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Author Topic: Star-Com: Signs [SG]  (Read 12367 times)

Chiefwaffles

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Star-Com: Signs [SG]
« on: June 24, 2016, 02:28:19 am »

This SG is based almost entirely off of a past post of mine in the "Games you wish existed" topic in Other Games. In short, a combination of XCOM and the Stargate universe. (Namely just the Stargate SG-1 series though). With some 4X mixed in as well.

"Hello, agent."
The committee is really unnecessarily mysterious, you think to yourself, staring at the black silhouettes while in the spotlight yourself.
"We've gone over your requisition and have greatly considered the possibilities of such a request. While potentially promising, further investigations of this... object, appear to be high-risk with a small or even nonexistent short term payoff. Yet the potential, both scientific and otherwise, is too great to pass over."
"In short," another figure starts announcing, "We have decided to establish a permanent division with you being its head. This top-secret division will be housed in an unused underground military base. Funding will be minimal, and a skeleton staff along with roughly two squadrons of soldiers will be immediately available. Address the paperwork on your way out and meet the driver waiting outside to be taken to the future location of your division."
"You are dismissed."

...

Surprising, to say the least. While a whole division of the Agency is an amazing career opportunity, the funding and support is still disappointing. The driver of the car suddenly speaks, interrupting your thoughts.
"We're approaching the site now, sir."

You disembark from the vehicle as it drives away. The base itself has a fairly nice location. It was originally intended as a simple showcase of power and to aid in defense of the area in the case of an attack. Construction was stopped early on as funding ran out, and they were left with a small (but still secure) unused underground base.
Looks like no one was let in until you arrive, and that you were the last one here. You see roughly 30 'regular' staff and 16 uniformed soldiers, assault rifles in hand. You briefly greet your staff and issue the order to let them all into the base.

....

With the last of the essential preparations finished, the base is ready to run. The Device has already been lowered into place and the staff have all been given assignments. The soldiers have also set up a guard schedule due to the lack of any other military support from the government. Once in your office, you pull out the folder regarding the Device. In it is a brief summarizing report of the initial investigations and background of it.


Official Military Report - Interstellar Transit Device
Composed by Alex Williams, Chief Scientist, RIA.

This device was uncovered in the ruins of an unknown background (architechtural analysis shows that it doesn't match with any known ancient civilizations.) The ruins were mostly left alone thanks to being completely sealed, but after a group of ruin desecraters looking for easy money were seemingly vaporized by automated defenses, an official search team was dispatched.
Most of the ruins didn't yield much, although appearing to be very advanced, there was nothing that could be salvaged, and the automated defenses couldn't be recovered after elimination.

Yet that search team did find the subject of this report - the Device. Shaped like a large "portal" in the traditional sense, essentially. A upright ring with a hollow center. It was found that we could do something resembling controlling the gate by implementing a device found in the ruins with our computer systems. After a long series of experiments and investigations, an internal database was found with a list of what appeared to be coordinates. We further found that putting these coordinates through our 'enhanced' systems into the Device creates what I believe to be a wormhole. Five different robotic excursion units were sent out to five different coordinates. The four surviving ones reported radically different star alignments and geography, proving the theory of it leading offworld.

So in short, this Device, and its companion "Dialer" (and in our case a hybrid Dialer-Human computer system constructed by yours truly) can be used to travel offworld given a set of valid coordinates.



You've already seen this, but it's good to refresh your mind. Technicians have already installed the hybrid Dialer device and the Device into their respective locations and the Device is theoretically ready to be used when you feel is necessary.

Now it's time to really start managing this Division. You have a small staff, a small amount of soldiers, a mostly-empty base, small amounts of funding, and a device that lets you travel offworld. It's up to you to decide what to do with these resources.
(You also keep in mind that along with all that stuff, you should officially name your division, name the base, name the Device, and name its dialer unit.)


Spoiler: Galaxy (click to show/hide)

Funds: 3,000,000 Cr
Spoiler: Underground Base (click to show/hide)
Spoiler: Staffing & Personnel (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Finances (click to show/hide)

Spoiler: More GM Notes (click to show/hide)


Catalog

The below listings will be updated every time a new thing to purchase becomes available. And by that, I mean that if you figure out how to make a deathstar in update 10,000, then the stats and cost will appear here.

