I would slightly appreciate it if you didn't 'overload' the list of destinations - sending RSUs to new destinations way faster than the rate at which you're actually exploring them in person. It's not that big of a deal at all, but I only have so many ideas for destinations based on your current level of technology.
Sorry if you didn't want to straight out replace R&D personnel with linguists, but considering you didn't mention what to do there, I figured it was the best interpretation given the fact that the R&D lab was full. I also removed the "Squads" spoiler. It felt unnecessary and redundant. Just give the squad loadouts when sending out squads in the future, like how it's already being done.
Interplanetary Research Ward: Week 6"Vacation"The first thing done this week was the hiring of two skilled linguists. Unfortunately, you had to let go two R&D techs to fit in the linguists. The R&D techs would probably have to be rehired at full price in order to get them back. The next thing you did was contacting some people in the military for the possibility of acquiring more specialists.
After an hour or so of searching for specialists skilled in combat, stealth, and language capabilities, you unfortunately only find two specialists suitable for work in the IRW.
Nicholas Hodges:
Combat: 3, Science: 1, Xenotechnology: 1, Archaeology: 1, Language: 1, Diplomacy: 1, Stealth: 3
Steven Kolth:
Combat: 2, Science: 1, Xenotechnology: 1, Archaeology: 1, Language: 2, Diplomacy: 2, Stealth: 1
After looking over the list of specialists, you start devoting the rest of your time to looking for some kind of spacesuit from your nation's space program that could withstand the heat on D6. Your contact tells you that with modifications, the spacesuits currently used by the country could very likely be used at D6. After some more research and conversing with the people from R&D, you determine that
for $60,000, R&D could develop the Heatsuit. The heatsuit would be able to survive extreme temperatures, and once developed, you would have an effectively unlimited supply of them.
A bit later that week, the two new linguists along with the help of Leaf and Stevens start working with the refugees to decipher the new language. By the end of the week, they report some progress. Specifically, the refugees' language appears to be similar to the text seen at Farpoint. Not particularly similar, but they believe that the Refugees actually speak a language descending from the language used in the signs. This is helpful, as it means that the refugees' language is also distantly connected to ancient languages already recorded and translated.
The linguists tell you that they believe a
basic understanding of the language - enough for questioning purposes, at least -
can be acquired in approximately two weeks.The day after, Greenfield comes into your office to discuss the R&D projects completed since you gave their order.
"Well, I don't really know what we expected. Specimen one is actually extremely similar to a human. The extra investigations just seem to prove this. Given their difference in appearance and number of legs, you would at least assume some kind of difference, but nope. I'm sorry that we can't give you much else to go on, but right now my leading theory is that this has to be intentional - some kind of genetic modification or engineering, likely." He does a few actions on the tablet he's carrying, and continues.
"And as for the armor, we haven't had much luck there either. Like I've told you, the aliens' biggest difference to humans is their external body. Nothing that really matters by itself other than the three legs, but just the changed shape of their bodies means this armor can't be fit without adaption onto a human. And adaption, sadly, isn't an option for us. The material the armor is made out of simply prevents any changing of the armor's structure. The techniques we'd use would, at best, just end up with a large chunk of this alloy and nothing else." His frown lessens a bit as he starts talking again.
"But as for further investigation into the armor itself, we've gained a bit more understanding about the 'life support system' I believe I mentioned last time I told you about it. It's a subtle gas mask. Completely unpowered, and it seems to block out all of the potentially harmful gases that we've tested."After finishing, Greenfield immediately walks out of the room without giving you a chance to talk to him.
You take the opportunity to look at the report just recently submitted concerning the water at D7. Apparently, some analysis of it seems to show unknown contaminants present. The report states that while the exact source of the contaminants and what they are is unknown, they do seem to be some kind of waste. The contaminants seem to be too complicated to occur naturally in the extreme majority of cases, but they don't appear to fulfill any particular role to be put in the water on purpose.
In the mean time, RSUs are sent through the gates to find new destinations. D8, D9, and D10 are all catalogued.
Destination 8: The RSU saw a river running by the Warpgate, with forests close by. Everything seems to be relatively similar to terrestrial landscape and life. The ARSU flyover shows nothing out of the ordinary. No intelligent life or artificial structures was seen.
Destination 9: The RSU detected a town relatively close by. From this distance, it can be seen that the town looks sometime medieval in terms of technology. Stone walls surround the town with people seen patrolling it. An ARSU wasn't send to avoid drastic interference before a better plan of action can be decided.
Destination 10: By far the strangest planet of the bunch. The first thing observed was another one of those pillars in the distance, but something seemed different about it - from what the RSU could see, it looked like the structure was doing ...something. In addition to this, the RSU witnessed extreme weather patterns along with a village. Though it seems like human life couldn't survive for long unaided in these conditions.
By the end of the week, the Refugee in medbay has recovered fully. He's sent into Quarantine along with the others, but the medical staff implores you to find more space, as Quarantine is currently overfilled with refugees.
Destination 5You start getting soldiers ready for a reconnaissance trip to D5. As Bravo Team stands in the gate room, you start the dialing of D5. But something strange happens. At the time when normally a connection would be made, nothing happens. The Warpgate shuts down completely. You look at the technician handling the dialing, and he looks equally confused. You have the dialing be done again, and the same thing happens.
