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Author Topic: Star-Com: Signs [SG]  (Read 12574 times)

Chiefwaffles

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Re: Star-Com: Return [SG]
« Reply #180 on: July 27, 2016, 08:06:04 pm »

Going to address the following quote again, since my previous answer was pretty simple and quick.
@Away Team Size: Are we allowed to send more than one team per destination?
Kind of. The general idea is that you have a single 'main' team which the mission narrative is based on, and is the one that engages in combat. Other teams can be present, but they won't be doing exploring in the extreme majority of circumstances. They're really just the same as sending an equivalent number of regular 'non-squad' soldiers.
So really, what I'm saying is that you can have non-squad forces (read: soldiers or personnel that don't form the 6-man 'away team' style squad.) deployed to a destination at the same time as an away team-style squad.

It could be something like the actual squad performs a tactical strike while you have 20 soldiers and a specialist doing some more 'passive' action in the background, like evacuating refugees. Or something.

Basically the missions go like this:

A.) A single squad explores the destination and does various stuff in the name of research/exploration/etc.
B.) A single squad fulfills a covert/special-ops combat role
C.) IRW Forces engage the foe

A and B are both based on the single squad, and C is wihen you simply just send soldiers to fulfill an objective. Though you can send in non-squad forces for more than just larger-scale combat.

Anyways, this is simply a mini-update to finish the requested catalog additions. Actual update is still to come.

Before you start going over what happened this week, you decide to quickly grab the prices and possibilities of various items that would prove useful to the IRW.

Spoiler: Catalog Additions (click to show/hide)

New skill discovered: Stealth
Emma Dawson has gained 1 point in Stealth.
« Last Edit: July 28, 2016, 12:09:28 am 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!

somemildmanneredidiot

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Re: Star-Com: Return [SG]
« Reply #181 on: July 28, 2016, 12:03:44 am »

@Away Team Size: That makes sense and is definitely something we can work with. We'll probably want to have a CharlieB squad or something similar guarding the gate while the exploration team does their thing.

All in all, I'm excited to see what happens next!
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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: Return [SG]
« Reply #182 on: July 28, 2016, 01:35:05 am »

OK, since squad makeup is figured out lets, Question the Refugees on who they are and how they arrived on at the planet.
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VoidSlayer

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Re: Star-Com: Return [SG]
« Reply #183 on: July 28, 2016, 02:54:19 am »

A team should be sent to destination 4 to see what is up with the island.  I would also say exploring the pylon thing would be a good idea.

I am sad we did not get any more weapons from the few enemies we downed.

somemildmanneredidiot

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Re: Star-Com: Return [SG]
« Reply #184 on: July 28, 2016, 11:22:16 am »

A team should be sent to destination 4 to see what is up with the island.  I would also say exploring the pylon thing would be a good idea.

I am sad we did not get any more weapons from the few enemies we downed.

D1 or D6? Both have a pylon. Once we have money again we'll be able to buy a HDRSU to better examine the one at D6. Also we kind of need an Underground Hanger to store those.

For the Island, sending Galilei once Stevens is recovered would probably work fairly well, though that leaves us with a few weeks where we are just sitting in base.
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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: Normalcy [SG]
« Reply #185 on: July 30, 2016, 10:35:13 pm »

EDIT: Forgot to mention that I'd appreciate it if you simply asked each time for a new list of hire-able specialists. Just say what kind of specialist you want and I'll make a list of relevant ones you can hire.

This update is fairly light because most of the action suggestions weren't really 'ready' to be used in an update, but since it appears that there isn't going to be any more discussion surrounding actions, I'll go ahead and make the update.

And by their readiness, I mean the actions are pretty vague. "Send a team to D4" isn't particularly useful or helpful when I don't know what team to send.

But for the future, I would appreciate it (but it isn't required) if submitted (as in, "this is exactly what I want to do next update") actions were bolded. Because I'm not going to use an action if I have to put too much interpretation into it, possibly doing something that no one wanted to happen.

One more comment about how research is handled: I'd just like to let everyone know that lots of, if not most, projects happen instantly - that is, they're finished by update following the action suggesting the project. In this case, R&D staff just determine the quality of the findings. The projects that take more time are the bigger ones. You may be able to find out what something is pretty fast, but finding out how exactly it works is a different story.