Spoiler: Rooms (click to show/hide)
Spoiler: Upgrades (click to show/hide)
Spoiler: Objects/Vehicles (click to show/hide)
Spoiler: Special Weaponry (click to show/hide)
Spoiler: Personnel (click to show/hide)
« Last Edit: August 13, 2016, 12:04:41 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!

escaped lurker

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Re: Star-Com[SG]
« Reply #1 on: June 24, 2016, 05:45:19 am »

Quote from: We
(You also keep in mind that along with all that stuff, you should officially name your division, name the base, name the Device, and name its dialer unit.)

We, which would be Sir Christopher Wellsborough, have decided on the following;
First off, be so kind as to read everything in a british voice from now on. Thank you.
Our division, is named IRW - Interplanetary Research Ward. Self-explanatory. What we will do here, is obviously interplanetary research. Well, actually it is closer to interstellar, or possibly even intergalactical, but as we are only moving on planets this technically still correct title, will do. As for the addition of "ward", that is us pretending that this undertaking has any vestiges of security attached to it. Which it has not.

Actually, speaking of security. Is the device sheltered in a quarantined area? Do we have the same for our scouts-to-be?
We let all moon astronauts sit in quarantine for a full month, and that was for a satellite with no real atmosphere, nor indications of life. Judging by the fact that this device was found here on earth, it stands to reason that it might connect to other "terrestrial" planets. Let's expect the worst, as in every returned person and item being able to carry an unknown, alien pathogen, quite possibly the worst pandemic we have yet to see. Wouldn't do for us to accidentally wipe out humanity, would it? The commitee should know this, yet only gave 65 people to this mission. The Lunacy of it, is mind-boggling.

Back on track. We will keep the name of our base simple, as Waypoint. Enough to give a nod to those in the know, and vague enough that no-one can arbitrarily guess just what our little show here is all about. That is, unless they know our division name. Well, not like security was ever going to be our strong suit anways.

The device itself, will be labelled as what it is. A Warpgate. Warping space into a tunnel, which enables FTL travel, is already sci-fi enough. No need to be fancy here.
The dialler unit, which arguably connects us with other planets, is The Switchboard.


Well, that much for my submission. Should the bit about contamination be "too realistic", it would be better to hand-waive it. Else it might stay to be a real concern, with bouts of interplanetary infection arguable even more probable than aliens invading us after first contact. Actually, that just might turn out to be their reaction after we bring our germs to them. An alien disease wiping out people left and right, is after all a great motivator for war. Might want to disinfect the boys before and after any gate activity. Doubt it would make for an interesting mechanic, so handwaiving this, is actually my recommendation.

Oh, and do forgive me the quips. Sir Wellsborough might be a bit of a cynic - or is it comedy? He himself, might not know either! How very british of him.
Actually, also forgive me for making a british character. I guess?
« Last Edit: June 24, 2016, 05:48:28 am by escaped lurker »
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Chiefwaffles

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Re: Star-Com [SG]
« Reply #2 on: June 24, 2016, 06:48:03 am »

EDIT: Medbay price reduced to $350,000 from $500,000.


The Device, as per the base map, is located in its own room overlooked by the control room. The device room can be locked down and comes equipped with numerous heavy blast doors. It still is connected to the rest of the base via ventilation, but ventilation to that area can be manually closed by a technician within roughly ten minutes. 50,000 Cr could be spent on equipping the Device room with its own independent ventilation system, allowing for it to be easily (and immediately+automatically/remotely) switched off the main ventilation system for a couple weeks.

There currently is no quarantine room, but you'd estimate that it can be placed on a new tile for 150,000 Cr and constructed almost immediately thanks to the fact that few structural modifications are needed. The quarantine room could probably hold around 40 people individually quarantined for an indefinite amount of time given that rations and supplies are still brought in.
One of your lieutenants suggests that instead of just converting an empty tile solely for quarantining (which would be fairly wasteful), the tile could instead be made into a Medbay that comes with a quarantine room.

A whole medbay would be able to quarantine around 20 people at a time, and would also house enough equipment to accommodate 10 people recovering at a time, along with plenty of advanced medical equipment. The medbay would probably cost 350,000 Cr.

