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Author Topic: Star-Com: Signs [SG]  (Read 12363 times)

crazyabe

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #15 on: June 25, 2016, 01:37:17 pm »

welp...
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stabbymcstabstab

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #16 on: June 25, 2016, 01:40:20 pm »

Sounds good, we might want to think about building the above ground helipad simply to move in personal and materials quicker.
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Nirur Torir

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Re: Star-Com [SG]
« Reply #17 on: June 25, 2016, 01:45:27 pm »

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.
So if we send out a squad now, we'll be able to quarantine them by the time they get back?

If so, I see nothing to gain by waiting another week. I vote we send out a squad each to destinations 4 and 5.
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TopHat

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #18 on: June 25, 2016, 03:00:16 pm »

I agree mostly with somemildmanneredidiot's plan, but would prefer replacing the large staff quarters with a small one (as money is currently more precious than space) and getting the security room now rather than later - as building it later may screw with our base layout if, for example, we place the medbay next to the Warpgate room for ease of quarantine, and we really can't get it too early.
I'd also consider getting a helipad due to low cost and general utility, though that may leave us too small a buffer for some tastes.
Spoiler: my proposal (click to show/hide)

Speaking of which, we should probably check with our superiors about our funding - will we receive money weekly/monthly/annually, or will we have to ask?

I would also suggest looking into whether any more exploration robots are available, along with spacesuits (for the vacuum, those ruins could be very valuable) or scientific field equipment - waiting to hear for a reply before sending men out.
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somemildmanneredidiot

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #19 on: June 25, 2016, 03:23:15 pm »

I agree mostly with somemildmanneredidiot's plan, but would prefer replacing the large staff quarters with a small one (as money is currently more precious than space) and getting the security room now rather than later - as building it later may screw with our base layout if, for example, we place the medbay next to the Warpgate room for ease of quarantine, and we really can't get it too early.
I'd also consider getting a helipad due to low cost and general utility, though that may leave us too small a buffer for some tastes.
Spoiler: my proposal (click to show/hide)

Speaking of which, we should probably check with our superiors about our funding - will we receive money weekly/monthly/annually, or will we have to ask?

I would also suggest looking into whether any more exploration robots are available, along with spacesuits (for the vacuum, those ruins could be very valuable) or scientific field equipment - waiting to hear for a reply before sending men out.

This all sounds good to me, though as you've mentioned, I'd also like to hear about what our funding is if we have any more funding incoming at all. (Are we able to retrofit existing buildings to become their more effective upgrades with time and Cr?)

Definitely +1 more data on exploratory units and space suits as well as any other available hazmat options. For 2, did we ever recover the unit or find out what stopped it's functioning?

Also, some data on hiring archeologists, linguists, and similar personnel would be useful. Especially any with diplomatic and/or negotiation training.
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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

escaped lurker

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Re: Star-Com: Paranoia intensefies! [SG]
« Reply #20 on: June 25, 2016, 04:22:57 pm »

+1 to TopHats proposal
Recruits? Equip your Tinfoil-Hats! You'r' gonna need dem for dis.
As for "upgrading", I think we could do so for the quarters - just build "half" of them for now, and build the rest of the partitions and stuff later on. This, I strongly presume, won't be the case for a nuclear reactor, which should only be a modular one, instead of "the real deal" as we commonly know it. Any retrofit-messing with a module, tends to cost more than a new one, especially if it is about a sensitive product like a nuclear reactor.

If we can get any space-suits, and or the reason as for why D2, the non-atmosphere planet with ruins took such a toll on our robotic scout, I'd actually favour that one for exploration. You can't mess up with ruins, as much as you could do with a "living" planet - granted, that their possibly existing security system is also nonfunctional. Which we should doubt. Slow exploration would be key, if we value the lives of our subordinates. If, right?

