If anyone would prefer I updated a bit less frequently to let more people participate, just let me know.
I changed the suggested weapon loadouts a bit because I assumed they were made with a 15-man squad in mind and for this update I'm assuming a 12-man squad and I'm adding the independently-suggested flamethrower to the loadout. The counts were reduced by one where possible. So if the count of a weapon was above one, it was reduced by one. You'll see when I actually give the loadout.
Also, an explanation of the team system introduced below: (I recommend reading that part first then this if you need more info)
Basically instead of just taking whatever soldiers are available and shoving them out the gate together, you have set teams which already have equipment and the like. So instead of saying "send 5 soldiers, each armed with the SXL-Mega-Death-Launcher, an assault rifle, but no grenades, to D319", the action would just be "Send [team name] to D319."
I won't lie. This is mostly to make my life slightly easier. But I do have plans to possibly allow 'upgrading' of teams in the future. Possibly.
Interplanetary Research Ward: Update 4You barely knew the soldier who died. You thought about this as you gave a personal speech at his service. But you know that what you're doing, what your entire division and program is doing, is more important than any one person.
Back at Waypoint base, things are more or less returning back to whatever 'normal' is. With the construction of the barracks and new soldiers arriving, you start implementing policies to hopefully ensure survival of teams on excursions. Before any excursion, the area will briefly be scouted to ensure you're not walking into a warzone. Though RSUs aren't omniscient and probably will miss some things. Still, though. Better than nothing.
A more refined 24-hour guard is established at security - 2 12-hour shifts with 12 people each, meanign a fully-staffed and protected security room. Though really, shifts aren't too important in this context- all that really matters is that there are 12 soldiers available at any time.
You check to see the possibility of always keeping the two Warpgates connected in the event of a Team going on an excursion, but it's not
really possible. According to the initial investigations of the Warpgate, it has a hardwired 'shut-down' time - approximately 24 minutes. And better yet, there's some kind of minor "cooldown" when reconnecting two gates where the connection was 'automatically' destroyed. The cooldown isn't that major - it's about one minute in length. It does appear to actually be a limit of the Warpgate system, and not an artificial limit, however. Shutting off the gate and severing the connection before it does by itself doesn't actually circumvent the cooldown. It just appears to be in proportion to the amount of time the gate was active.
So in short: The gate can only be open for 24 minutes before having to "cool down" for about a minute.
Before you send out any more excursions, you consider the way you've been handling them. As it stands, teams are simply just randomly assembled from the first soldiers available. In the future, it would probably be better to
create a more formal team system. As in - different teams with the same soldiers in each team. Having set teams which you can name and specialize (full-on warfare, guerilla attacks, exploration, etc.) will help a lot in the long run.
It'll also make organization easier. Because that's the important thing, right?
Anyways, back to the subject of gates. Hoping to see if you can find out any information about the missing soldier, you head over to R&D. Passing by the room where Artifact #1 is being carefully taken apart. you run into Greenfield in the central part of R&D. You ask him if it's possible to find some sort of "history" for connections in Warpgates. Greenfield appears to think for a minute, then responds.
"Well, it would make sense to have that as a feature, but we'd need to deconstruct a dialer or Warpgate to find that, and the risks involved in doing so are fairly severe. Best case scenario of messing it up is stranding the deconstruction team on that planet. So if you ever have a spare Warpgate or dialer unit that you can afford losing, let R&D know and we'll start working on it."Well, that doesn't help.
Still, you continue the preparations for future encounters with the hostile species. First off, you change the weapon loadout of a single squad: You do come into one problem here though: In the loadout, you have
special weapons like the
anti-materiel rifle, the
flamethrower,
and more. Special weapons (which can be seen like "heavy weapons" in a way) aren't covered by the standard military equipment you have 'free' access to, and
have to be paid for with the IRW's funds.Special Weapons are paid for in a way differently than one-time fees.
You have to pay each time a Team with a special weapon is deployed - a deployment fee. Deployment fees of special weapons will be listed in the catalog. Special weapons present in the loadout will also be highlighted with their fees shown.
