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Author Topic: Star-Com: Signs [SG]  (Read 12383 times)

somemildmanneredidiot

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Re: Star-Com: Blackout [SG]
« Reply #90 on: July 04, 2016, 02:34:41 am »

And I was about to go to sleep too  :P

Quote
I would like to preface this post by saying that I myself have no experience in ancient linguistics and for that I'm sorry.

Quote
"I haven't spent much time with the ancient greek language, but this does seem similiar in a way." She remarks. "Greenfield, could the R&D team and maybe Stevens look over this?"
"It'll take a while, but we'll work on it. We' are probably not going to be able to translate those signs anytime soon, though. If we're really lucky, we may get some kind of meaning semi-related to the actual translation."

That's honestly a best case scenario for going for a realistic encounter within this situation. We probably won't make progress until we either find a Rosetta Stone, someone who did the work for us, or get phenomenally lucky when we bring in more linguistic specialists and it happens to half resemble a dead dialect that was part of a bundled minor one of them took in college year ago.

I motion we name this place Farpoint so we don't have to keep calling it facility and etc. Keeping with naming conventions and whatnot.

@Power situation: Looks like I happened to call it. We MIGHT find a power room that just needs to be turned on somewhere else in Farpoint, but we'll probably want to wait before doing that.

@Central Room: I'm tempted to have personnel sit in one of the seats, but Stargate and other stories have taught me that sitting in strange chairs is asking for trouble. We can wait to do that later perhaps.

@What now:
Well shit, ok lets clear out the remain facility and cave system. We can always send in a crew to set up a generator, but right now we have zero idea what's in here and we can probably find the generator if we snoop around enough.

Clearing out Farpoint and making sure that it's simply abandoned and not infested by xenomorphs or whatever is definitely ideal. The question is how. Going for the right hand rule (checking the rightmost entrance while marking it off, stopping at a dead end, and repeating until all areas have been explored) would be a through method of doing it. The question is, do we split up, having an exploratory team and a guard team at the Central room, or do we stick together?

I'm inclined to having all of our deployed troops work together as one exploratory team. If they are able to jury rig a few of their cameras to observe the Central room so that Waypoint can keep an eye on there in case something attempts to pursue them from one of the other tunnels, that would be ideal.

Orders for Team 1 as they explore:

Look UP. And down. Make sure to have plenty of eyes all around.

5 minute check ins. They do a quiet sound off doing the alphabet game (first person says a word beginning with A, second person B, third C, etc etc, going down to Z and then restarting from the top. We have 17 personnel playing so once the last person goes, the first person will continue with R. This will introduce an amount of randomness that could throw off an imposter.) starting with the squad leader (I presume Dawson?) and going down in order of rank, if tied in rank, seniority goes next, then age, then height. Decide something if the tie manages to get down that far. Establish what the order is sounded off in before leaving the Central room. I'm not dealing with that horror movie bullshit, and I want minimum time between someone being taken and it being noticed.

Glow lights. Glow lights, glow lights, glow lights. Take an inventory of them. Use them to mark off turns as well as every 3 meters of distance traveled. Do not depend on the glow lights to remember how to get back to the Central room. If Farpoint is not cleared before glow lights are gone, be on guard and return to the Central room, with end goal of returning to Waypoint.

If engaged, GLs and RL, please hold your fire. Explosives tend to kill your own side in enclosed structures like this.

If movement is detected but you are not engaged, be aware that it may be a feint and that you may be engaged on a different side. Keep coverage in a full 360 degree perspective.

If hostilities incur, do what is necessary for survival and then retreat to the Central room.
_______

There, that almost begins to cover it. Here's hoping that this is not a horror movie set up!

The concerning thing is that the enemy appear to know whenever the team is either out in the open or the gate is activated.  We should have a group post at the cave entrance and then call up the gate a few times to see if there is any response.

Mapping out the facility might show additional entrances though.

I'm honestly horrified at the thought of this being the start of a horror movie because of my own personal bullshit, and so encourage that Team 1 stay together at all time. We can send an RSU to cover the observation aspects of that plan, and due to how communications work, the gate has to be open for us to be communicating with and receiving feed from Team 1. In regards to the aircraft, I think that either they're specifically observing the village, or we got phenomenally unlucky in regards to their patrol pattern. Possibly both.

well they're probably watching this place, they literally just made contact with a different human group that actually was a threat to them, Hell if we ran into a similar group now it'll be a rather vicious bloodbath due to the shear amount of heavy weaponry we're carrying.

