more thoroughly before repairs, but if we have to make a choice now, we'll still need shuttles anyway, so...
The Transport - never hurts to have large cargo haulers, especially if we'll be planning massed equipment transport off-planet.
And one of the interplanetary hauler workhorses, because if anything the unknown ship should function in this role as well, so we don't really need another.
So, #1, #3, #5, #7, #8, #10.
Now, shall we give them names?
Also, another silly scribble.
))
Anton, once you're done pulling ships up and repairing them, I want you to see if there's anything you can salvage out of the mostly ruined admin building. Don't bring the place down on yourself, but if you can poke through and find anything that's possibly useful intact or reparable, it would help accelerate our setting up operations. Leave the scrap, though, and anything that would require major repairs. We'll get all that when we bring the place down after we fight back the UWM.
"Will do, XO. I think Auron's gotten that transmission too, because off he goes... I didn't know industrial exosuits could run that fast. Huh.
Anyway, this here will take a while, and we're really going to need more, and larger hands here. Some ships are going to need upgrades on top of extensive repairs, to say nothing of repainting. Can't have those UWM logos everywhere."
"Steve, can you lend us some construction equipment? And some basic exosuits for heavy lifting? Because we seem to have a bunch of people here, but not many who are actually capable of moving this scrap around. Some qualified repair personnel would also do some good, especially since I assume we need this done before the heat death of the universe."
Converse with Steve. Examine the modified ship and the habitation pod. Commence repairs. Leave the habitation pod alone unless we literally have nothing else to take parts from.
((I think the consensus is the same things that I chose. Or the votes are split between "two haulers" and "a hauler and a courier", with mine being the tiebreaker for the latter. Can we have some more opinions here?))
((Why not all?))
(( Because we're salvaging the other 4 to repair the 6. Or at least, that's what I would assume.
Definitely 1 and 10. 8 might be interesting, 7 also sounds good. After that, maybe a courier and a hauler? They're definitely the least interesting ones, but I don't think either is more useful than the other, unless we can use them deceptively, in which case the haulers would edge out the couriers.
And I agree with Tavik that I want to repair the lifeship just cause XD ))
So, 1, 2,5,7,8,10 for me
Help with repairs! Specifically, if approved for repair, get on board the modified ship (#8) and try and figure out how it's been changed and to what end.
Commence repairs on the agreed upon ships. Ask Steve what else is there for me to do.
We're gonna work repair as just happening. Because, As much as I'd like to fuck around and have you guys roll and search through stuff for parts and test pieces out and get your fingers pinched off in mechanisms, I'd also like this next mission to start before March (Since thats when DS 2 Comes out and I don't post for a week.)
Besides, you guys have enough repair skills that I'm sure the fatal flaws you'd leave in the ships would be minimal-ish. And this is more about planning anyways.
That number 8 ship seems to have been partially adapted to FTL, interstellar travel, but it's engines don't seem powerful enough to make it up to the speeds needed to jump. Maybe the conversion wasn't complete? Most of the frame is clearly from a hauler, but the electronics and plating are all new.
Anton:
Well, it's not like the habitation pod has many compatible parts with the newer stuff, being roughly 2000 years out of date. You'll set it aside for later.
The habitation pod is a big, rounded cylindrical thing filled with chambers positioned against the walls, with their "Floors" pointed away from the inner axis and a central tunnel or hallway that seems to be for zero g. The thing is pretty big, but is clearly part of a larger system that probably had dozens of these pods, each one turning to produce a sort of artificial gravity.
It seems like the workers used several of the chambers of this one as break rooms and places to slack off. It's got quite thick, solid walls and is very robust, so it survived the blast well. As per what it's doing here, you're not really sure.
Bishop:
You can think about how to arm these things.
What else is in this solar system? Asteroid belts, moons, gas giants, large/important planetoids? What's their importance to our economy and defense?
Does this planet have a moon or anything else in its orbit? Could we hide an array of sensors in the moon or if no moon exists, hide the sensors in orbital debris?
There are 4 other planets in the system. 2 closer to the sun, both very hot, and a gas giant out past Hephaestus.
This planet itself has 3 moons, two of which are basically oversized asteroids, one of which is a "proper" moon. There's nothing much else in the system in terms of human made stuff.