Still, the prospect of investigating the ruins of a society which presumeably made active use of these gates, is far more attractive than exploring a random terrestrial planet. My best guess for the failure, would either be the mentiond possiblity of a still-functional defence system on D2, some sort of EMP waves of yet unknown nature, or far worse, that radiaton simply fried the robot. If it is the later, we actually can forget about exploring it with any non-isulated robot, as a robot clearing chernobyl, fried after a single day or so. Now, that disaster was bad enough in and off itself (a horryfing, but good read, actually), but if we add up such damage on electronics by radiation to a single minute, and a modern robot, then any soldier we send there for even a single second, is dead meat, quite possibly puking out their organs, if they even live long enough to do so (here is hope they wouldnt. poor souls.). Well, we also could have had bad luck, and sent it just in time for a solar-storm, unhindered by any sort of magnetic field, but that theory also holds its own risks.

I'll also put down a vote against D4. It is an island surrounded by a big body of water - salt or freshwater, isn't that important. Know those old maps with all kinds of beasts in the waters? Now, on earth we know them to be wrong for the most part, or not bent on aggression like the kraken, but anything could linger in those depths, or wait for passerbys to venture unto the shores. We may have more or less conquered our own eco-system, but alien ones could be far more deadly (Actually, the reverse could also hold true. We could live on a "death planet", with most other planets a cakewalk. Thing is, all this is pure speculation right now. Speculation, doesn't give security, and tends to be wrong.)

Now, for the obligatory "I might seem crazy, but its actually you that are" post. Remember, tinfoil-hats are your friend in this, any any other scenario!
Truth be told, all these planets could prove a biohazard for our own, or any pathogens we bring there, could prove the same to them. I strongly suggest that our future explorers are decked out in some sort of "combat abc space suits". Now, I know all of this sounds way, way paranoid - thing is, it really isn't. The chances for these things happening, might be astronomical low, but if we allow them to unfold, we are in deep shit. Several people dead, and department closed, is actually one of the better outcomes in these scenarios.
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TopHat

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #21 on: June 25, 2016, 04:39:49 pm »

I agree about the potential usefulness of D2, but am really worried about the possibility of defences and/or whatever fried the robot - We really, really, don't want casualties on the first mission.

As such, I'd recommend opening with short trips to D1 & D5, for the sole purpose of grabbing soil, air, water, and vegetation (for D1 at least) samples, taking a few photographs and some video footage and then getting out within the hour. Hostile environment suits definitely sound closer to prudence than paranoia to me.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

somemildmanneredidiot

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Re: Star-Com: Paranoia intensefies! [SG]
« Reply #22 on: June 25, 2016, 05:44:49 pm »

+1 to TopHats proposal
Recruits? Equip your Tinfoil-Hats! You'r' gonna need dem for dis.
 Now, I know all of this sounds way, way paranoid - thing is, it really isn't.

You say paranoid, I hear reasonable actions and proper amounts of forethought. Worst case scenario, we end up with additional equipment and safety procedures that aren't necessary but still useful.

I think for collecting samples, we should have our robots try to do those first before sending people over. It could definitely be safer.
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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

High tyrol

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #23 on: June 25, 2016, 07:10:56 pm »

I agree about the potential usefulness of D2, but am really worried about the possibility of defences and/or whatever fried the robot - We really, really, don't want casualties on the first mission.

As such, I'd recommend opening with short trips to D1 & D5, for the sole purpose of grabbing soil, air, water, and vegetation (for D1 at least) samples, taking a few photographs and some video footage and then getting out within the hour. Hostile environment suits definitely sound closer to prudence than paranoia to me.
sounds perfect to me
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Chiefwaffles

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Re: Star-Com: The Humble Beginnings of the IRW [SG]
« Reply #24 on: June 25, 2016, 07:52:30 pm »

Will post update later today. Just making sure I have the right actions put down beforehand:
  • TopHat's entire proposal, including the optional helipad (since no one specifically objected to this)
  • Implement a policy of immediately quarantining soldiers after missions (Side note: Default quarantine length will be a week - so one update)
  • Acquire exploration bots and various environmental suits (vacuum, hazmat, etc.)
  • Inquire as to funding
  • Send teams to D1 and D5 w/ light (non-vacuum) EVA suits with the task of basic sample (soil, air, water, and vegetation) and photograph/video collection
So unless anyone explicitly wants to add or remove anything, these will be the actions done next update.
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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: Sudden Danger [SG]
« Reply #25 on: June 26, 2016, 03:27:52 am »

This was a large update so please tell me if I've made any errors.
EDIT: Oh look, an error! Fixed an incorrect specialist pricing in the catalog.