For some reason, your Warpgate just won't make a connection to Destination 5's gate.
Destination 4Dawson, Leaf, Lerth, 3 Soldiers.
Respective Loadout: AMR, AR, AR, LMG, MANPADS, GL
6 soldiers
Respective Loadout: SR, AR, AR, LMG, GL, GL
About an hour after giving up on D5 for the time being, Bravo and Charlie squads are ready for departure and the connection to Destination 4 is successfully made. They both enter through the gate, and a couple seconds later, confirm their trip.
-$200 in Deployment FeesYou wait for their next report, as it's been considered best to wait for the team to report in on their own time as the Warpgate needs to be open for any actual communication. Ten minutes later, the gate opens and their signal comes through. Dawson's voice comes in through the speaker.
"It's been straightforward so far, sir. The island is pretty small. Mostly just sand, a couple trees, and nothing else. Leaf tells me she's getting some periodic bursts of some kind of energy. she says that while it shouldn't be harmful to us, it's probably what caused the probe's signal interruptions. She got the general direction of the bursts' origin. It's in the water, and when we look at where she says it should be, we can see some debris through the water.
Orders, sir?"
Explored Planets:
Planets where some effort was given by the IRW to be explored - ordered by most recent data. All information is based off of the last piece of information gotten from the destination.
[Week 6] Destination 4: IRW Presence] Small island surrounded by ocean. Debris can be seen in the water along with a mysterious source of harmless energy bursts.
[Week 5] Destination 2: [RSU Presence] Vacuum; Ruins with autonomous defenses. Single armed humanoid robot seen.
[Week 4] Destination 5: [Enemy Presence] Ruined village attacked by hostile forces. As of Week 6, the gate cannot be reached.
[Week 2] 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.
Destination 8: Breathable atmosphere. River running by the Warpgate, with forests close by. Everything seems to be relatively similar to terrestrial landscape and life. Nothing out of the ordinary. No intelligent life or artificial structures was seen.
Destination 9: Breathable atmosphere. Town relatively close by. From this distance, it can be seen that the town looks sometime medieval in terms of technology. Stone walls surround the town with people seen patrolling it.
Destination 10: Breathable atmosphere. Artificial pillar in the distance, seemingly doing something. Extreme weather patterns along with a village. Though it seems like human life couldn't survive for long unaided in these conditions.
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: 92,170 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 personnel.
(-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.
37/40 Soldiers
32 Trained Soldiers
- 19 waiting at Waypoint Base
- 13 at Destination 4
5 Specialists
- 1 waiting at Waypoint Base
- 3 at Destination 4
- 1 in Medbay
70/90 Regular Staff
Research (15/15)
4 Scientists
4 Engineers
5 R&D Techs
2 Linguists
Trained
5/5 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.)
Other
21 Refugees
- 21 in Quarantine
Quarantine slots filled: 21/20
Other
21 Destination 5 Refugees
Medbay slots filled: 1/10
Regular Personnel
None
Specialists
Dan Stevens - Moderate wounds[/b]
- 1 week to recover
Other
None
40/40 Barracks Slots filled
Dan Stevens (Waiting at Waypoint Base)
Combat: 1, Science: 1, Xenotechnology: 1, Archaeology: 3, Language: 3, Diplomacy: 1, Stealth: 1
Sarah Leaf (Destination 4)
Combat: 2, Science: 2, Xenotechnology: 3, Archaeology: 1, Language: 2, Diplomacy: 1, Stealth: 1
Charles Greenfield (Working at Waypoint Base)
Head of R&D
Combat: 1, Science: 3, Xenotechnology: 2, Archaeology: 1, Language: 1, Diplomacy: 2, Stealth: 1
Emma Dawson (Destination 4)
Combat: 3, Science: 1, Xenotechnology: 1, Archaeology: 1, Language: 1, Diplomacy: 3, Stealth: 2
Jason Lerth (Destination 4)
Combat: 1, Science: 3, Xenotechnology: 1, Archaeology: 3, Language: 1, Diplomacy: 1, Stealth: 1
Notable Items
Note: Only items of higher value or that are worth noting are listed here.
- Warpgate
- Switchboard
- Artifact #2
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. Uses a simple metal alloy and unknown technology to efficiently convert radiation from contained liquid into power. Can possibly last for a little over a century.
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
Insectoid in appearance, but humanoid in nature - surprisingly similar anatomy to that of a human. Reduced flashbang effectiveness and 3 legs are primary non-visual differences.
D5 Refugee Language
The learning of the unknown language used by the refugees from Destination 5.
Assigned Staff: 2 Linguists, Specialist Leaf, Specialist Stevens
Status: Preliminary research done.
Expected Future Progress: Basic understanding in two weeks.
Wages handled by Government.
Maintenance handled by Government.
Income
Funding session in 1 week. Expected funding: +$600,000
Purchases:
2 Linguists: -40,000
Upkeep/Expenses
5 Specialists: -$25,000
Destination 4 Deployment Fees: -$200
Expected Upkeep (next week)
5 Specialists: -$25,000
Funds Change since last base update: -$65,200
26,970 Credits