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Author Topic: Star-Com: Signs [SG]  (Read 12578 times)

somemildmanneredidiot

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Re: Star-Com: "Oh, the Committee is not going to like this." [SG]
« Reply #45 on: June 27, 2016, 02:30:19 am »

We did find new allies, as in the people they're attacking. Thinking about it if we could design a way to completely secure a gate we could theoretically colonize or outright annex the planet it connects to. I imagine get a entire planet for our nation would probably secure everything we would need.


But first mass all our fire on the tango that fired, then depending on how effective that is at killing him, split our troops fire as efficiently as possible.

Well we haven't quite met them yet, and to our knowledge, repeated aerial bombardment is generally effective in destroying a population. And there is that adage, the enemy of my enemy is my enemy's enemy, no more, no less. But that does give us some fellow ground to stand on and discuss about.

If we find a planet with more than one Warpgate, we should see about securing it so that R&D can see about what we can learn through the disassembly of a Warpgate.
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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: Solemn Welcoming [SG]
« Reply #46 on: June 27, 2016, 05:54:32 pm »

After an encounter ends, I'll be waiting the 'standard' times for any more actions/changed actions before starting on the next actual update.

And sorry for alien "design". It's not exactly my strong suite.

Encounter at Destination 5: Update 3
"Dial D5!" you yell at the operators near the switchboard. "Dial it right now!"
It's no use. The Warpgate simply fails to make the connection, while the team at D5 is still stuck there.

Immediately, the 7 soldiers open fire on a single enemy. Bullets richochet off their armor, impacting into the alien dirt. The aliens start running towards the gate, with the one holding the soldier disappearing into it first.
But something strange happens. The gate closes while the 4 remaining enemies walk into formation, slowly approaching Team 2. This time, though, they're firing at the soldiers. A bolt of energy hits one, sending him flying backwards into the ground. Another checks his pulse - dead.

"Fall backwards! Towards the village!" yells the squad leader. The village doesn't appear to have any more hostile presence. The soldiers keep on firing against their advancing foe as they retreat, making no progress. With no grenades, they're unable to damage their foe. Foes, which by the way, appear to mostly be humanoid with a few notable exceptions - they're much taller than most humans and they possess three legs. Any other differences, if present, are impossible to be observed behind their armor.

Suddenly an enemy falls to the ground. A lucky hit into an unarmored spot managed to kill the alien. The remaining one retreats back towards gate and disappearing into it. The gate closes and Waypoint finally manages to make a connection to D5. The soldiers solemnly enter the base with their fallen comrade and downed enemy.

What now?
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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: Solemn Welcoming [SG]
« Reply #47 on: June 27, 2016, 07:06:30 pm »

Start examining the armor and weapons, then arrange a funeral for the soldier confirmed dead, then inform the council that we are at war with the unknown aliens. Also grenades should be standard issue now, lets also look into seeing if any of the other divisions have either a grenade launcher or small portable AT weapons for us to use.
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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.

somemildmanneredidiot

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Re: Star-Com: Solemn Welcoming [SG]
« Reply #48 on: June 27, 2016, 08:52:53 pm »

Start examining the armor and weapons, then arrange a funeral for the soldier confirmed dead, then inform the council that we are at war with the unknown aliens. Also grenades should be standard issue now, lets also look into seeing if any of the other divisions have either a grenade launcher or small portable AT weapons for us to use.

We need to debrief our troops. Standard procedure, and it will give us more data to work with against our new foe. If we don't have the proper staff for this, we should do it ourselves, this first time at least. The interviews should also be recorded so that they can provide additional data points for the our scientists in additon to the autopsy and other analytic processes.

Regarding the dead bodies, they both need to be autopsied. Our soldier, so we can see the effects of this new weapon. Afterwards we should certainly arrange the funeral. Any family members and/or loved ones may need to be notified with regards to policy. The enemy, so that we have a better understanding of what exactly we face. Those participating should definitely wear full hazmat suits. We should attempt to remove the armor first so that it can be analyzed independently and relatively unharmed. If this is not possible, I recommend putting research priority on the armor over the autopsy.

The weapon needs to be examined. We need to construct a set up for it to be test fired without anyone holding it and no one being in its line of fire. Once weve figured out how to operate it and what the results of its use are, we should (especially carefully) disassemble it and attempt to reverse engineer it. Once we've accomplished that we can see about incorporating what we've learned into other technologies.