((The actual actions will probably be done tomorrow in case anyone else wants to suggest alternate names[/actions], so I'm just answering questions for now.)
« Last Edit: June 25, 2016, 12:22:31 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!

Kashyyk

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Re: Star-Com [SG]
« Reply #3 on: June 24, 2016, 07:23:18 am »

Whilst we're thinking, could we pull up the files on the five locations those robots got sent to? We can see if any of the not-immediately lethal ones are worth visiting.
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somemildmanneredidiot

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Re: Star-Com [SG]
« Reply #4 on: June 24, 2016, 08:05:26 am »

+1 escaped lurker's British set up.

We should invest in setting up the medbay asap in the tile directly above the Warpgate. We will want to be able to run any injuried persons into it the moment they get out of the gate.

In addition, we should look into the costs of a multidiscinplinary laboratory and on site manufactory. Whatever we find out there we'll want to be able to figure out what it is and how we can make it work for us. These we'll either want set up adjacent to the medbay so that any sort of medical issues can easily be brought over to the lab or vice versa, or next to the generator to guarantee access to power and distance from the Warpgate if things go to shit.

How much would it cost to set up a new nuclear reactor? Is there any way to make the one we have more efficient/powerful with our currently available resources? Would we be able to set up a solar and/or wind farm on top of our base to help with energy concerns and possibly provide a cover for the base?

How possible would it be to begin construction of a large observatory on ground level? It could be useful for the various reasons that observatories are useful as well as a cover for the facility.

I also want to look at the costs of getting more staff, general, military, researchers, engineers, etc. We're small now but I'd like to be able to plot out ahead of time some expansions.

We should also look into what our current security measures are and see about setting up internal base security in addition to our deployable troops.

How difficult would it be to set up a firing range/fitness/training room? Ideally I'd like to be able to make sure that all firearms capable troops are able to keep up their training, and it would not be the worst idea to look into getting the rest of our staff firearms certified for when shit hits the fan.

Whilst we're thinking, could we pull up the files on the five locations those robots got sent to? We can see if any of the not-immediately lethal ones are worth visiting.
+1

We have 14 soldiers listed but earlier we were told that we would have 16. Error or intentional screwing with us by the council?

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Chiefwaffles

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Re: Star-Com [SG]
« Reply #5 on: June 24, 2016, 08:31:03 am »

EDIT: Decreased price of the smaller reactor to $400k down from $500k. Changed price of regular base staff to 5k per person, and added another type of staff - medical staff. 7.5k per medical staffmember.


A laboratory/workshop would likely cost 500,000 Cr with advanced research and small-scale manufacturing equipment. While it would prove a fine lab, the manufacturing capabilities would leave a lot to be desired. While able to manufacture decently-sized items, mass production of anything would certainly take lots of time and be relatively expensive for mass production in such a small space. A dedicated workshop, while costing a lot more, would be much more efficient. Not that you couldn't create one later or do anything like that.
Though you can probably also try for the possibility of convincing the Committee to grant offsite research and manufactory sites. It's not like they don't have any. The military certainly loves their prototype technology.

It would likely cost 1,000,000 Cr for another nuclear reactor the same scale of the current one. A smaller reactor can be purchased for 400,000 Cr that provides +20p, however.

A large-scale observatory along with some new off-site-based staff for it would probably cost along the lines of 300,000 Cr and wouldn't take up any notable space in the actual underground base. The staff wouldn't be included on the base roster and wouldn't be housed inside the base. They'd handle regular operation of the observatory, but more important operations should be overseen by base personnel.

More staff can be hired at any time, but generally scientists and engineers are more important and expensive. A list of research/engineering candidates will be given at a later time, and new staff can be hired at the price of 5,000 Cr per person. Soldiers can be hired at 15,000 Cr per person. Medical staff can also be hired at 7,500 Cr per person. You also believe that you can probably grab a high-ranking scientist and engineer without spending any of your funds. Probably.


Security measures at the moment are fairly lax. Currently security consists of soldiers manning the entrance at the top, demanding written authorization + identification before entry, and routine patrols outside and (mostly) inside the base. Better measures can definitely be acquired, and prices for a given equipment upgrade will be given as requested. All staff are currently trained in basic self defense and are issued pistols (but most don't carry weapons on them). The only security checkpoint is at the entrance, and once someone is inside they can more or less get anywhere they want easily.
Security is really lax. But not many people care anyways. As far as the public concerned, this is just a regular military base, and the project is a low enough priority that foreign intelligence services don't have any interest in it.

