This Post concludes the "intro" and "starting-choices". It became a tad longer than I would have liked, but I would think that the information given is somewhat important for the last choice. Either way, next turn we start into the "real" game.
STRANDED!
Log 1.5Galaxy Time: Don't care
Planetary Hour: Hell if I know
"Attention to all, this is Captain Maeris...”Addressing your fellow Lyrcnosi, you bring them up to speed on, well, most of the situation. Though you do decide that the content of the communication logs should be kept with you alone for the time being. At least you don't want to spread such discouraging news in a state of emergency. Instead you and the officers organize rescue and recovery operations, sending help to the wounded, stopping fires and freeing any crew stuck behind airlocks or under debris. After these undoubtedly most chaotic hours of your life, the most life-threatening matters are dealt with, and you finally have time for further planning.
The Relentless is in a very sorry state, with about half of the people on board having perished. Most of them actually died because of defects in the cyro-system, but it still comes as a shock to most. At least the techs were by now able to bring some of the sensors back online, and after some testing you are presented with a small map of the surroundings, environmental data and the like included. Gravity is almost twice as strong, the atmosphere quite heavy and radiation levels like these you would find only underground if this were back home. Air is quite thin, slightly toxic, and the temperatures outside are halfway to the point of boiling water. The sky is a sickly green, the sun a blueish purple – or purplish blue, depending on who you ask -, and the sparse vegetation around the landing site is not only mostly on fire, but also of a rather weird coloration. Obviously it is not a Morzoquian-Type Eco-System either, but a Carbon-World. Since even the later are quite rare, that alone should count for something. Either way – it seems to be a bit nasty on here, but it could be way worse.Another few hours later, and you are starting to form some plans – some out of sheer necessity. Food won't become a problem – you have systems for that. Same for air and water. But energy will become a problem in about 2 months, and that is not taking any constructions into account. There is also the question if or how to repair the ship, and similar. Looking at crew and equipment, you are unsure on how to proceed.
Military MissionThe NMU Relentless is a military ship, and except some spouses and children everyone on board is a soldier. You have ample weaponry, some utility and building stuff from the engineering corps, but only a handful of dedicated specialists. If there are any threats to be found, or anything to be built, you are confident that your men will make it possible.The Survivors are grouped as 5 Soldier-Squads, 3 Construction-Crews and 1 Lab-Loonies
Added Trait: “Military Protocols” - Military Tasks and in-field effectiveness is improved
You could salvage 2 Rifle-Sets, 1 Sniper-Set, 1 Set of Hover-Bikes, 2 Construction-Mechs and 1 Basic MedbayIndustrial UndertakingThe NMU Relentless is a mining ship, and except a few guards everyone on board is a civilian. You brought a plethora of tools for mining and construction, and there are also a good number of specialists on board. Carving out a temporary home or even a new ship? Just a matter of time.The Survivors are grouped as 1 Soldier-Squads, 6 Construction-Crews and 2 Lab-Loonies
Added Trait: “Experienced Labourers” - Technical Tasks cost less resources and time
You could salvage 1 Pistol-Sets, 3 Construction-Mechs, 2 Mining-Ordinances and 1 Field LaboratoryResearch AssignmentThe NMU Relentless is a scientific vessel, full of people that outshine the rest of their race. In theoretical matters, that is. For better or worse, there also is a military presence on board – seeing as a good deal of the researchers were employed by the government, not that uncommon. The survivors are filled with grim excitement, ready to make the best out of this lot.The Survivors are grouped as 3 Soldier-Squads, 1 Construction-Crews and 5 Lab-Loonies
Added Trait: “Bright Minds” - Scientific Tasks take less time and resources, resulting in more research options
You could salvage 2 Rifle-Sets, 1 Mining-Ordinance, and 4 Laboratory Instalments
The ResourcesMaterials are what you have on hand to build and produce stuff. Because of synthesizers you can make pretty much anything out of most raw materials – at the price of our other resource.
Energy is what keeps most of your machines up and running. While you are able to synthesize the specific fuels you need, not just any normal resource will cut it for this one.
Progress is not really that much of a resource on its own, but will indicate how much work a given task will take. Together with Unit modifiers you will have a clear picture of how long something will take to do.
TasksMilitary Missions are unsurprisingly just what one would expect – ordering people with weapons around to do something or the other.
Technical Tasks are mainly about producing, planning and building stuff.
Academic Analysis lets you invest time and resources into researching stuff.
At the start, a good deal of the possible tasks will be introduced by me, but as time goes by I am sure that the player suggestions will take over, or at least have a very heavy influence.
UnitsSoldier-Squads have the following basic modifiers:
MM x1 -
TT x0.5 -
AA x0.25Construction-Crews have the following basic modifiers:
TT – x1 -
AA x0.5 –
MM x0.25Lab-Loonies have the following basic modifiers:
AA x1 -
MM x0.5 –
TT x0.25Each Unit has a 10 People headcount. Loosing any of them not only lets the modifiers sink, but also has a good chance of lowering morale. Quint-essence? Tread carefully with your charges.
EquipmentTools of the trade are almost always necessary to be effective, and can often enough multiply the use you can get out of a unit. Since we don't have too many of the later, or the number of units that can work on a task are limited, equipment is quite crucial. There is however something of a limit – to put it into an example: If your Unit has a hover-tank, giving them some rapid-fire rifles might still improve their effectiveness a bit. But also giving them a mortar, flame-throwers and grenade-launchers will subsequently have a much more limited effect. Well, all within reason, that is.
For those wondering, yes that the Unit and Task types can be each shortened to a doubled Initial is no coincidence. Together with the colour scheme it should make things quite intuitive, or so I hope.