I second the motion that we should investigate the availability of grenade launchers, portable AT weaponry, and rocket launchers for our troops. If our foe does not acknowledge conventional weaponry, we will have to use uncoventional means.
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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

somemildmanneredidiot

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Re: Star-Com: Solemn Welcoming [SG]
« Reply #49 on: June 27, 2016, 08:57:29 pm »

Double post:

In regards to the type and quantity of grenades, I recommend each soldier carries two each of fragmentation, flash, and concussion (which I'm given to understand are grenades with no sharpnel and plenty of explosive force).
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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: Solemn Welcoming [SG]
« Reply #50 on: June 27, 2016, 11:43:02 pm »

Should we look into chemical weapons also? Since this enemy isn't on any treaties we should get council approval on that since they are most likely kinda... illegal, also we should send a team to that village that was attacked so that we can find out who we're at war with and maybe get a ally or at least more test subjects.
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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.

somemildmanneredidiot

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Re: Star-Com: Solemn Welcoming [SG]
« Reply #51 on: June 28, 2016, 12:58:39 am »

Should we look into chemical weapons also? Since this enemy isn't on any treaties we should get council approval on that since they are most likely kinda... illegal, also we should send a team to that village that was attacked so that we can find out who we're at war with and maybe get a ally or at least more test subjects.

We should wait for autopsy results before looking into chemical weaponry. They aren't a part of any treaties but if/when this goes public, we'll want to take some care about what's on our record. That being said, some of the heavier tear gas varients could possibly work for us.

The question about sending a team to the village is whether to do it now or wait until we've sorted specialists and have a team ready that's not under quarantine. Time could be of the essence, but going in unprepared is what started this current situation. It really comes down to when we have our specialists available.

Regarding quarantine policy, I think we should revise it. Presuming the medbay can run blood and stool samples, if environmental samples suggest that there are minimal risks, a quarantine until the tests are done and conclusive should work I believe. In situations of greater risks, basically the same set up with additional time and tests pending on the situation.
« Last Edit: June 28, 2016, 01:38:21 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

stabbymcstabstab

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Re: Star-Com: Solemn Welcoming [SG]
« Reply #52 on: June 28, 2016, 02:15:19 am »

I'm starting to think quarantine might not be as needed, since I'm guessing that there's a fairly large chance that whoever designed these gates, you know the thing capable of instantly creating wormholes with barely any power and can operate for at least centuries unmaintained, probably had something built in to prevent outbreaks of random shit. I say once we discover a safeish gate we shove someone with the flu through and see if it cures them.
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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.

Chiefwaffles

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Re: Star-Com: A New Week [SG]
« Reply #53 on: June 28, 2016, 04:21:23 am »

Apparently I was mistaken in Update 2 when mentioning the upcoming funding session. They come every 4 weeks, which means logically the first one would be at Update 4. I said it was coming the update after Update 2.
2 + 1 equals 3. 2 + 1 does NOT equal 4.
Funding session is still happening this update, but it still has the 4 weeks between sessions. Meaning that the first funding session is essentially coming early.

Interplanetary Research Ward: Update 3
Waypoint Base, After the Encounter at Destination 5
As the weary soldiers walked straight into quarantine, the "loot" was counted and logged. An alien energy weapon, an alien corpse, and its armor. The weapon and armor, deemed Artifacts #1 and #2 respectively, have been sent to R&D for analysis. The alien corpse, deemed "Specimen #1", has been sent to Medbay for dissection. The soldier's corpse is also sent to medbay for a brief analysis of the wound before being sent away.

More RSUs are sent to Destination 2, the site of the ruins. Careful probing around the edge of the ruins show that they share similiar architecture with the ruins where the IRW's Warpgate was found. Some of the units are sent back into the ruins to see if the same type of destruction would occur, and it did. But some units gave some valuable data pre-destruction. One had camera footage of a small circular object located high on the wall glowing - likely an automated defense system warming up. Yet another showed a very chilling image. A barebones-metal humanoid robot (in the same form as a regular human, you may add) aiming some kind of gun attached to its arm at the RSU.

First Session Regarding the Funding of the Warpgate Program; i.e. the Interplanetary Research Ward
"Well, Commander..." says a thinking(?) committee member. "Interesting statement. As we're sure you know, we've all read the reports of the encounter at 'Destination Five' prior to this assembly."
Another member starts speaking. "In short, this is a very worrying incident, but it also presents an opportunity. The problem is obvious: A superior entity proven to be hostile to us has likely obtained a live captive. This could lead to serious consequences."
He stops talking. Another one starts. "But there's also the possible benefits. Just a small glimpse of their technology shows great promise - energy weapons, superior armor, aircraft, and more."
The first member starts concluding the statements made by others. "If we had the choice to do this over again, we wouldn't have activated the Warpgate. But the threat is already present. We have decided to raise your level of funding to $600,000.
$600,000 in funding gained.

