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Author Topic: Star-Com: Signs [SG]  (Read 12398 times)

stabbymcstabstab

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Re: Star-Com: Man-made [SG]
« Reply #75 on: July 01, 2016, 11:16:59 am »

I guess search the fake walls for a way to open them up or of anything interesting on them.
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Kashyyk

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Re: Star-Com: Man-made [SG]
« Reply #76 on: July 01, 2016, 11:31:29 am »

We could just follow the cave too, see if it turns into a corridor or anything.
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somemildmanneredidiot

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Re: Star-Com: Man-made [SG]
« Reply #77 on: July 01, 2016, 01:15:42 pm »

We could just follow the cave too, see if it turns into a corridor or anything.
I guess search the fake walls for a way to open them up or of anything interesting on them.

Good ideas, but now that we have all of the wounded at base, we should have the unwounded soldiers regear (in Bravo configuration + 1GL) and return with Lerth  (with an AR) so that our personnel in the field have support. Team 1 can hang back some while waiting for the rest of their support to arrive. If this causes another deployment fee then so be it. I want to check this out before that aircraft is able to let their superiors know that they've encountered something able to fight back.

@Research: I figured, but I stand by my statements. A better understanding of the circuitry will allow for all sorts of things to operate with more efficiency and complexity, the power source will allow for higher rates of energy production in a smaller space, and the new element is almost certainly connected to both of those functioning. If we had more funds coming in I'd recommend we delay getting the third barracks and get another Research Lab and fully staff it so that we can work on all of these ideas in greater depth, but as it stands, our need for soldiers and possibly specialists  (whenever the Committee has more Specialists for us to peruse I'd be more than happy to go over the list. I doubt there are R&D units that operate in a similar fashion to specialists but as information tends to be revealed when asked, I've mentioned it.) better interacts with our budget.

A sudden delightful thought. We may have found our first off world base. Other people may be currently using it but more likely than not, they have similar interests to us if this is where the villagers went. It just occurred to me that this might be where HS#1 has set up and the injuried man might have been letting us know that, but nothing ventured nothing gained.

@Casualties: I'm just glad that they survived. If they end up not able to function in a field position, I suggest that once they've recovered, we offer them other employment and training within base as general staff. If they have a preference for a specific job then go for it, otherwise I'd recommend them as Control & Support Staff. I have a feeling we're going to need them.

@Staff: We should also evaluate our current general staff and see if we need to employ more in any role as we've been gaining quite a few more personnel.

@Civilian: This guy is going to need some time in the medbay. He might be disoriented and confused by his surroundings. If anyone has any suggestions about how to make things easier on him and how to get over the language barrier that is almost certainly in effect, I'd love to hear them as our best linguist is currently needing time in the medbay himself.
« Last Edit: July 01, 2016, 01:20:47 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

Chiefwaffles

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Re: Star-Com: Xenotechnology [SG]
« Reply #78 on: July 02, 2016, 11:01:32 am »

Sorry for the bite-sized encounter updates. I could definitely make them more frequently, but any sooner and I feel that people will miss participating before a given update.
Important (a bit): The new Xenotechnology skill is more of a splitting of the original science skill. Therefore, I've transferred Sarah Leaf's science skillpoints to Xenotechnology. Sarah Leaf still has 2 points in Science, though. This may make Sarah a bit more "OP" in terms of skill, but oh well.

Also, unrelated note: Natural 20s are fun.

2nd Encounter at Destination 5: Update 4

The unwounded soldiers head back through the gate as Team 2. Once through, they immediately start heading towards the cave.
-$165 in deployment costs. Current funds: $117,005

Team 1 holds in their current position until Team 2 arrives. The two teams merge and continue together. As they slowly walk through the cave, Jason Lerth makes an observation.
"It looks almost as if these caves are the ruins themselves. Behind some rock, there's probably a lot more."
Sarah Leaf immediately starts to quickly walk away from the rest of the team.
"Over here!" she yells over the radio, motioning for the rest of the team. She takes her assault rifle and hits the wall of the cave with it. A few cracks forms, and she starts doing it again. With enough repeated brute force, evnetually the rocks fall off revealing a tunnel with very obvious alien architecture.
"I saw what looked a bit like scorch marks on the flooring here. Figured there was a chance one of those automated defense systems was here. Probably inside this tunnel, too."

Greenfield, who happens to be standing next to you in the control room, makes an inquiry.
"What happens if we throw something powered into that tunnel? The defense systems detected the RSUs, so there's a very large chance they'll target something powered. Maybe a flashlight even?"

Dawson throws her assault rifle into the tunnel.
Nothing happens. She carefully walks into the tunnel, retrieving it. Luckily, she appears to still be alive and the defense system, if present, isn't doing anything. The team continues into the tunnel. Eventually they make it into a circular room with multiple branches off. Above each entrance is a sign written in an alien language. In total, there are 4 branching tunnels from this room, not including the exit.