Interplanetary Research Ward: Week 5
"Normalcy"

Not much really happens this week. The four recovering soldiers have been released from the medbay and are ready to serve again. Dan Stevens is still expected to be in there for a week, and the refugee is likely going to take two more weeks to recover. The head doctor from the Medbay tells you again that there won't be any space in quarantine for the wounded refugee once he recovers.

You considered the possibility of somehow translating the unknown language of the refugees in order to be able to ask them questions, but you haven't had any luck with that this week. Greenfield tells you that since you have controlled environments and actual speakers of the language, even one linguist should be able to gain a basic understanding of their language in time. But for now, the refugees are cared for in quarantine while you figure out what to do with them.


At some point earlier this week, you also turned your attention back towards R&D. While unable to research the alien circuitry due to it not being fully intact thanks to the deconstruction of the alien weapon, you still have the power source in storage.

Greenfield tells you that the first thing he did was to split the the R&D personnel accordingly. The scientists started studying the fairly small amount of the unknown "liquid" inside the container, while the engineers and R&D techs handled the rest of the container itself.
The liquid appears to be an unknown type of molecule, and as was determined earlier, it possesses extreme potential for energy. It seems to give off this energy naturally as well. Some analysis suggests that something powered off of this would likely last a bit over a century before the energy 'dries up'. Some basic preliminary research into the possibilities of manufacturing this resource show that it's likely never going to be artificially made, sadly.

The actual container is much harder to research. But it does appear that the container uses some kind of simple yet unknown alloy to "absorb" the radiation from the liquid. The rest of the operations of the container can't really be figured out. Simply using the alloy isn't enough - the rest of the container fills a pretty vital role, but R&D hasn't had any luck deciphering how it accomplishes the rest.

The power source is effectively 'gone' after this research, sadly. The deconstruction required means that there wasn't much left by the end of the week.


In the meantime, routine check-ups on the RSUs stationed at Destination 2 reveal some more data. From what the RSUs have seen, there appears to be a single humanoid robot patrolling the area around the ruins. The robot does seem to be holding some kind of unknown weapon, but you and your staff haven't been able to determine what the weapon actually is. Other than that, nothing has changed at D2.

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

Funds: 92,170 Credits
Spoiler: Waypoint Base (click to show/hide)
Spoiler: Squads (click to show/hide)
Spoiler: Staffing & Personnel (click to show/hide)
Spoiler: Medical & Quarantine (click to show/hide)
Spoiler: Specialists (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Finances (click to show/hide)
« Last Edit: July 30, 2016, 11:31:23 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: Normalcy [SG]
« Reply #186 on: July 30, 2016, 11:29:06 pm »

Ok how about Locate a Linguist we can house on base to help translate the refugee's language and all future ones, and Two send a team composing on all four specialist that aren't department heads and two soldiers to D1.

And what do you guys think about either tearing apart the armor to see how it's made and what it's made out of, or shooting it with different caliber weapons till we find one capable of reliable piercing it with AP rounds.
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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: Normalcy [SG]
« Reply #187 on: July 30, 2016, 11:50:51 pm »

Motion to purchase 2 Linguists.
Until we explore other worlds we aren't really going to have much luck advancing any tech, so we can afford to use two slots in R&D on linguists. Budget wise, we'll be just managing to break even before our next income session.

Research:
Linguists: Villager Communication. Have Leaf and Stevens sit in when possible.

Specimen #1: Might as well try to do a chemical analysis and get an idea of how their biology works beyond what the initial autopsy showed. Probably won't get far due to lack of specimens, but it's something to do.

Adapting Armor: Artifact #2 didn't yield much and while we probably didn't miss anything on the first pass, there might have been something. After a second look through, they should try to tailor the armor so that one of our soldiers can use it.

If there is time in the week leftover, look into the specifc properties of the liquid of D7.



After scouting with RSUs and ARSUs, send Bravo Squad to D4 with a Charlie! squad covering the Gate while they explore.
Spoiler: Squad Configurations (click to show/hide)
I wanted to wait for Stevens to be up and ready before we went to D4, but if we want to have some positive progress before the next funding session, we're going to have to start it this week at least.