I would appreciate if locations could be given for room placement in the future. The base map now has a basic coordinate system to make placement easier, and this time only I'll allow moving around any rooms that have been bought since the start of the game (not the starter rooms though) instantly and for free. But once again, one time offer.
Entrances can be created/destroyed for $30,000, though.

Sidenote: I'll combine most non-critical actions into one update, but for things like spending plans/purchases, I'm mostly just going to go with one proposal that seems to get the most support. Sometimes some individual purchases could be added on if there was opportunity to object to those individual purchases.

Also, in TopHat's plan the $50,000 expenditure wasn't labelled. I'm assuming that was the Warpgate room ventilation upgrade.

Interplanetary Research Ward: Update 2

The next week is filled with sounds of construction. Technicians across the hallways working on wiring and materials being brought in with raw stone being brought out. By the end of the week you the new reactor is connected to the grid, the medbay is operational, the security room is ready for use, and the new quarters is complete. The new medical and research staff have all arrived and are ready to work.

Earlier this week you inquired about the possibility of hiring people with archaeological, linguist, and diplomatic skill sets. The committee was surprisingly very helpful in this endeavor and just now supplied you with a list of some of the best people for the job, and even going beyond.

Specialists are basically soldiers with certain skills that can prove helpful in the field. Right now the only listed skills are Archaeology, Science (a general indicator of scientific-type thinking capabilities), Language (An indicator of how well-versed a person is in translation, world languages, and general linguistics), Diplomacy, and Combat. Specialists are actually much more important than 'regular' soldiers in most areas, as specialists are capable of many more actions and the like on the field, even if they're not skilled in that thing. For example, if you ever encounter alien technology and want to try using it right then and there, any specialist can try that but a soldier likely can't even begin to try. Specialists also have the capability to be much better in combat than a regular soldier.

Skills are measured in levels from 1-10. In terms of the combat skill, a regular soldier is about a 2. Skills do take a while to increase.

Specialists are expensive, cost a weekly wage, and since their skills increase over time, are invaluable. While the majority of their use is on the field, it doesn't mean you're not allowed to keep a specialist at the base. Whenever you ask for a list of available specialists, you'll get 5 available specialists and their skills. Over time, as you encounter new things, you may start to notice and record new kinds of skills in specialists. Due to this being the first time you're asking for specialists, the listed ones here will be of higher skill than normal.

A single specialist costs $25,000 to hire, costs $5,000 per week, and takes up a soldier slot. Their wage/maintenance is constant and won't ever change.
Spoiler: Specialists (click to show/hide)

In addition to their list of specialists, the Committee also replied to your question about funding. You get funding once every 4 weeks [updates], meaning that you're actually going to get new funding next week. The baseline funding that you currently are receiving is $500,000, and that number is subject to change based on how the Committee feels the IRW is performing, but more importantly, funding is evaluated primarily based on how much the Committee feels you're helping the nation. They're primarily interested in new military technology when it comes to this though. Of course, they are paying for the scientific and exploration aspects as well. Just not as much.

Now, if you want to try and influence the Committee's decision, you have the option of submitting a single argument to try and convince them of how your program is beneficial. You can only have one argument per funding session.

Next up is checking on the status of acquiring more robotic surveillance units (That you've decided to call RSUs for now on) for exploring through the gate and various EVA suits. In the email received you've been insured that in addition to the RSUs and EVA suits you already have, more can be requisitioned at no cost. Effectively meaning that you have an unlimited supply of RSUs and various basic (unarmored) EVA suits.

Now that you've finished the more bureacratic work, you move onto the cool stuff - exploring other planets. Going over the report of D2, the robot moved into the ruins with no apparent gradual damage. As it reached a ruined entrance, contact with the RSU was immediately lost. The investigation was deemed a failure, the planet coordinates were marked as dangerous, and they moved on.