A basic firing range is already included in the barracks, but it's very small and not that well equipped. Workout equipment is also already located in both the barracks and staff quarters.

The acquired data from earlier robotic surveillance is as follows:

Code: [Select]
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.



We have 14 soldiers listed but earlier we were told that we would have 16. Error or intentional screwing with us by the council?
I don't know what you're talking about.
Definitely didn't make a mistake there. Was always 16 soldiers. Yup.

« Last Edit: July 30, 2016, 09:47:33 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 [SG]
« Reply #6 on: June 24, 2016, 07:27:37 pm »

I say we order construction of the lab/workshop, since anything we need to mass produce would probably be better off away from the front lines. Also lets order all personal to carry their weapons on them at all times, or till we set up some automated defenses since anything we can reach can reach us too.
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crazyabe

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Re: Star-Com [SG]
« Reply #7 on: June 24, 2016, 07:34:26 pm »

PTW
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RulerOfNothing

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Re: Star-Com [SG]
« Reply #8 on: June 24, 2016, 07:50:42 pm »

+1 to escaped lurker's suggestion
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Nirur Torir

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Re: Star-Com [SG]
« Reply #9 on: June 24, 2016, 08:18:31 pm »

How much would it cost to build a two-tile long security/defense zone north of the device, and restructure the device room so that is the only access point (other than ventilation)? It should have a small sealable aisle to the side, for anyone headed to quarantine. The aisle should be designed so as not to be a security concern.

I assume we have access to a medical airlift service. What's the flight time, assuming we have one standing by on base for when a squad is set to return? (I'm not sure we need our own medbay, unless we're planning to get superior medical technologies from off-world and than horde it for ourselves.)
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Chiefwaffles

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Re: Star-Com [SG]
« Reply #10 on: June 24, 2016, 09:08:28 pm »

EDIT: I changed some prices to be much more reasonable. Underground hangar now takes up 2 tiles, the helicopter costs just $50,000, and the helipad costs $30,000 (Meaning that helipad+helicopter just costs $80,000).

So far the only actions I see at a preliminary glance are Stabbymcstabstab's post and Escaped Lurker's post. Probably updating later today, so those will be the actions I'll be doing. For now I'm just answering more questions.



A basic two-tile security/defense room would likely cost 400,000 Cr thanks to the lack of any expensive equipment requisites. The room would be mostly designed to be secure against attackers from any side (Coming from outside the base or from the Device) but would be mostly designed to defend against hostile Device intrusions. It would consist of a series of guardposts, essentially, with secure cover, blast doors, and remote-controlled heavy doorways to allow for security checkpoints.

The security room would be able to have 12 people stationed comfortably and would hold 2 manned machine gun emplacements facing towards the side of the room connected to the Device room (Emplacements would be manned by the people already stationed as part of the 12 person limit). It would be able to hold a lot more people defending at any given time, though. The 12 person limit is more of a limit to the amount of people manning the room long-term. in a non-combat situation.

In the future the military room could also potentially be fitted with upgrades such as automated defenses. Or now if you feel like spending a lot of money on the pretty advanced military hardware required for basic automated defenses.                               

Since your division is essentially a joint Military-Agency project, you do have access to the nearest military hospital - about 7 minutes away by helicopter. Though it'd also take 7 minutes for a medevac helicopter to arrive at the base.
You'd estimate that requisitioning a basic transport helicopter and constructing a helipad would likely cost 80,000 Cr. Though the helipad would be on the surface and would probably take some time for a wounded person to go from the Device Room to the helipad. Constructing an underground (multi-purpose) 2-tile hangar would cost 400,00 Cr and buying a basic transport helicopter by itself would cost 50,000 Cr. The underground hangar could prove useful in the future, too, but it's up to you. As a sidenote, a helipad by itself would cost 30,000 Cr and hold two (large) helicopters at any given time.

So in short, a medbay can be constructed at the base for 500,000 Cr, or you could just rely on airlifts from and to the nearest military hospital, taking 7 minutes for a helicopter to arrive and another 7 for it to arrive at the hospital. Or your own helicopter could be purchased which may help in other areas and would decrease the time to get to the nearest military hospital to just 7 minutes.
« Last Edit: June 25, 2016, 12:06:49 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!

