Still working on tactical grid stuff, but by the time you hit combat again I should either be ready or I can just hurry on doing it.
Not quite inclined to "RP-ify" all this, so I'm putting down a
new list of restrictions/game mechanics. They're subject to change, but the gist will stay the same for sure. If someone doesn't like any of these, feel free to PM me.
- There is now a 6-man limit on away teams. Any combat done with the limit active will be done in a tactical grid.
- For large-scale combat engagements, any number of soldiers may be sent. However, if using the Warpgate or a similar "constricted" (as in, how fast a force can deploy through the device) method of entry, the invading force will suffer a large penalty.
- Away missions will fairly similar, but there will be more content/stuff happening per update.
Three less important things:
1.)
Please tell me if I missed something in the base status stuff. I copied it over from the last base update and may have forgotten to account for some changes made during the encounter.
2.) I now realize the mistake I made naming Emma Dawson Emma Dawson. Oh well.
3.)
Please re-submit any actions intended for IRW management that were given during the encounter.
2nd Encounter at Destination 5: Update 13"Return"You are still Emma Dawson. Operation leader.
"Alright," you begin to declare.
"Team 2, try to get some info on this stuff while Team 1 clears the ship and looks for anything that could be redirecting the Warpgates."As you sneak through the halls, an ene--
...
You are now the commander of the IRW, currently located at Waypoint base. You've been trying to get contact with the team ever since the Warpgate unexpectedly closed about half an hour ago. As you and the rest of the control room staff along with Greenfield are going over possible courses of actions, a voices come on through the intercom.
"WARPGATE CONNECTION COMING FROM DESTINATION 2; CONFIRMED TO BE TEAM 2!"You and the rest run over to the control room just in time to see the Warpgate activate. Blasts of energy impact the walls of the gate room. The technicians in the room brace for cover as they run out. The entirety of Team 2 along with 20 refugees come through first. They're quickly shepherded out of the room before they have the chance to be hit by a stray shot.
The radio connection to Team 1 reactivates. Emma Dawson starts yelling over it, gunfire and energy blasts sounding in the background.
"Coming in hot, sir! Multiple enemies on our tail; keep weapons trained on the gate and close it right after we get through. No urgent wounded at the moment!"You give the order for more soldiers covering the gate. Eventually all of Team 1 make it through the gate unharmed, and it immediately closes. The
20 refugees are put into containment for now while the participating personnel recuperate before their debriefing.
At the debriefing, you learn what happened. In addition to managing to escape the now-likely-destroyed Farpoint (maybe you named that one a bit too hastily) and boarding the enemy's ship, they did quite a lot of things. After managing to reach what one Team 2 member called "something resembling a piece of technology somewhat similar to the general rough overall designs of a thruster-like device" and some other various tech, they spread out from there. After dispatching a few enemies thanks to the AM rifle they had, the main alien forces quickly caught onto them thanks to the loud nature of the rifle.
Just barely managing to regroup back at the 'pseudo-engine' room, Dawson made the decision to use their explosives to blow up the technology within. That apparently started a chain reaction of explosions across the ship along with a larger one at the room where the explosives were detonated. While the vessel was still intact, just with very ominous alarm sounds and a repeating alien voice over loudspeakers, the teams managed to escape the ship through a new hull, briefly avoid detection long enough to reach the gate, then make the connection and come home.
Impressive. You also unfortunately learn that in the brief duration that the gate was open, the RSU was found to have been destroyed, and the logs couldn't be retrieved wirelessly.
You also look at the wounded. The critically wounded have been sent offbase to a more "permanent" military hospital. According to the doctors both at the medbay and the hospital,
the 3 critically wounded soldiers won't be returning to Waypoint base as they aren't predicted to be able to perform their duty as soldiers anymore.
Dan Stevens has already been looked at in the Medbay and
will likely take two weeks to recover. The
four moderately wounded soldiers will take one week. And the
lightly wounded Sarah Leaf and single soldier will be able to more or less
immediately return to active duty. The wounded refugee has much more severe wounds, and will sadly take three weeks to recover.
What do you do now?
Explored Planets: (Planets where some effort was given by the IRW to be explored - ordered by most recent data)
Destination 5: [IRW Presence] [Enemy Presence] Ruined village attacked by hostile forces.
Destination 2: [RSU Presence] Vacuum; Ruins with autonomous defenses.
Destination 1: Suspiciously perfect soil/water/air/vegetation; huge pylon seen in the distance from the gate.
Visited Planets: (Planets known of but not explored in any 'real' way- data may not be up-to-date.)
Destination 1: Breathable atmosphere. Apparent forest and general apparent 'friendly' environment. Surveillance unit returned after two days completely unharmed.
Destination 2: Vacuum (no atmosphere). Apparent ruins. Surveillance unit stopped responding roughly a minute after arrival. (Note - This counts as 'surviving')
Destination 3: Immense heat and destruction within seconds of arrival. Likely sun or other extreme hostile destination.
Destination 4: Breathable atmosphere. Small island surrounded by sea. Repeated signal interruptions, but unit returned safely after two days.
Destination 5: Breathable atmosphere. Regular terrain, and what appears to be a village in the distance. Unit immediately returned to prevent contact.
Destination 6: Immense heat - unfit for human life. A huge toppled pillar/building next to the Warpgate.
Destination 7: Underwater. High pressure, acidity, and radiation.
Coordinate Index currently houses extreme amounts of Warpgate coordinates. Any one of these can be dialed on Switchboard.
Hostile Species #1:
Encounters: (1 total)
Encountered at Destination 5.