Team 1 investigates Destination 1
Done with D2, you head over to the control room to watch Team 1 depart to D1. Equipped with their regular weaponry and a basic environmental suit (enough to keep out most pathogens and similiar elements if present), the team walk through the gate. After a few seconds, radio contact is established. The team reports no apparent signs of sentient life, and starts on their work. A couple minutes later, they return all unharmed and head to the quarantine room.
Analysis of the recovered samples were quick. Breathable air with no detected hostile elements at all. Perfect soil, regular water, and vegetation remarkable similiar to the vegetation here. In fact, the Head of R&D says that it's almost as if it was purposely made this way by something. It's apparently perfect to the point of suspicion.
A staffer watching the video footage suddenly calls you and the Head over. They point at their screen and simply say
"Look."
It's some kind of object far in the distance. It appears to be some kind of huge pylon. The Head sits down and starts looking at all the captured footage while you head back to the control room to watch the departure of Team 2.

Team 2 heads to Destination 5
Team 2 is equipped the same as Team 1 was as they head out to D5. For a couple seconds after arrival everything looks fine.
Suddenly, dirt is thrown into the air as a loud "BOOM" is heard. Aircraft are seen in the distance above the village, firing below, and there's currently a single aircraft above the gate.
"HOSTILE SOLDIERS!" a soldier screams. Looking at the live camera footage, you can definitely confirm their statements. 5 ..alien? soldiers are suddenly in front of the gate. Team 2 scrambles to cover behind various rocks and trees as the enemies...

The hostile soldiers aren't firing and they aren't seeking cover. They're walking slowly towards the soldiers with what look like weapons in their hand. The aircraft has returned back to the village, where more explosions and screaming can be heard.

What do you order Team 2 to do? Each one has a single assault rifle, kevlar armor, and a rather bulky EVA suit.

((Note: Hostile encounters will be finished independently of the weekly updates))
Spoiler: Galaxy (click to show/hide)

Funds: 182,500 Cr
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 28, 2016, 01:04:47 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: Sudden Danger [SG]
« Reply #26 on: June 26, 2016, 05:37:15 am »

Well, that's peachy. Our second manned mission, stumbles into a warzone. The Committee is really going to like that one, trust me.

First Action; Give Commands to get our Boys out in one piece
Second Action: Press that red button next to us, which sends all our soldiers running into the security room.
(Or shout "Red Alarm, every soldier to security" through the intercom. Whatever we actually have down there.)


Now, we don't know what is actually going on here. It looks like a humanitarian disaster, kinda like wiping a village off a map. Thing is, we don't know who did what, or their ideologies. So let's not have our first contact devolve into a war. Between random villagers on another planet, and the security of our nation - and subordinates -, there isn't much wriggling room.


For the First Action, I see two choices;

Option A: Have one of our men step forward, give a salute to match their non-hostile demeanor, and try diplomacy.
Pro - no hostile actions on our part, and possibly positive communication with an - at least - Industrial Alien Nation
Con - great risk for that soldier

Option B: Have our men throw two flashbangs at last notice, and scramble for the gate.
Pro - No truly hostile action on our part, against an - at least - Industrial Alien Nation
Con - Might go south really quick, as they might think it an attack, and call their cavalry air support back in.
Paranoia - Seen Mars Attacks? Yeah, right, I severly doubt it could end that bad - still, our flashbangs are fine-tuned to humans, and might actually cripple them. Or, the reverse, not be enough to do their intended job.


Yeah. The pick of a bad lot. Always fun. Not sure which I actually like less. A better idea, would be more than welcome. ;3
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somemildmanneredidiot

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Re: Star-Com: Sudden Danger [SG]
« Reply #27 on: June 26, 2016, 09:01:31 am »

@room placement: You're right, placements mentioned with purchase would have been easier for you and thank you for making that easier for us to do so. The only thing I can think of is shifting R&D to B5 so that there's easier placement for an adjacent barracks to our current one eventually. (Which reminds me to ask about a science building that doesn't have manufacturing capabilities so that we can have more tech staff.)

@Specialists: I immediately want to get Dan Stevens, Sarah Leaf, and Emma Dawson. That will cover all of the skills with 3 ranks and provide us a solid team to start building up to an Alpha status. I'm also eyeing Jason Lerth for "helping in R&D" duty, but I'm not sure if that is practical or if it would be better suited to get another scientist person instead.