Chiefwaffles

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Re: Star-Com [SG]
« Reply #11 on: June 25, 2016, 01:07:34 am »

EDIT: More retroactive updates! This time I just added entries for small and large staff quarters and noted that a medbay is most efficient when staffed by 5 medical personnel.
EDIT2: Forgot to update the funds counter at the bottom. Fixed that.

Before starting on this update I decided to actually keep note of the various prices and things like that. While going over everything and adding it to my list, I decided to change various prices. Any specific changes are listed at the top of each prior post.

One more note: Construction times aren't present now, but I'll probably put them in effect in drastic situations/emergencies/time-sensitive situations/etc.

Interplanetary Research Ward: Update 1


The first week is fairly uneventful for Waypoint. As you walk to your office, you can see that the staff certainly are all carrying basic weapons (see: pistols) now. Construction of the R&D Lab has already finished but it's fairly barren at the moment. You'll be able to staff the R&D lab with up to 15 personnel. A tour of the lab shows that it's fairly standard. Plenty of experimentation equipment, some stuff for prototype fabrication, along with a very powerful computer and plenty of other necessary equipment. You've already requested a dossier of R&D lab candidates and it should be at your desk by the time you get there.

Eventually you arrive at your office. On your desk is the dossier you expected. It's.. fairly standard and uninteresting, to say the least. You overestimated the importance of individual candidates. Regardless, you start to consider your options.

At the moment you have enough housing for 10 more staff members, and enough space in the R&D lab for 15 staff members. A Research Head is already on their way and the Comimttee's dignitary made it clear that the Research Head is actually very experienced in both engineering and research fields. Their housing and workspace is already anticipated, meaning that you'll still have 10 housing spots and 15 lab spots left.

As for actual R&D personnel, you have three options:
Option 1: The scientist. Scientists are great at the more 'theoretical' and, well, scientific fields. It's hard to pinpoint what exactly these guys can help out with, but a good example is that these people care about the wormhole generated by the device for the most part, while the engineers care about how the device is doing it.

Option 2: The 'applied scientist'? R&D Technician? Essentially a combination scientist-engineer. Great at reverse-engineering stuff, and general groundbreaking technology with groundbreaking science. R&D is their middle name.

Option 3: The engineer. Great at refining designs and coming up with efficient yet less 'ground-breaking' stuff. Great with production for the most part.

At the moment you can only hire 10 people thanks to housing, and each R&D staff member will cost 20,000 Cr.


Before moving onto other things, a technician enters your office and informs you that the Reactor is at max power capacity. To construct more rooms you'll somehow have to decrease power consumption, increase the power production of the current reactor, or just construct another power source.
Spoiler: Galaxy (click to show/hide)

Funds: 2,500,000 Cr
Spoiler: Catalog (click to show/hide)
Spoiler: Waypoint Base (click to show/hide)
Spoiler: Staffing & Personnel (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Finances (click to show/hide)
« Last Edit: June 25, 2016, 08:36:47 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!

somemildmanneredidiot

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Re: Star-Com [SG]
« Reply #12 on: June 25, 2016, 01:44:25 am »

Edit: So I took so long typing this out that a turn happened. Hooray! The only thing to add in specific is requesting information about how to improve our current generator and costs relating to that, and the cost of more housing in general. Also to comment that I think a ratio of 3-4-3 for scientists-R&D-engineers would work out decently to make sure that 7/10s of our tech group can always be working on some sort of thing at all times.

Alright so proposed actions right now as far as I understand are

Be British

Make the medbay

Make the lab/manufactory (and get the associated staff as well)

I also propose that we look into acquiring staff who have significant linguistic experience and credentials (archeologists as well) and begin looking into reasonable squad sizes and deployment layouts for when we are prepared to send personel out through the Warpgate. I also think we should shell out the cash for another nuclear power generator as well as the improved ventilation system. These all will use up most of our funds, but they'll lay down the foundations of signficant future projects so we'll have less trouble later.

While we are getting things set up, I also motion that we send another drone through 1 and 4. It might be best to start manned missions in areas that we know are not populated, and getting more info about them would definitely be useful.

