The secure thing was mentioned earlier (I thought?) with trying to shut off the Gate so that if HS#1 gets through Farpoint they won't so easily stumble upon the civies, and trying to lock the door/entrance because no details were provided about that. I'm personally good with having two ARs covering the civies and helping direct Team 2 with weapon usage if it comes down to that.
The hand scanner means that Farpoint is 90%+ likely to not have direct HS#1 origins. Useful.
I expected to engage with HS#1 soldiers, but I'm fine with us getting through there without harm. It'll make the return trip a bit harder possibly but we'll deal with that when we have to.
So we have rooms with pipes, glowing liquids, and lots of machinery. It's probably a bit important. The two side rooms are probably redundant systems or don't need to do whatever they do at the moment (my money is on power generator of some kind based on the Weapon we deconstructed or similar important role.). We'll probably need to blow up all three to make the impact we want, though just blowing up one could provide us with a distraction without the ship going completely destroyed. And if it is interacting with the Gate blocking, it could provide us with an opportunity to get back in contact with Waypoint. The questions I'm seeing is whether or not Waypoint will want to have this intact to study it, whether that's worth risking our lives to leave it intact, and how big of a boom it will make after we wreck it.
I'm thinking we can use HE and Frag grenades with remote or timed detonators to set the active room to go kaboom while Team 1 GTFO. If they can be detonated remotely and selectively, I'd want to set up explosives to eliminate the other two rooms as well, but not detonate them quite yet. If we only have timed fuses then I'd just want to blow up the main room.
I am not purposing actions quite this second. I'd like to hear what other people think of my assessment.
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After all this, I'm thinking we should all enjoy a bit of a break while we have R&D work on the various things we'll have to work on. Even if we don't get money boosts from this (Though if we manage to secure this entire ship with just Team 1, I will be astonished and have the smallest hope that the Committee will give us more money.) we should get money boosts from practical applications of research we develop. And then we can just do the smallest and most triple checked for safety of missions while we get more money to make base improvements.
This here is a list of various price check things for after D5 is done so we can have them all in one place.
Personnel:
Spec Ops (stealth soldiers specifically)
Combat Engineers (soldiers that are able to set up defenses and infrastructure of sorts in the field as well as demolish structures)
Linguists (we'll want a team with various backgrounds and areas of knowledge to dig into any and all languages we stumble upon. First project: Farpoint)
Teachers (to provide various personnel additional useful skills such as how to shoot better, how to blow things up, how to disassemble technology so it can be brought back to base, how to speak languages, etc)
Rock Star Scientists (it was mentioned before as not really a thing, but we might get lucky and get info on someone who happens to be working on things semirelated to what we've found)
Diplomatic Advisors/Speech Writers (No, seriously. If we can hire someone, or a team of someones, to write budget speeches for us, they could pay for themselves within the first budget period.)
Structures:
Training/Teaching Room
R&D Mk2 (Basically where we can throw more money to fit more science personnel per space. If that's not a thing, then better equipment and such. If possible, take the D out of R&D)
Engineering Bay (Taking the R out of R&D. This would be focused on making anything we design.)
Missile Silo & Guidance System
Even Larger Nuclear Reactor (Does it need the wall space separating two or more rooms to be destroyed to get us more power? Okie doke then.)
Large Medbay (two space?)
Large Barracks (two space?)
Even Larger Staff Quarters (two space?)
Above Ground Hanger Connected to Below Ground Hanger (If we can't build down or out, we can build up. Should let us juggled around more vehicles.)
Above Ground Facilities In General (mirrors of what we already have? Would the Committee be alright with this and if not, what additional costs/buildings need to be in place to make it alright if possible?)
Setting up a Power Generator (Nuclear or not) at Farpoint
Solar Panels & Power Storage (if we have the space, why not?)
Improvements:
Machine Gun Emplacements in the Gate Room
Automated Machine Gun Emplacements in the Gate Room
Camera/Security System throughout Base if we don't have one
Better Elevators (including a system to cut them and seal the top and bottom so that anything that wants to get out will have a much more difficult time)
Wall Creation/Destruction
Vehicles:
Quad ATVs
Truck, unarmored
Quad Mini Helicopter with surveillance equipment (A flying RSU!)
Tank
Unmanned Military Drone (with and without combat options)
Heavy Duty RSU (What we'd need to explore Acidic Underwater environments and Hotter Than Humans Can Survive But Not A Star Environments. If they need to be two different RSUs then so they need to be.)
Submarine(a normal science exploration one and one that can survive Acidic Water of the levels that the above HDRSU would be able to)
Weaponry:
MANPADSs
Automatic Shotguns with FRAG-12 HE-AP ammunition
Mobile Anti Air Machine Gun Turrets
Mortars
Explosives of various strengths
Claymore Mines
Missiles of various strengths
Artillery (the cannons that once set up are able to fire on positions many km away)
Remote Detonation Systems that are grenade incorperatable if we do not have them already
Heavy Machine Guns (will need to be set up in field to be fired)
Misc:
Better Environmental Suits (Space Suit level stuff. Also suits that if we send personnel out in a submarine at Acidic Water destination, I want them to have a chance of being able to swim back to the Gate)