In the room itself, there's a single circular table-like object in the center. On the walls are various screens. Or at least, they look like screens - no images are displayed on them. Seats are placed facing towards what appear to be some sort of screenless console. The entire room is pitch black, with the team's flashlights being the only source of light.

What do they do now?

New specialist skill:  Xenotechnology
(Sarah Leaf's skillpoints in science have also been translated to skill in Xenotechnology. New skills: Xenotechnology - 3. Science - 2.)


Spoiler: Team 1 (click to show/hide)
Spoiler: Waypoint Base (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

stabbymcstabstab

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Re: Star-Com: Xenotechnology [SG]
« Reply #79 on: July 02, 2016, 11:14:29 am »

I guess lets first off try and turn on the lights, then make sure about the autodefenses


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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: Xenotechnology [SG]
« Reply #80 on: July 02, 2016, 12:55:05 pm »

-fist pumping- Jackpot. Hail RNGesus.

I guess lets first off try and turn on the lights, then make sure about the autodefenses

Sounds good to me. It could be that this place doesn't have a functioning power generator which is why we aren't dead right now. I recommend that we do a thorough search of this room, avoiding sitting in the seats at first. Make sure to have personnel on alert and watching the entrances to this room. While it appears that no one's home, better not chance the risk. Once we get an idea about what's in this room we can do a systematic search of the rest of the facility. IF they have glow sticks, they should be deployed now if they haven't been already.

@Signs: We should also give those a look over. There were human-like sentients located outside so there could be a connection between this language and languages on Earth. If we're able to get a good look at them on camera feed (hooray for canonical live streaming of what our soldiers see) we should have R&D attempt to do an analysis. I don't expect much if anything, but we could luck out.

@Equipment: Once we have all soldiers at base we need to do an inventory check. There are lots of little useful items that help in the field and we've been deploying our troops while relying on the GM to cover reasonable field items. Setting up standard equipment for deployment should definitely be a priority.

@Update frequency: That is entirely reasonable. This is a group game after all.

@Implications of this building: Bare minimum, we've found evidence of infrastructure possibly originating from this planet. HS#1 might have orignated from this planet or they could have come here and found a similar base from which they developed and/or deployed the aircraft, or they haven't found a similar site and built their craft on planet. Or they have FTL or a larger gate or their aircraft can compress itself somehow or a few dozen other possibilities that don't matter at the moment.

If we're able to secure this site then we have a new off world base that we can invest in and deploy from. I expect a huge spike in Committee support and possibly immediate resource deployment to help us secure the site. Like, if this anything more advanced than we are, forget the weapon we got off HS#1, we have a whole facility to research. We can track down their power systems and all sorts of technology that operates at different levels that we can analyze to form a more complete picture of how all of it works.

If the Committee is good for providing additional resources to help secure this facility, our biggest problem is figuring out how obvious we want to be about this place. We could attempt to keep things subtle and keep our presence in the hills secret. Or we could build a military base in the hills with SAMs, walls, turrets, and let HS#1 know that we are here, we have resources, and we are ready for combat.

Pros and cons:
》Subtle:
Pros: Less chance of HS#1 interference, which means more time to investigate and analyze this new place. The more time we can spend working on how whatever new tech we find works, the greater edge we'll have against HS#1 in future conflicts.

Cons: Due to the conflicts we've already had, they may increase their presence here which would make subtlety more difficult. If they find the base and we don't have proper security, we're screwed and have potentially lead them to tech that they are unaware of. Also we can't just throw more and more R&D at it until we figure things out because the movements of all those personnel would probably be noticed eventually.

》Loud:
Pros: We can set up more powerful and advanced anti-air and anti-infintry than what we can carry on individual personnel. Once set up, we will have a base where we can set about doing whatever construction of additional buildings we need with full use of construction equipment. We can throw R&D personnel at whatever we find until we figure out how it works.

Cons: HS#1 knows we're here, knows that we've decided to set up here for whatever reason, and knows that we are military capable. We don't know what resources they have or what lengths they are willing to go to to erraticate us, but unless they are significantly more willing to enter diplomatic terms than they have ever presented before, it will almost certainly develop into full scale war. Also it will take time and resources to establish the base, which HS#1 might not allow us and that the Committee may not be willing to commit.

It would be especially convenient if there happened to be another Warpgate in this facility for many many many reasons, but that's probably not going to happen. Our probable scenario is an attempt to set up a research facility in this base once we secure it and hope that HS#1 doesn't notice us. The Committee will also probably provide us with addition funding per month, for whatever progress we make on the circuitry and power source as well as discovering this new facility.
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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: Xenotechnology [SG]
« Reply #81 on: July 03, 2016, 12:01:42 pm »

So while we're working on the current encounter, does anyone want to talk about future plans for the base and for IRW as a whole? Areas we could invest in, weaponry we could use, squad deployment ideas, technology we'd like to recreate?
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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: Xenotechnology [SG]
« Reply #82 on: July 03, 2016, 01:26:07 pm »

Well we need to invest in a way to keep the gate secure constantly maybe look into something like the Iris from Stargate? It'll keep people from coming through unwanted. Also we should invest in AA and interceptors, since I think the Confirmed Aliens might have another form of FTL.
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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: Xenotechnology [SG]
« Reply #83 on: July 03, 2016, 01:56:48 pm »

Well we need to invest in a way to keep the gate secure constantly maybe look into something like the Iris from Stargate? It'll keep people from coming through unwanted. Also we should invest in AA and interceptors, since I think the Confirmed Aliens might have another form of FTL.

