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Author Topic: Galaxy Rise: More like Galaxy Fall, AMIRITE?  (Read 31069 times)

Andres

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Re: Galaxy Rise
« Reply #45 on: December 24, 2014, 09:50:48 pm »

The truck is quickly searched for any tracking equipment. Regardless of if any is found, the truck will be left where it is and the marines will take ambush positions. The fighter will provide air support once combat begins.

Engineers will perform a remote diagnostic on the fighter to measure the full extent of the damage as well as what would be required to fix it. They are also asked how feasible it would be to make another fighter or a heat sink with the materials available to us.
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Haveroszaur

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Re: Galaxy Rise
« Reply #46 on: December 25, 2014, 04:05:22 am »

Wait for them to go away, then get back to the main ship.Also bring the new materials.

((We got too much attention.I think we let them go back to the original alertness, before we landed.))
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Sheb

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Re: Galaxy Rise
« Reply #47 on: December 25, 2014, 04:05:42 am »

Drop all materials in the mines for future use, and get away with the truck and fighter. Try to escape the Uark, then start bringing materials and men back home.

In the meantime, the engineer will revise their heatsink-making skills.
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Chiefwaffles

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Re: Galaxy Rise
« Reply #48 on: December 25, 2014, 09:23:23 pm »

PSA: "+1" posts and their counterparts are greatly appreciated. Generally my strategy for when there's not a consensus is performing all unique actions, merging similar actions, and for incompatible actions, I choose the most supported one. This gets sort of difficult without any form of consensus, and ends up more likely to twist everyone's suggestion.

The engineers were unable to use the traditional method of remote diagnosis, but were able to look at the fighter's damage via the away team's bodycams. According to them, the navigation uplink is slightly damaged. Worst case scenario, waypoints won't show up on the pilot's HUD. Nothing too bad. It'd probably cost 2u Crystal Wiring and 3u Regular Alloy to patch up.
They laugh at the idea of making a fighter without a dedicated facility.

Engineering also looks at the possibility of creating a heatsink. Normally, a heatsink module is a regular thermal-resistant metal canister with a special thermal conductor leading inside, where a gel that can absorb massive amounts of heat lies. Typically, heat is immediately shunted through the conductor and deposited through the gel, and the conductor is disconnected. While they can create a makeshift heatsink, it'll only be able to serve as an extension to the engine's natural temperature capability. Basically, it means that instead of the heat sink breaking in an extreme overload, the entire engine will break in a less severe overload with the makeshift heatsink. They reckon it'd cost 1u Crystal Wiring and 4u Regular Alloy.

Back at the surface, the team stow the fighter and truck, hide any signs that they were there, then hide themselves.
After half an hour, footsteps are heard throughout the mine, with an occasional light sweeping by a person's eyes. Eventually the sound of the footsteps decreases to the point of silence, and they come out. Luckily, they didn't find any evidence of the away team. A glance outside indicates no further Uark presence.

EDIT: Forgot to mention: A search reveals no tracker on the truck. They likely came in your general direction either by chance or seeing what direction the fighter went

Spoiler: Mission Status (click to show/hide)
« Last Edit: December 26, 2014, 02:39:53 am by Chiefwaffles »
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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!

evilcherry

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Re: Galaxy Rise
« Reply #49 on: December 26, 2014, 02:16:29 am »

Pack up everything. Run if an opening is good enough for a fighter to slip through.

Parsely

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Re: Galaxy Rise
« Reply #50 on: December 27, 2014, 04:46:50 am »

Pack up everything. Run if an opening is good enough for a fighter to slip through.
+1
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Chiefwaffles

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Re: Galaxy Rise
« Reply #51 on: December 27, 2014, 05:09:39 am »

The fighter slowly carries the materials and people back to the Telemachus, avoiding the patrolling aircraft and vehicles. By dawn, the materials are loaded up on the ship and accounted for. The engineers quickly use the supplies to repair the hull breach and reactor containment. It's not exactly good-as-new, but it'll work for now. They were also able to get the tertiary thrusters online, meaning that the ship should be able to traverse small intraorbital distances.
10u Reg. Alloy, 4u Adv. Alloy used for repairs

In the period of staying low that follows, something strange happens. The ships' sensors start reporting a transponder signal a small bit away. The transponder indicates that its origin is a U.E.F. Military Patrol station - a station commonly used on fringe worlds to provide military support to surrounding space and the area of land below. According to the Security Officer, it's likely occupied by a small Uark garrison and they may of accidently turned the transponder back on. Such a station may have higher quality materials for repairing, or small fightercraft available.