Waypoint Base, after the Funding Session
Earlier this week, you hired all five specialists: Charles Greenfield as the new R&D Head, Dan Stevens, Emma Dawson, Jason Lerth and Sarah Leaf. Jason Lerth was going to be kept off-base until more space was available, but you do have more space "thanks" to the loss of 2 soldiers at D5. In total, $125,000 was spent in hiring specialists, and $25,000 per week has been added to your upkeep.

You re-read the analysis created by the R&D team from the video footage and debriefing of the surviving members of Team 2. The enemy aircraft that was briefly witnessed attacking Team 2 and bombarding the village is obviously very advanced. The way it flies suggests a kind of hovering technology, and it seems to have entirely front-facing energy weapons. However, the strangest aspect about the aircraft is the fact that it can't fit in a Warpgate. Which has fairly interesting implications.
The rest of the stuff you mostly already knew - their armor is apparently completely invulnerable against the ammunition used by soldiers, but it doesn't cover the entire body. Meaning weak spots are present. They only have one weapon that seems to have been used for both stunning and harming.

Soon after, you walk into the R&D lab. Greenfield greets you enthusiastically as he walks you over to the area where the artifacts are kept.
"So, Commander!" He quickly states, "We've been going over the artifact and testing it. The weapon design in itself is interesting. So far we've determined that it has two 'latches' on its left and right sides. The latches should be able to close on a person's arm, securing the weapon. Though we haven't figured out how to lock them. The place where the weapon is 'held' by a hand is interesting. The grip seems to act as the trigger to the weapon, but we haven't been able to get that working. There's also a 'button' near the grip that we assume has something to do with the locking mechanism, but so far does apparently nothing."
He gestures to the weapon. It's mounted to an emplacement pointed at a target and has wires attached in various places. Greenfield continues speaking. "Luckily the engineers and I were able to find a way to access some kind of maintenance panel without actually 'breaking into' the artifact. We attached some wires in logical places and were able to find two functions of the gun: 'Kill' and 'Stun'. While 'kill' just acts like a traditional gun - shoot harmful energy 'ball' at person in the aim of killing or heavily injuring them, the 'stun' mode is what we witnessed on the captured soldier back at D5."
He hands you a folder with his report on it as he finishes speaking.
"So basically we have a gun that in a lab setting can be fired. It also looks like the anatomy of the alien owners prevents us from effectively using this weapon as-is. If we figure out how to lock it and use the grip, a soldier could technically use it in the field, but not effectively."

You and Greenfield walk over to another testing range, where the armor is placed. Greenfield gestures it and begins speaking in a less enthusiastic tone.
"The armor is.. not as interesting. Basically, it blocks bullets. Based on some firing range data we can conclude how effective most of our weapons would be against it. Any gun wouldn't really do anything. Maybe a really high-powered gun could dent it, but even then. The interesting thing about this armor is the material it's made out of. It's an alloy. Made out of some metals we already use, for the most part. But in small concentrations there's a completely new element that we've never witnessed before. The nature of the alloy makes the element hard to observe, but we can tell this element is probably responsible for most of the strength of the armor. Now, back to the weapon choice matters. For grenades, concussions will probably just stun the wearer. Maybe knock them down or hurt them a bit. Shrapnel grenades won't actually damage the armor but will have a chance of hitting a weak spot, and flashbangs should work as intended. Based on the species, at least. Now, the 'big' stuff is where they actually start getting hurt. Rockets, missiles, tank shells, and the like, will all probably kill the occupant. Though traditional RPGs will probably just slightly damage the armor and wound the occupant, based on the proximity of the explosion."
He starts walking away, but suddenly he seems as if he remembers something and turns back to look at you.
"Oh, and I heard you considering the possibility of chemical weaponry against these aliens. While not vacuum-capable, their helmet seems to contain a minituarized life support system. They probably won't be affected by their surrounding atmosphere (as long as it's not a vacuum) when in their armor."

He hands you the report for this as both of you walk to the Medbay. Once arrived, you head to the room where the alien specimen was autopsied. Greenfield starts explaining the autopsy.
"And now, finally, the autopsy. As we've seen in the footage from D5, they're taller than humans and have 3 legs. But other than that, they are similiar to humans in a remarkable way. Almost like we evolved from the same ancestor. Except somehow this specimen seems to be, well, almost like an insect in nature. The style of the limbs and just the general appearance of their skin gives the impression. But inside, they're similar to us - an internal skeleton, and more or less the same organs. And we've looked into the effectiveness of flashbangs against them. Their anatomy will likely reduce the effectiveness of flashbangs, but some of the intended effect should get through."