Makes sense. The explosives from the GLs were able to affect the aircraft in some capacity, so more specialized equipment as well as our own aircraft probably stand some sort of chance.
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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

Kashyyk

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Re: Star-Com: Xenotechnology [SG]
« Reply #84 on: July 03, 2016, 02:27:06 pm »

If we have one already, I'm sure we could get our R&D team to create some sort of air burst weapon based off or grenade launchers.

For more immediate concerns, I agree with somemild's suggestions.
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somemildmanneredidiot

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Re: Star-Com: Xenotechnology [SG]
« Reply #85 on: July 03, 2016, 03:43:50 pm »

If we have one already, I'm sure we could get our R&D team to create some sort of air burst weapon based off or grenade launchers.

For more immediate concerns, I agree with somemild's suggestions.

That's part of the inventory check. When rocket launchers were first suggested, I was thinking it would be something like the LAW from CoD. A quickly deployed disposable rocket launcher with the ability to track a vehicle if set to target so. And then when the info for that was provided, it was explicitly stated to be unguided, which makes sense in both terms of source material and what we asked for (I hadn't noticed that the info had been provided). Once this encounter ends and we get pricing on things suggested and squad configurations, unless it is prohibitively expensive, I'll probably motion to replace the RL in Bravo and elsewhere with a MANPADS instead, which is basically a RL with aircraft tracking of some sort depending on the model. We should probably go with something like the 9K333 Verba, the Stinger FIM-92J or ADSM, or the HN-6 (found underneath FN-6 on Wikipedia). If we can get our hands on the Starstreak or something similar, that would be quite nice, with the difference being that the Starstreak also uses laser tracking in additon to IR and UV heat and light tracking. Also it is the fastest publicly known MANPADS as stated on Wikipedia. Granted, all of these tend to operate at a much further distance than we've needed so far, but it helps to be prepared for longer distances in combat.
« Last Edit: July 03, 2016, 04:13:03 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

Chiefwaffles

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Re: Star-Com: Blackout [SG]
« Reply #86 on: July 04, 2016, 12:46:07 am »

I would like to preface this post by saying that I myself have no experience in ancient linguistics and for that I'm sorry.
If only I could afford advisors for various topics.

2nd Encounter at Destination 5: Update 5
"Blackout"

Team 1 spread out. Multiple soldiers guard each exit from the room while the rest look over what they can see. Glowsticks are laid around the room to allow for a form of lighting better than the flashlights.
 
Feeds and photos of the alien language are sent to the lab as Sarah Leaf and the lab personnel analyze what they can. Eventually, Sarah Leaf makes some light of the language based on information given by the R&D team.
"I haven't spent much time with the ancient greek language, but this does seem similiar in a way." She remarks. "Greenfield, could the R&D team and maybe Stevens look over this?"
"It'll take a while, but we'll work on it. We' are probably not going to be able to translate those signs anytime soon, though. If we're really lucky, we may get some kind of meaning semi-related to the actual translation."

Meanwhile, the rest of the team looks over the room. There's not much to see other than what was first observed. Greenfield tells you that this was probably some kind of central control room, based on what appear to be consoles. Jason Lerth crouches under one of the consoles and starts searching for some kind of maintenance panel. Opening it up reveals some strange-looking but still familiar wires. Lerth fiddles with the wires before taking a tool and attempting to measure any form of electricity going through the wires.
"Nope," he says, "If there's any electricity in here it's not being measured. Definitely looks like power's completely gone. Not just a matter of 'turning on' the lights."

Based on Greenfield and Team 1's observations, the room is likely just meant as a primary method of controlling the complex and its functions from a single location. Plenty of what appear to be consoles and similar electronics that likely require power to operate at all.

Spoiler: Team 1 (click to show/hide)
Spoiler: Waypoint Base (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

stabbymcstabstab

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Re: Star-Com: Blackout [SG]
« Reply #87 on: July 04, 2016, 01:32:05 am »

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

VoidSlayer

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Re: Star-Com: Blackout [SG]
« Reply #88 on: July 04, 2016, 02:01:09 am »

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

Mapping out the facility might show additional entrances though.

stabbymcstabstab

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Re: Star-Com: Blackout [SG]
« Reply #89 on: July 04, 2016, 02:14:10 am »

well they're probably watching this place, they literally just made contact with a different human group that actually was a threat to them, Hell if we ran into a similar group now it'll be a rather vicious bloodbath due to the shear amount of heavy weaponry we're carrying.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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