Don't forget that explosives in a confined space tend to make chunky salsa out of all in the area. Which is why we have the flamethrower and the anti material rifle as well as the AP ammunition.
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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: Shards [SG]
« Reply #91 on: July 06, 2016, 12:44:34 am »

2nd Encounter at Destination 5: Update 6
"Shards"

Team 1 plans routine check-ins to ensure that the whole squad is present at any given moment - namely via the use of the alphabet game. Additionally, an inventory of the amount of unused glow sticks is taken. 36 glow sticks are remaining.

The team takes off as a single group, going through the first entrance. Even though the corridor ends rather quickly at an open door, the team still leaves glow sticks in their path. Inside the door is another large circular room. But this time, there's a giant object in the center of the room. Insulated wiring (or what looks like insulated wiring) protrudes from both the ceiling and the floor, zig-zagging across the room connecting the central object to the walls and other pieces of machinery.

The object itself looks like another room, almost. At the back of it is located what looks like a door. Despite several attempts, none of Team 1 can manage to get it open. At the front is a slit of what looks like glass. Peering inside shows some form of shards in a large chamber with various instrumentation on the sides. Located next to the object are other pieces of machinery with pipes connected to the central chamber.  Several more of the apparent consoles are placed next to the slit and across the room.


Spoiler: Team 1 (click to show/hide)
Spoiler: Waypoint Base (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!

somemildmanneredidiot

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Re: Star-Com: Shards [SG]
« Reply #92 on: July 06, 2016, 01:35:40 am »

Are the shards mounted to something or appear that they could have been mounted to something, or are they just laying on the floor?

I'm thinking this was either a power room, a manufacturer, or an experimentation room. I suggest a careful examination of the room and its contents while some personnel stay on guard.

What I really suggest is that we do a careful examination of every room we find things in and that we don't find things in while personnel are on guard during the search. From a meta perspective, I want whatever we might encounter to come at us already. From an in game perspective, I want to do things with caution and thoroughness. With an RSU doing observation (if it isn't deployed or isn't in a position to properly observe, we should do that) I feel comfortable enough to take our time clearing Farpoint and let Team 1 know when they need to bug out, if they need to bug out.

Also, anything of interest we find (like this room, the shards, etc) shoulf have its footage and the surrounding minutes shown to R&D to comment any initial thoughts on. They might end up only saying things that we've already thought about and discussed, but any insight they can provide that can help Team 1 come back in one piece is appreciated.
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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: Shards [SG]
« Reply #93 on: July 06, 2016, 02:01:27 am »

Did I miss something? I can appreciate the extreme caution, but is there a basis for this impression of aliens or whatever impersonating our team members?

Edit:
What say once Farpoint is secure we send an escort to the gate and get some engineers and technicians from our facility in there to investigate the site and see what we can immediately dismantle and bring back with us. It seems vital to me that we shouldn't waste any time in taking everything that we can back with us when there is a hostile alien presence here and they could pack up and leave anytime (assuming this base belongs to them).
« Last Edit: July 06, 2016, 02:08:54 am by GUNINANRUNIN »
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Kashyyk

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Re: Star-Com: Shards [SG]
« Reply #94 on: July 06, 2016, 06:18:04 am »

I think it's just some reasonably well placed paranoia.

I can get behind that.
« Last Edit: July 06, 2016, 06:20:56 am by Kashyyk »
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somemildmanneredidiot

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Re: Star-Com: Shards [SG]
« Reply #95 on: July 06, 2016, 10:28:10 am »

I think it's just some reasonably well placed paranoia.

I can get behind that.

Basically. I made the first post after we got to the center room alone in the dark with my mild paranoia acting up a bit, and I had both The Thing and Alien bouncing around in my head and decided that I'd channel that into making sure that Team 1 doesn't get screwed over. I doubt Chiefwaffles would seek to do that (or seek to do that too hard), but it's a risk. Plus just because we found this place off a nat20 doesn't mean that it can't be dangerous and/or unoccupied.

Did I miss something? I can appreciate the extreme caution, but is there a basis for this impression of aliens or whatever impersonating our team members?

Edit:
What say once Farpoint is secure we send an escort to the gate and get some engineers and technicians from our facility in there to investigate the site and see what we can immediately dismantle and bring back with us. It seems vital to me that we shouldn't waste any time in taking everything that we can back with us when there is a hostile alien presence here and they could pack up and leave anytime (assuming this base belongs to them).