You depart the Medbay and head back to your office. By now, the soldiers are back from Quarantine and your new policy of quarantining only until atmospheric analysis is done has been implemented. You request some information from your higher-ups about the possibility of expanding the base. You've been assured that while it's possible, it'd be very expensive. They also included in their reply a statement to "try to be efficient and only use expansion when needed." When you asked about an actual price, the Committee just told you that they'd tell you when the space is getting more cramped.
That being said, it probably is very expensive.

You've also ordered your soldiers to start carrying 2 flashbangs, 2 concussion grenades, and 2 shrapnel grenades with them in excursions.


Spoiler: Galaxy (click to show/hide)
Spoiler: Species (click to show/hide)

Funds: 657,500 Cr
Spoiler: Waypoint Base (click to show/hide)
Spoiler: Staffing & Personnel (click to show/hide)
Spoiler: Specialists (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Finances (click to show/hide)
« Last Edit: June 28, 2016, 09:23:21 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: A New Week [SG]
« Reply #54 on: June 28, 2016, 07:17:19 am »

I guess lets gather up a team for deployment back to D5, With Emma Dawson and Dan Stevens accompanying them to look for survivors in the village and make contact.
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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.

escaped lurker

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Re: Star-Com: A New Week [SG]
« Reply #55 on: June 28, 2016, 07:37:10 am »

Well, that went about as good as we could expect.

Now for some planning

First off, we will hold a formal service for our two lost soldiers
"The First Contact", went about as wrong as many hollywood movies would have predicted. Vow to our soldiers, that we will do everything in our might, that such a thing won't happen again. More on that below.

Build another barrack, stock up on soldiers, minimum soldier number of mission is set to 15
While it would make sense to build at A-1, it would also create a "back to the river" situation. Which just won't do.

Issue Suicide Pills to any soldier going through the gate
We don't know what fate lied in store for our lost soldier, but we can imagine. A scenario, that we don't want to repeat.
Now, this isn't what they signed up for, but it is necessary. Anyone willing to leave now, may do so.
Else, the increased risk will also also be reflected in an increase in pay. (now where was that price list again? 50% price increase for new soldiers, and as a bonus to remaining ones?)

Stop sending missions to D2
It may look like ruins to us, but it may actually still be inhabited. We don't want to aggreviate them by sending more drones into their backyard. We can always come back to them, and initiate positive contact (with sending scouts, actually bordering on hostile).

Have a 24 hour guard at security
As bad as the kidnapped soldiers fate is, we don't want to cut corners for those we still can take responsibility for.
4 Men, arranged in 3 (8-hour) shifts, is what we can do right now, though I think we might want more barracks and soldiers soon.

Have R&D research the shortcomings of the A#2 / the alien armour
We want all our soldiers to know exactly where to aim, if they have to rely on ballistic weapons. We will issue better suited weaponry, but all of that will be rather cumbersome, slow to reload, and similiar.

New Weapon Details
"revolver-chambered", dedicated grenade launchers, will be handed to every second soldier. If 40 or 20 mm type, we will go with what Greenleafs armour research suggests. The other ones, will either have a grenade launcher attachment, or be on grenade and suppression fire duty. We also might want LMG's, one or two per team. And, since we got permission for guerillia, how about getting some anti-material rifles? Oh, and a rocket launcher, for those pesky ships. But hey, no war. Right-o.

Proposed Main Weaponry Lineup?
Multi-Chambered Grenade Launchers 5x
Assault Rifles 5x
LMGs 2x
Anti-Material Rifle 2x
Rocket Launcher 1x
Ammunition used in assault rifles and pistol sidearms, is anti-armour.

Ask Greenleaf, if disassembling A#1 seems like a good idea
Main thought behind that, is the power source of that weapon. We do have the technology to send infantry with laser-weapons to the battlefield. With a backpack, and at least half a minute recharge time before the next shot.
Energy - or rather, battery technology, is currently one of the biggest bottlenecks. Any advancement in that regard, will not only have the possibility of enriching our soldiers arsenal, but so much more. Let's be honest here, it could catapult our countries industry and military decades ahead of the rest of the world.

While this is a top priority, the weapon may be rigged against tampering. Having a robot handle the disassembling process, would be a good call. Well, if Greenleaf insists on taking the risk, he is the expert. ( That, would be on him to bring up though. )

I guess lets gather up a team for deployment back to D5, With Emma Dawson and Dan Stevens accompanying them to look for survivors in the village and make contact.
Let's first send in one a three of our drones. I'd also want the men briefed on the armour, and equiped with better weapons first, as indicated above.
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stabbymcstabstab

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Re: Star-Com: A New Week [SG]
« Reply #56 on: June 28, 2016, 07:58:32 am »

+1, I am against disassembling the A#1 right now it is currently irreplaceable making it too risky to disassemble.
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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.