Budget wise, I think we should make the two tile security room a high priority but not invest in it quite yet. I'd like to see what our first mission or two teaches us, and we might end up needing those funds for something else. On the other hand, setting up security in such a manner is definitely something we want to have before we need it. If we believe we can operate on 600,000Cr until we are able to set up some sort of income (as to my understanding, the project has been given a flat budget with some maintaince income for staff, and nothing else) then I say go for it. (How would the independent venting system work with that? What would be the cost to include that in the system or to have it as another separate system?)

Actually, if we do get the security room, I'd like to double our barracks space and then fill up on military personnel until we have 30, which will cost another 210,000Cr before the cost of the room. I like the idea of having the room fully manned at all times while also having a solid pool for deployments.

So to draft a spending set up real quick
3,000,000
-1,000,000 (new generator)
-500,000 (lab w/ small manufacturer)
-350,000 (medbay)
-400,000 (security room)
-210,000 (14 more military personnel)
-200,000 (new barracks)
-50,000 (independent venting system for the Warpgate)
=
290,000Cr (-whatever a second barracks would cost)

So what's sounds good and what sounds not so good? Do we want to invest in the helipad and/or helicopter? Where do you think we should spend our initial funds and potential later funds instead? What future structures should we be thinking about?

@Nirur I find the benefits of the medbay to be the shortening of time between exiting injuried from Warpgate to entering stocked and prepped medical facility, and being able to more tightly contain news about injuries. If personnel are regularly arriving via helicopter to certain hospitals, regardless of the measures taken place, it would be noticed by someone we wouldn't want eventually. On site care helps limit that risk.

Edit again: I recommend we hire medical staff as well but am unsure of how many would be needed to fully staff the medbay.
Edit the third: I see that there are prices for barracks and etc now. Whoops.
« Last Edit: June 25, 2016, 01:53:04 am by somemildmanneredidiot »
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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

Nirur Torir

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #13 on: June 25, 2016, 06:53:13 am »

We absolutely need a medbay or quarantine room, as Escaped Lurker mentioned.
 -I want a medbay. We can't really quarantine most of our soldiers, then send someone to an off-base hospital immediately after a mission.
 -One medical staffer should suffice for quarantine purposes, as general staff can handle basic tasks during their off duty hours. More would be better, of course, but this is a minimum before we start our actual jobs.

We need a second generator. A small will be fine, as I'm sure we'll find a better power source soon, and it will be a priority research regardless.

I would like to get another large staff quarters, more medical staff, the independent ventilation system, and R&D staff. I have no particular preferences for scientist types.
« Last Edit: June 25, 2016, 06:56:11 am by Nirur Torir »
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somemildmanneredidiot

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #14 on: June 25, 2016, 01:31:36 pm »

We absolutely need a medbay or quarantine room, as Escaped Lurker mentioned.
 -I want a medbay. We can't really quarantine most of our soldiers, then send someone to an off-base hospital immediately after a mission.
 -One medical staffer should suffice for quarantine purposes, as general staff can handle basic tasks during their off duty hours. More would be better, of course, but this is a minimum before we start our actual jobs.

We need a second generator. A small will be fine, as I'm sure we'll find a better power source soon, and it will be a priority research regardless.

I would like to get another large staff quarters, more medical staff, the independent ventilation system, and R&D staff. I have no particular preferences for scientist types.

I'd like to get a large generator because I expect to hit +20 power fairly quickly once things begin rolling and I'd rather not need to keep bouncing back and forth developing our power infrastructure in between other structural developments. I'm for the large staffing quarters for the same reason, and as we've been told that 5 medical personnel provide peak efficiency,  I think we can afford to grab them all now.

So the proposed production order right now is

New generator, either regular or small (-1,000,000 or -400,000)
Large staff quarters (-450,000)
Medbay (-350,000)
Vent system (-50,000)
Med staff x5 (-37,500)
Tech staff x15 (-300,000 propose 4 scientists-7R&D-4 engineers)
Total spending: -2,187,500Cr or -1,587,500Cr

Edit: I also suggest adding the current catalog to the OP as well as collecting staff hiring prices together.
« Last Edit: June 25, 2016, 01:33:27 pm by somemildmanneredidiot »
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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
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