Spoiler: Status (click to show/hide)
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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!

ZalkozDestbro

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Re: Galaxy Rise
« Reply #52 on: December 27, 2014, 05:30:08 am »

Send a small scouting party to investigate the Patrol Station.
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Andres

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Re: Galaxy Rise
« Reply #53 on: December 27, 2014, 05:53:15 am »

1 engineer to fix the fighter, 1 engineer to fix the wiring, 2 engineers to make and install a heatsink. Ask them what it would take to fix the main and secondary thrusters.
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10ebbor10

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Re: Galaxy Rise
« Reply #54 on: December 27, 2014, 06:00:09 am »

I can agree to fixing wiring and the fighter, but making the crude heatsink is unlikely to be beneficial. Our engines are thoroughly busted, so by the time we have gathered enough material to repair those, we most likely have sufficient stuff to get a decent heatsink as well.
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Andres

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Re: Galaxy Rise
« Reply #55 on: December 27, 2014, 06:29:00 am »

A heatsink should allow us to go from short intraplanetary trips to long planetary trips. That would certainly be helpful if we screw up the battle.
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Sheb

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Re: Galaxy Rise
« Reply #56 on: December 27, 2014, 11:15:10 am »

What about the heat clips? Can we make those?
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Kashyyk

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Re: Galaxy Rise
« Reply #57 on: December 27, 2014, 11:33:13 am »

2 engineers each to fixing the wiring and fighter. Set course for the transponder.  Get us within distance that if it all goes tits up, we can support our fighter.
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Parsely

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Re: Galaxy Rise
« Reply #58 on: December 27, 2014, 03:05:08 pm »

2 engineers each to fixing the wiring and fighter. Set course for the transponder.  Get us within distance that if it all goes tits up, we can support our fighter.
+1
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Chiefwaffles

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Re: Galaxy Rise
« Reply #59 on: December 27, 2014, 11:39:39 pm »

2 engineers each to fixing the wiring and fighter. Set course for the transponder.  Get us within distance that if it all goes tits up, we can support our fighter.
+1

The engineers quickly get to work on their assignments. The first one, wiring, works perfectly and the team of engineers is able to rewire every affected system. The navigation and communications systems on the fighter were easily fixed due to how little damage the missile caused.
5u Crystal Wiring, 3u Reg. Alloy used for repairs

After the ship is ready, you set a course to just outside known sensor range of the transponder signal. After about an hour of carefully babying the thrusters and managing their heat levels, the ship finally arrives at its destination. The bridge's main monitor is switched to the zoomed video feed of the station.
"U.E.F. Garrison Station 70b-3" is painted along the side of the station. Its size is small for a station, but much bigger than your ship. A search is made in the database for the exact station, and something is found. Station 70b-3 was the staging point for the U.E.F. garrison across the planet. Before it was captured, it held about 400 U.E.F. Soldiers, 20 Fighters, docking points for ships that can't fit in the hangar, materials, and more.
But more importantly, as the primary garrison station of the planet, it should contain a high-level military database shard onboard. While it may have relatively low access for such a database, having it could prove extremely useful.

The station's automatic docking procedures also seem to be still activated, according to the signal being automatically broadcast. According to it, it has multiple open hangars that can fit ship the size of the Telemachus or its fighter. A fast enough craft should be able to slip through its defenses, or at least only face a little bit of resistance. However, after any attempt to board, they're probably going to raise an alarm and their defenses would be ready.

EDIT:
Riight. Forgot to do a suggestion:

The engineers report that heatclips are basically mini disposable heatsinks. A large gun fires, deposits all excess heat in a clip, then ejects the clip. It uses the same gel material as a heatsink.
Luckily, the garrison station probably has heatclips and maybe heatsinks on board.

EDITEDIT:
My main weakness is not being thorough.

The database report on the station also states that it's covered with turrets housing a much smaller version of the dual energy cannons found in your ship. They can still penetrate armor, though. Just not nearly as well as your version.
Also, your shields have finally regenerated thanks to the primary reactor being back online.

Spoiler: Status (click to show/hide)
« Last Edit: December 28, 2014, 12:35:14 am by Chiefwaffles »
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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!
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