Default Squad Loadout (For a 12-man squadron)
- 4x Multi-Chambered Grenade Launchers
- 4x Assault Rifles (AP Ammo)
- 1x Light Machine Gun
- 1x Anti-Materiel Rifle (Special Weapon; $50/deployment)
- 1x Rocket Launcher (Special Weapon; $75/deployment)
- 1x Flamethrower (Special Weapon; $40/deployment)
Total cost per deployment:
$165In addition, AP Ammo is the standard ammunition for all weapons that would be able to use it.
With the weapons on their way, your next stop is R&D again. The engineers spent the last few days analyzing the armor trying to find weak points. Now that they have been sufficiently studied, the soldiers have been instructed on how to hit the weak points. While it's not great, it'll definitely improve combat effectiveness of regular weaponry against the alien armor by some degree.
Greenfield also details his report on the aircraft seen at D5.
"First off, we can't really say much so far since all we have is some shaky footage with the aircraft in the background. We're going off an awfully small amount of information here. The aircraft is definitely using some completely different type of technology to keep itself in the air than our aircraft. It does have wings, but they appear to be rather stubby - maybe they're just for appearance purposes, but they definitely aren't the focus of the design. At most the wings could maybe reduce the load on whatever tech they're using when the aircraft is doing 'regular' flying. The weapons actually look like a much higher-powered version of the stuff seen from Artifact One, that weapon we got from the same place.
If we had to guess, I'd say that this aircraft fulfills the role of a gunship based on its use in the field. But the design looks vaguely similiar to an interceptor. There's a possibility it fulfills both roles, but it can't really be said for sure at this point. And as for the space-worthy question, all we can say is that the propulsion tech can probably be used in space."Greenfield then walks you over to the disassembly site of Artifact #1, the alien gun. Thanks to the R&D techs and Greenfield, apparently R&D has had
great luck in disassembling it. They found two things of note: The 'circuitry' in the weapon and the power source.
The circuitry is composed of familiar (yet much more advanced) silicon-based technology, yet in some places there's some kind of crystal that appears to act as its own circuit. You note to yourself that you really don't know much about circuitry.
The point is that the 'basic' circuitry used in this weapon uses both much more advanced silicon technology, similiar to modern computers, and some kind of crystal with an unknown purpose.
Next up is the power source. It seems to be some kind of power cell, actually. In a secure container is a volatile liquid. Analysis of this liquid shows it to have large amounts of energy potential in it. Parts around the container seem to have the purpose of a much more direct way of gathering it than current technology (read: something other than turbines), but the actual method used is unclear. The number-one takeaway from this is the liquid found in it, which is obviously acting as the actual source of energy in the weapon. The liquid and its container, deemed Artifact #3, are currently being kept in storage.
Before excursions are started again, you briefly find the prices of two things: A scout helicopter and an armored EVA suit.
Scout Helicopter -
$30,000Unfortunately there are no armored EVA suits. Not really something the military uses.
Three RSUs are sent to D2, with the objective of being stationed around the ruins to collect data. While you were originally planning to keep constant communications with the bots, that's not possible because FTL communications happens to be pretty tricky without use of the Warpgate. So a better solution was settled on and the drones are set to store data until a routine dialing of D2, where the data is collected by Waypoint base.
Drones are also sent to the new destinations D6 and D7. D6 is interesting. As soon as the RSU entered, temperature alarms started going off. But before it was returned, the RSU managed to record a colossal collapsed building. In fact, the building, or pillar, seems like it could be the same kind of building encountered in the distance at D1. D7 was also fairly interesting. The Warpgate actually seems to be underwater on this planet. Before the (sea-like) pressures forced the RSU to return, relatively high levels of radiation and even acidity were detected by the probe.
A team is sent to D4 with the standard loadout.
(-$165 in deployment fees) Their only order is to briefly sample the various aspects of the planet. Most of the area seems normal at the time, but two things are seen by the embarked team:
1.) Some kind of sea-based lifeform that appears to be fairly large to our standards - probably about the size of a larger shark.