Kashyyk

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Re: Star-Com: A New Week [SG]
« Reply #57 on: June 28, 2016, 10:00:49 am »

A#1's only use is for study. We might as well disassemble and learn what we can from it than leave it on the mantle forever because we've only got one. Besides, if we do get some sort of advanced power tech from the weapon, we'll be more likely to get more due to our improved combat abilities.
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somemildmanneredidiot

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Re: Star-Com: A New Week [SG]
« Reply #58 on: June 28, 2016, 11:23:45 am »

I guess lets gather up a team for deployment back to D5, With Emma Dawson and Dan Stevens accompanying them to look for survivors in the village and make contact.

I think we should send Sarah Leaf as well for the additional Language skill as well as the off chance of Science 3 being useful, though waiting for reequipment before going could be prudent.

A#1's only use is for study. We might as well disassemble and learn what we can from it than leave it on the mantle forever because we've only got one. Besides, if we do get some sort of advanced power tech from the weapon, we'll be more likely to get more due to our improved combat abilities.

Agreed. We have access to a maintaince panel for it apparently which is a huge stroke of luck, so I think we should mine that for all we can first (how they do programming, information about their language, anything we can get from interacting with it on a computer based level). We should look into the mechanism that does the locking and see if it has any analytic functions. We have firearms that are designed to not be fired without finger prints and similar functions, so the locking mechanism may be looking for the original wielder's arm before allowing it to fire. We might want to see if the armor interacted with the weapon in any way, and if the locking mechanism was mounted directly to the arm, we should probably see what happens when it is remounted onto the arm and if it can then be fired. Being able to get direct readings on the types of fire would definitely be useful. After testing out those things, I'm all for a full and careful disassembly. Reverse engineering starts with learning how to safely take apart the tech in question. Then we can figure out how to make it again.

@Formal Service: I don't think we should give up on our lost soldier yet. I want to make an effort to see if we can recover them. They deserve that I think.

@Barracks, Security, Mission Sizes: To get a new barracks and 21 new soldiers, it would cost 515,000Cr. This would give us 35 standard soldiers and 5 specialists 4 of whom are set up for missions, giving us 39 units. Presuming we use all of our specialists in every mission (which I believe we should) and we go with 15 personnel a mission, that would have 11 soldiers per mission leaving 24 remaining at base. 12 hour shifts allow for the security room to be constantly manned at 12 personnel per shift which is the optimal capacity I believe. Then we can use the next funding session to spend 500,000 to get a full capacity barracks which would allow for 8 hour shifts as well as 8 spare personnel. We could go for 12 man teams which would allow for more spare troops after the third barracks, which could allow for 2 fully manned missions at once, splitting up the specialists between them.

But do we want to spend our funds for this period and next period to do so? What other things should we spend funds on? The previous isn't my recommending what we do but a plotting out a plan to provide security based off what escaped lurker has suggested so we can discuss this further.

@Suicide Pills: I would really rather not. What it says to me is that we expect to lose more personnel like we did Wakerson (we should name any soldiers lost so that we're able to better refer to them) and that we aren't going to be able to stop them next time or recover our own. And I don't want that thought in the heads of our personnel. It would wreck moral even more I think.

And I do intend to recover Wakerson. I think one thing we should be researching asap is if Warpgates leave a previously dialed/accessed address or a history of where they've accessed. It would be good in a security sense to see if we're leaving our number in places (and to see if we can scrub it) and to see what places are showing Warpgate activity.

@D2: As we are apparently able to receive signals when we are not connected to a D and as long as we don't enter the ruins, I think having a RSU or 3 sitting around the edges recording and observing would be safe enough while allowing us to accumulate more data. It would allow later investigations to go a bit smoother I think, as there is definitely resources here that we want access to eventually.

@Research: I'm all for what escaped lurker has to say, especially the armor coverage analysis, though I recommend as said above that we do some more tests before we begin disassembly.

@Weapon Deployment: Sounds good to me, though if we do go for 12 personnel squads instead, I recommend 4 Grenadiers and 3 Assault Rifles.
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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

somemildmanneredidiot

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Re: Star-Com: A New Week [SG]
« Reply #59 on: June 28, 2016, 11:26:26 am »

Double post:
Also, I purpose a policy that when personnel are deployed to a D, we keep the Gate dialed and open for the duration of the mission as well as the security room fully manned, whether or not that end statement is redundant.
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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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