Funds: 117,500 Credits
Base Size: 5x5 tiles(White border means the two rooms are connected via passageway.)
Power Usage: 62/100.(-10p) Control Room: A room that houses the Switchboard along with control & support staff. Has a window to the Device Room, controls the Device room entirely, and has equipment for controlling/managing the entire base as well as supporting + managing away teams.
(-30p) Warpgate Room: The room housing the Warpgate. Holds ramping to it as well as various equipment dedicated to controlling aspects such as direct input and powerflow to the Warpgate.
-
Warpgate Ventilation Upgrade: The Warpgate Room has independent life support systems that can be remotely activated and that will last a few weeks before having to switch back to the main base ventilation.
(-5p) Security Room: A 2-tile wide room with equipment and fortifications to help defend against attacks - cover, cameras, blast doors and regular heavy doors, checkpoints, and more. Manned by up to 12 personnel and has 2 MG emplacements facing towards the Warpgate Chamber entrance.
(+50p) Nuclear Reactor: A self sufficient nuclear reactor providing 50 power.
(+50p) Nuclear Reactor 2: A self sufficient nuclear reactor providing 50 power.
(-5p) R&D Lab: A room housing basic fabrication facilities and research equipment for both engineering and research. Manned by up to 15 research pesonnel.
(-1p) Staff Quarters: Has enough room and housing for 60 personnel.
(-1p) Small Staff Quarters: Has enough room and housing for 30 personnel.
(-3p) Barracks: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-3p) Barracks: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-3p) Small Medbay: A medbay with room for 10 people in medical care, and 20 in quarantine. Most efficient when staffed with 5 medical personnel.
(-1p) Exit: Self-explanatory. Multiple elevators (freight and otherwise) to the surface.
Surface Buildings/EmplacementsHelipad: Can fuel, maintain and hold up to 2 large helicopters.
A squad is a group of specialists and soldiers with a set equipment loadout. There is a 6 person max in squads, and the same specialist can be in different squads. That just means both squads can't be deployed at once.
Squads are primarily for exploring, strikes, operations, diplomacy, and more. For more 'brute' matters, simply sending in a number of soldiers works.
There are no squads set at this time.
37/40 Soldiers
32 Trained Soldiers
- 28 waiting at Waypoint Base
- 4 in Medbay
5 Specialists
- 4 waiting at Waypoint Base
- 1 in Medbay
70/90 Regular Staff
Research
4 Scientists
4 Engineers
7 R&D Techs
Trained
5 Medical Staff (Medically trained; staff medbay)
General
20 Technicians (Keep base running)
10 Control & Support Staff (Manage away teams and staff Control Room)
5 Management (General upper-management of program)
15 General Staff(Food, Custodial, Etc.)
Other
21 Refugees
- 20 in Quarantine
- 1 in Medbay
Quarantine slots filled: 20/20
Other
20 Destination 5 Refugees
Medbay slots filled: 6/10
Regular Personnel
4 Soldiers - Moderate wounds[/b]
- 1 week to recover
Specialists
Dan Stevens - Major wounds[/b]
- 2 weeks to recover
Other
1 D5 Refugee - Severe wounds
- 3 weeks to recover
- Warning: There is no space in Quarantine for this refugee once recovered.
40/40 Barracks Slots filled
Dan Stevens (Waiting at Waypoint Base)
Combat: 1, Science: 1, Xenotechnology: 1, Archaeology: 3, Language: 3, Diplomacy: 1
Sarah Leaf (Waiting at Waypoint Base)
Combat: 2, Science: 2, Xenotechnology: 3, Archaeology: 1, Language: 2, Diplomacy: 1
Charles Greenfield (Working at Waypoint Base)
Head of R&D
Combat: 1, Science: 3, Xenotechnology: 2, Archaeology: 1, Language: 1, Diplomacy: 2
Emma Dawson (Waiting at Waypoint Base)
Combat: 3, Science: 1, Xenotechnology: 1, Archaeology: 1, Language: 1, Diplomacy: 3
Jason Lerth (Waiting at Waypoint Base)
Combat: 1, Science: 3, Xenotechnology: 1, Archaeology: 3, Language: 1, Diplomacy: 1
Notable Items
Note: Only items of higher value or that are worth noting are listed here.
- Warpgate
- Switchboard
- Artifact #2
- Artifact #3
Other Items
Mostly just things that are important to know that you have/
- "Infinite" RSUs (Robotic Surveillance Units
- "Infinite" Basic EVA Suits (Hazmat, Vacuum, etc.)
A log of all gathered artifacts + specimens and their planet of origin.
- Artifact #1 - Alien Energy Weapon
Belongs to Hostile Species #1
Found at Destination 5
- Artifact #2 - Alien Armor
Belongs to Hostile Species #1
Found at Destination 5
- Artifact #3 - Alien Energy Source
A container of a relatively-volatile liquid with extreme energy potential.
Belongs to Hostile Species #1
Found from deconstructing A#1.
- Specimen #1 (Dissected) - Hostile Species #1 Corpse; Killed by IRW Forces; Found at Destination 5
Wages handled by Government.
Maintenance handled by Government.
Income
Funding session in 3 weeks. Expected funding: +$600,000
Purchases:
Barracks: -$200,000
21 Soldiers: -$315,000
Upkeep/Expenses
5 Specialists: -$25,000
2 Deployments: -$330
Expected Upkeep (next week)
5 Specialists: -$25,000
Funds Change since last base update: -$540,330
117,170 Credits