Is it possible to have training rooms which would allow Specialists or troops in general to work on and/or develop skills? If we reach an area of downtime I think it would be particularly useful to be able to make some small troop advancements in the meantime.

@D2: Once we resolve the current situation, I think we should send some more RSUs in so that we can figure out what exactly caused the destruction. Considering how D5 is going right now, I think we could use a bit of time to investigate a less personnel risky area.

@D5: Our biggest problem is that the unknown troops (alien yes, but we're almost certainly as alien to them as they are to us) are between us and the gate. If we want to get home we'll either need to come to diplomatic terms with them or go through rather forcefully.

I'm rather wishing we had inquired about specialists before sending anyone through as having someone with Diplomacy would be quite nice right now.

So this is going to be a turning point for us. We can seek to do things as non-hostiley as possible and work to set up diplomatic terms. This has a great many advantages and could set us in very good positions later on. We can also do things in a less peaceful fashion. These unknown troops are apparently carrying technology that we do not recognize, could provide us a place to start researching, and would allow us to present something tangible to the Committee within our first operating month.

I want to attempt the diplomatic route. I want to start building allies within these new worlds. But I think things can go very wrong very quickly in D5.

I support escaped lurker's sequence of events but offer this as an Option C:
Have the leading officer attempt to communicate in the manner described in Option A while the other soldiers be at the ready for hostile actions. It holds the same risks as A but also shows that we are ready and willing to engage in violence as necessary. If they do not respond and continue advancing, we may need to bite the bullet and fire first, grab whatever corpses we can carry, and gtfo.
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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: Sudden Danger [SG]
« Reply #28 on: June 26, 2016, 09:13:33 am »

My proposed base layout:
The security room should be at A2 and B2, connecting to the medbay at A3, the small quarters at B3, and finally connect that to the control room.
R&D should be at E4, slightly further from the entrance.

Option A: Have one of our men step forward, give a salute to match their non-hostile demeanor, and try diplomacy.
Pro - no hostile actions on our part, and possibly positive communication with an - at least - Industrial Alien Nation
Con - great risk for that soldier
Let's try this. They look like they're trying to establish contact, and we should do the same. It's better to make peaceful contact sooner rather than later, and we don't know enough about the village being bombed to start shooting because of it.

If they don't start shooting, we should rush a linguist/diplomat team over.

I think I want to hire Sarah Leaf, Jason Lerth, Emma Dawson, and Charles Greenfield. Greenfield would be great to have leading our science division, since he doubles as a diplomatic advisor while everyone else with diplomatic skill is off-base or in quarantine.
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somemildmanneredidiot

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Re: Star-Com: Sudden Danger [SG]
« Reply #29 on: June 26, 2016, 09:44:44 am »

My proposed base layout:
The security room should be at A2 and B2, connecting to the medbay at A3, the small quarters at B3, and finally connect that to the control room.
R&D should be at E4, slightly further from the entrance.

Option A: Have one of our men step forward, give a salute to match their non-hostile demeanor, and try diplomacy.
Pro - no hostile actions on our part, and possibly positive communication with an - at least - Industrial Alien Nation
Con - great risk for that soldier
Let's try this. They look like they're trying to establish contact, and we should do the same. It's better to make peaceful contact sooner rather than later, and we don't know enough about the village being bombed to start shooting because of it.

If they don't start shooting, we should rush a linguist/diplomat team over.

I think I want to hire Sarah Leaf, Jason Lerth, Emma Dawson, and Charles Greenfield. Greenfield would be great to have leading our science division, since he doubles as a diplomatic advisor while everyone else with diplomatic skill is off-base or in quarantine.

I agree with that base layout though I would like to specify that the small quarters probably should not be connected to the security room so as to force a longer march to get to the rest of the facility for any hostile forces.

I'd really like Dan Stevens for that 3 Linguistics, and we ARE about to get our funding next week, so we could grab all the Specialists. It would allow us to have more personnel developing more skills at a time.

Considering that we already have a Head of R&D, perhaps Greenfield would work better as a coordinator to help all of the groups in R&D to better communicate and develop their ideas. (Maybe we should work out a name for our Head as well? How does Herman Lingham sound?)
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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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