2.) There actually appears to be some kind of wreckage scattered across the island. While definitely eroded by time and mostly covered, it does look like something crashed in the sea here.
The samples return normal. Some aspects are different than from here, but the differences are relatively minor and don't really impact anything.
RSUs are sent through the gate to Destination 5 to scout around and look for survivors in the village.
(-$165 in deployment fees) After about ten minutes, there are no signs of hostiles. With that done, Team 1 prepares to embark. Composed of 12 people total, with three of them being specialists - Emma Dawson, Dan Stevens, and Sarah Leaf.
Destination 5The team finishes walking through the gate. With the specialists at the front, they look around and carefully walk over to the still-smouldering village. As they near closer to the village, they start to see corpses.
Human corpses.
They continue walking into the village. The buildings look like they were made with wood, stone, hatching, and the like, but are now just ruins. Some still have fires, the smoke rising up into the air. The village seems completely deserted.
The team spends about half an hour looking for survivors. As Sarah Leaf turns to head back to the group, something catches the corner of her eye. A man standing up. Sarah yells for the rest of the team as she rushes to this person. Clutching one of his many wounds, the man feebly points at a serious of steep hills about a mile away. Sarah just barely makes out a small cave entrance, which she thinks the man is referring to. He begins to sit down, obviously in pain from his wounds, before Sarah is thrown away from him in an explosion.
"ENEMY AIRCRAFT!" yells another soldier as he hurriedly sprints over to the dazed Sarah.
What does the team do now?
The gate is
2 miles away.Personnel:
9 Soldiers
- 1 Assault Rifle
- 1 Rocket Launcher
- 1 Anti-Materiel Rifle
- 1 Flamethrower
- 1 LMG
- 4 Grenade Launchers
Sarah Leaf (LIGHT WOUNDS)
- Assault Rifle
Emma Dawson
- Assault Rifle
Dan Stevens
- Assault Rifle
Explored Planets: (Planets where some effort was given by the IRW to be explored - ordered by most recent data)
Destination 5: [IRW Presence] [Enemy Presence] Ruined village attacked by hostile forces.
Destination 2: [RSU Presence] Vacuum; Ruins with autonomous defenses.
Destination 1: Suspiciously perfect soil/water/air/vegetation; huge pylon seen in the distance from the gate.
Visited Planets: (Planets known of but not explored in any 'real' way- data may not be up-to-date.)
Destination 1: Breathable atmosphere. Apparent forest and general apparent 'friendly' environment. Surveillance unit returned after two days completely unharmed.
Destination 2: Vacuum (no atmosphere). Apparent ruins. Surveillance unit stopped responding roughly a minute after arrival. (Note - This counts as 'surviving')
Destination 3: Immense heat and destruction within seconds of arrival. Likely sun or other extreme hostile destination.
Destination 4: Breathable atmosphere. Small island surrounded by sea. Repeated signal interruptions, but unit returned safely after two days.
Destination 5: Breathable atmosphere. Regular terrain, and what appears to be a village in the distance. Unit immediately returned to prevent contact.
Destination 6: Immense heat - unfit for human life. A huge toppled pillar/building next to the Warpgate.
Destination 7: Underwater. High pressure, acidity, and radiation.
Coordinate Index currently houses extreme amounts of Warpgate coordinates. Any one of these can be dialed on Switchboard.
Hostile Species #1:
Encounters: (1 total)
Encountered at Destination 5.
Funds: 117,500 Credits
Base Size: 5x5 tiles(White border means the two rooms are connected via passageway.)
Power Usage: 62/100.(-10p) Control Room: A room that houses the Switchboard along with control & support staff. Has a window to the Device Room, controls the Device room entirely, and has equipment for controlling/managing the entire base as well as supporting + managing away teams.
(-30p) Warpgate Room: The room housing the Warpgate. Holds ramping to it as well as various equipment dedicated to controlling aspects such as direct input and powerflow to the Warpgate.
-
Warpgate Ventilation Upgrade: The Warpgate Room has independent life support systems that can be remotely activated and that will last a few weeks before having to switch back to the main base ventilation.