@Farpoint's previous owners: I'm about 90% sure we stumbled upon some sort of Precursor base, with the hidden entrance and the dead power. So far we've seen HS#1 deploy from the gate and their aircraft come from some place not these hills (presuming the craft belongs to HS#1, it might so happen that there's a HS#2 and we just haven't seen the bodies yet), so it's likely that they don't operate Farpoint and might not know about it at all. It's still entirely possible that they know about this and are preparing to wreck face, but hopefully with the deployed RSU we'll see them in time to respond.

@Plan: It works. We're going to need to do a deeper analysis to get any benefit from Farpoint and while I'd like to see if the Committee is willing to provide immediate resources to help with that, we might not have the time. My biggest concern is more aircraft appearing to wreck our day. Until we're able to deploy at least one MANPADS, we won't have a reliable way to combat their air superiority, which means that if they push it, they could turn any deployment into a slaughter. There's a reason why I named the anti-aircraft squad Foxtrot.
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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: Shards [SG]
« Reply #96 on: July 06, 2016, 01:10:31 pm »

I don't know. We risk a lot either way. While a MANPADS would probably be an effective deterrent considering grenades were enough to "destabilize" these aircraft, can we afford to wait for the enemy to regroup and harden their defenses? If they haven't already found Farpoint then I doubt they would suddenly invade the facility itself now and deny us its secrets, but right now we are in control of the area, and surely they're only going to escalate their presence if we give them the time. They considered our response effective enough to retreat, so they're only going to get more aggressive from here. Who knows what kind of weapons we could be facing if we give them the time to set up another assault. I don't think we stand a chance against a serious attack with our current weapons, so our best option is to start leveling the technological playing field, and the quickest way to do that is to get our hands on whatever technology is in Farpoint before this place becomes too hostile to retrieve it.

Anyway, that's my argument, but I guess we should wait until they've actually finished exploring Farpoint before considering our next course.
« Last Edit: July 06, 2016, 11:38:08 pm by GUNINANRUNIN »
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stabbymcstabstab

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Re: Star-Com: Shards [SG]
« Reply #97 on: July 06, 2016, 01:22:06 pm »

You know we should trade out the rocket launcher with a soldier carrying a rifle and a MANPAD. But I doubt HS-1 going to put to much work into attacking us since so far we actually haven't been a real threat.


But to add on to that I think we need to turn down the paranoia down, I village has been here for who knows how long with at least some knowledge of this place. If something was going to be eating humans we wouldn't have found this place.
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Long Live Arst- United Forenia!
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somemildmanneredidiot

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Re: Star-Com: Shards [SG]
« Reply #98 on: July 06, 2016, 04:43:38 pm »

MANPADS is actually the singular, it's an acronym.

Paranoia wise, I recognize that there's probably nothing here, but rather safe than sorry right? In relation to the villagers, I think once we finish clearing out Farpoint and then actually look deeper into the caves, we might find more of them. My best guess is that when things went to shit, some people escaped into there and are either waiting for some sort of signal to return or have a path out of there.

So our current set of orders is basically, clear Farpoint while being particularly cautious and doing check ins, having the RSU do observation in the mean time, and once Farpoint is cleared, we send over a team to grab things we think we can remove and bring them back. R&D can review footage while Team 1 is doing the clearing and mark off things and areas that they believe they can remove safely to analyze.

Sound like a plan?
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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

stabbymcstabstab

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Re: Star-Com: Shards [SG]
« Reply #99 on: July 06, 2016, 04:52:57 pm »

Sure, and maybe we should talk to the council about setting up a refugee town surface side. We're probably going to need one eventually.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Parsely

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Re: Star-Com: Shards [SG]
« Reply #100 on: July 06, 2016, 11:41:45 pm »

Sounds good to me.
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Chiefwaffles

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Re: Star-Com: Descent [SG]
« Reply #101 on: July 07, 2016, 02:00:51 pm »

The natural 20 was just for finding the place. It was already there - it's just that one of your guys got really lucky and discovered an easy entrance right off the bat.

2nd Encounter at Destination 5: Update 7
"Descent"

You have a soldier do a more careful inspection of the shards seen through the chamber's small window. The shards seem to be slightly translucent, and are lying across of the flooring of the chamber as if something larger was shattered like glass.

A RSU is brought back through the gate to Destination 5. A control tech is assigned to monitor the unit's feed for anything notable.

Meanwhile, Team 1 continues their examination of Farpoint. The overall design of the "base" is surprisingly simple. Each branch seen coming from the main room just leads to a different large room with no other branches.