(-5p) Security Room: A 2-tile wide room with equipment and fortifications to help defend against attacks - cover, cameras, blast doors and regular heavy doors, checkpoints, and more. Manned by up to 12 personnel and has 2 MG emplacements facing towards the Warpgate Chamber entrance.
(+50p) Nuclear Reactor: A self sufficient nuclear reactor providing 50 power.
(+50p) Nuclear Reactor 2: A self sufficient nuclear reactor providing 50 power.
(-5p) R&D Lab: A room housing basic fabrication facilities and research equipment for both engineering and research. Manned by up to 15 research pesonnel.
(-1p) Staff Quarters: Has enough room and housing for 60 personnel.
(-1p) Small Staff Quarters: Has enough room and housing for 30 personnel.
(-3p) Barracks: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-3p) Barracks: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-3p) Small Medbay: A medbay with room for 10 people in medical care, and 20 in quarantine. Most efficient when staffed with 5 medical personnel.
(-1p) Exit: Self-explanatory. Multiple elevators (freight and otherwise) to the surface.
Surface Buildings/EmplacementsHelipad: Can fuel, maintain and hold up to 2 large helicopters.
40/40 Soldiers
35 Trained Soldiers (26 waiting at Waypoint Base) (9 at Destination 5)
- GWMM-17 Rifle (Multipurpose Assault Rifle) [Standard weapon] OR LMG OR Grenade Launcher OR Anti-Materiel Rifle OR Rocket Launcher OR Flamethrower
- Basic Body Armor (Kevlar Armor)
- 2 each of following: Concussion, Flashbang, and Shrapnel grenades
5 Specialists (3 at Destination 5)
70/90 Regular Staff
Research
4 Scientists
4 Engineers
7 R&D Techs
Trained
5 Medical Staff (Medically trained; staff medbay)
General
20 Technicians (Keep base running)
10 Control & Support Staff (Manage away teams and staff Control Room)
5 Management (General upper-management of program)
15 General Staff(Food, Custodial, Etc.)
40/40 Barracks Slots filled
Dan Stevens (At Destination 5)
Combat: 1, Science: 1, Archaeology: 3, Language: 3, Diplomacy: 1
Sarah Leaf (At Destination 5)
Combat: 2, Science: 3, Archaeology: 1, Language: 2, Diplomacy: 1
Charles Greenfield (Working at Waypoint Base)
Head of R&D
Combat: 1, Science: 3, Archaeology: 1, Language: 1, Diplomacy: 2
Emma Dawson (At Destination 5)
Combat: 3, Science: 1, Archaeology: 1, Language: 1, Diplomacy: 3
Jason Lerth (Waiting at Waypoint Base)
Combat: 1, Science: 3, Archaeology: 3, Language: 1, Diplomacy: 1
Notable Items
Note: Only items of higher value or that are worth noting are listed here.
- Warpgate
- Switchboard
- Artifact #2
- Artifact #3
Other Items
Mostly just things that are important to know that you have/
- "Infinite" RSUs (Robotic Surveillance Units
- "Infinite" Basic EVA Suits (Hazmat, Vacuum, etc.)
A log of all gathered artifacts + specimens and their planet of origin.
- Artifact #1 - Alien Energy Weapon
Belongs to Hostile Species #1
Found at Destination 5
- Artifact #2 - Alien Armor
Belongs to Hostile Species #1
Found at Destination 5
- Artifact #3 - Alien Energy Source
A container of a relatively-volatile liquid with extreme energy potential.
Belongs to Hostile Species #1
Found from deconstructing A#1.
- Specimen #1 (Dissected) - Hostile Species #1 Corpse; Killed by IRW Forces; Found at Destination 5
Wages handled by Government.
Maintenance handled by Government.
Income
Funding session in 3 weeks. Expected funding: +$600,000
Purchases:
Barracks: -$200,000
21 Soldiers: -$315,000
Upkeep/Expenses
5 Specialists: -$25,000
2 Deployments: -$330
Expected Upkeep (next week)
5 Specialists: -$25,000
Funds Change since last update: -$540,330
117,170 Credits