The second room (as in, first after the shards room) looks rather straightforward barring a few minor exceptions. Obvious bunk beds fill the room, pointing to a max capacity of 26 people living in Farpoint. A kitchen is attached directly to this barracks, with a counter where the shared wall between the kitchen and the barracks would be. Seating is placed next to the counter, pointing to it being a small eating area for about 10 people at a time. A small room is placed on the same side of the barracks as the kitchen, but on the far part of that side. Inside the room are objects and furniture that look vaguely similar to a bathroom. This room has two interesting parts: A small medical area and a very secure locked bay door, both on opposite sides of the room.
The small medical area isn't actually much. It has some tables, various storage objects, and a surgery table. The most curious thing about this 'medbay' is next to the surgery bed, high on the wall. At this spot, a decent amount of wiring appears to have been ripped out of the wall, obviously pointing to something being forcibly removed in the past.

Then there's the bay door. On the side opposite of the medbay is a large bay door with a defunct display panel to the side. Attempts to lift the door have failed, and a simple inspection of the material used in the door and the surrounding wall seems to point to some serious security for whatever was behind this door.

The third room is almost immediately discerned by the R&D team - a missile magazine. Or at least, what used to be one. No missiles can be found but the various mechanisms in place are similar enough to modern technology for their purpose to be semi-obvious. Various displays are located on the walls next to the entrance.
When he saw the panels, Greenfield comments "Likely just there for diagnostic purposes. I'd bet that this room is just for maintenance purposes - the controls would be in that central room."

The fourth and final room is completely alien in design and purpose. Filled with corridors of unknown electronic machinery with strange gadgets and pieces of technology without any human equivalent. Not much can be discerned from this room without physical access to the technology.

Not soon after, Team 2 is sent through the Warpgate. Team 2 is simple in its purpose, find and bring back any important pieces of technology. Team 2 approaches the cave, Team 1 is also sent to explore deeper into the natural portion of the cave in the hopes of finding any survivors from the prior attack on the village.

You take the time where nothing's happening to contact the Committee with an inquiry as to placement of any survivors found at Destination 5.
"Any being taken from offworld will not exit Waypoint base unless it's certain that they can coexist in society without any suspicion or problems. Something as simple as one person is complicated enough, but a refugee village is out of the question and would definitively compromise the operations of this program."
"Bu-" you desperately try to say.
"We will not change our position on this. Secrecy and safety are of extreme importance to this undertaking, and hosting refugees on the surface would greatly risk both aspects."
And with that, the video feed with the Committee is shut off.

You fill the rest of your time at R&D. Greenfield tells you that not much can be analyzed from just the footage.
"This is completely alien technology," Greenfield explains. "It's hard to guess the function of unpowered alien technology just by briefly looking at it. I would be willing to make an educated guess as to the purpose of Farpoint. It's almost definitely some kind of military outpost. The accomodations, proximity to the gate, and size all point towards this. Farpoint was likely just constructed to keep an eye on this planet by the same people who made the gate. The missile magazine does suggest some foe originating from some place other than the gate, though. The implications of that are semi-worrisome, really."

Checking back on Destination 5, you learn that apparently Team 1 has found survivors of the attack. 20 people are all that's left. According to Team 1, no one in particular is in need of medical treatment so they'll bring the survivors back when Team 2 is done taking what they can from Farpoint.
....
As Team 2 approaches the cave, a tech screams a rather long stream of expletives while pointing to the sky.
The footage is rather concerning.

A humongous vessel is slowly descending from the sky.

Team 1 is currently waiting inside Farpoint with the 20 survivors. Team 2 is located outside the cave.
What are your orders?

Spoiler: Team 1 (click to show/hide)
Spoiler: Team 2 (click to show/hide)
Spoiler: Waypoint Base (click to show/hide)
« Last Edit: July 07, 2016, 02:02:27 pm 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!

stabbymcstabstab

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Re: Star-Com: Descent [SG]
« Reply #102 on: July 07, 2016, 07:17:34 pm »

We need to go for the gate Farpoint is nice but they are going to search these caves, And I guess this explains where the aircraft came from.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Parsely

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Re: Star-Com: Descent [SG]
« Reply #103 on: July 08, 2016, 01:08:59 am »

All teams should evacuate through the gate double-time. If the survivors try to follow through the gate, stop them by any nonlethal means.
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stabbymcstabstab

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Re: Star-Com: Descent [SG]
« Reply #104 on: July 08, 2016, 02:10:11 am »

All teams should evacuate through the gate double-time. If the survivors try to follow through the gate, stop them by any nonlethal means.
-1

There's no need and it'll slow us down. Besides they can tell us what the hell is going on and who attacked them.


Edit: plus unlike us they aren't camouflaged, so they'll draw more fire away from our guys.
« Last Edit: July 08, 2016, 02:19:42 am by stabbymcstabstab »
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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