Scout D5 with several RSUs and ARSUs. Make sure that all security features are manned and that we're on alert. If preliminary results show that it appears to be safe enough, have Cobra squad investigate, specifically where the ship was as well as Farpoint. Have Rhino squad guarding the Gate to provide support if the ship returns. If enemy contact is had, general guidelines are to survive and if contact is not the ship, secure what the Team can from the encounter and return to Waypoint ASAP.
Spoiler: Squad Configurations (click to show/hide)

We need to know what happened. We might get lucky, we might not, and hopefully RSU and ARSU scouting will help us get a solid picture before we commit personnel over. We seem to have a small time window before they send over anything to investigate, and from there, before the ship appears,  so hopefully we'll be able to find something of what's going on that we can use.


Roll the dice and explore 3 more unknown coordinates with RSUs and ARSUs. For every coordinate that leads to an unexplorable immediately planet (anything that would require a HDRSU or other assistant vehicle, or is hypothesized to be a sun), check another coordinate.
We need more data and more options. This is the cheapest way to get both.

Inquire about Stealth, Language, and Combat Specialists. Someone to lead covert missions would be useful as would having a second person to lead combat teams.
Basically, I'd like to have someone specialized in Stealth to lead more covert missions, having a second Combat specialized Specialist would definitely be useful, and Stevens is the only one with Language 3 and that needs fixing.

Ok how about Locate a Linguist we can house on base to help translate the refugee's language and all future ones, and Two send a team composing on all four specialist that aren't department heads and two soldiers to D1.

And what do you guys think about either tearing apart the armor to see how it's made and what it's made out of, or shooting it with different caliber weapons till we find one capable of reliable piercing it with AP rounds.

I typed this out before I read your post, so I have my opinion on Linguists listed. For the armor, as listed, I think we should do another examination of it and then see what we can do to turn it into something we can field deploy.

The perfectness of D1 has my brain screaming trap. Plus we only have 3 specialists who are combat capable and aren't Greenfield. Once we have our next funding session and have a better position, I think investigating D1 could be useful. Of course, if D1 was meant as the tutorial destination and D5 was the boss, I'm going to laugh at how hard this got screwed up.

@Chiefwaffles: Two questions. Are we able to upgrade facilities for the cost of the upgrade minus the initial investment aka can we upgrade our R&D into an Advanced R&D for 150,000Cr? For D6, when the heat is listed as unfit for human life, are we talking "wow this desert is hot" unfit or "water is boiling right now" unfit?
« Last Edit: August 01, 2016, 06:29:35 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

Chiefwaffles

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Re: Star-Com: Normalcy [SG]
« Reply #188 on: July 30, 2016, 11:57:56 pm »

To the "tutorial mission and boss" theory, that isn't the case. While destinations vary greatly in effective 'difficulty', I don't have any sort of linear progression in mind.
To your actual questions: When you upgrade an existing facility to a better version of the same size, you can get a 50% refund on the original price of the facility being upgraded. And as for D6, it's around the latter 'boiling water' option. Given extensive preparation and very careful actions, a team can be sent there if wanted.
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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!

somemildmanneredidiot

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Re: Star-Com: Normalcy [SG]
« Reply #189 on: July 31, 2016, 12:14:53 am »

Hmmmm, we could get an AR&D for 400k, which is within budget, but at that point we might as well hold onto 200k and wait for the next funding period to grab it. Being able to upgrade the one, purchase another, and fill both with all sorts of personnel within a few turns would be nice, but probably improbable. We're going to need a couple more Small Staff Quarters as well soon, especially considering that we're probably going to end up employing the refugees.

What type of preparation are we talking and how much would it cost?
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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: Normalcy [SG]
« Reply #190 on: July 31, 2016, 10:19:32 am »

I agree with mild mannered's actions.

I suspect our team would have to wear some form of modified space suit, as that's the only thing I can think of that has to deal with that sort of temperature difference.
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stabbymcstabstab

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Re: Star-Com: Normalcy [SG]
« Reply #191 on: July 31, 2016, 01:36:25 pm »

Should we get some space suits so we could start upgrading them to work in the conditions we need them too?
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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: Normalcy [SG]
« Reply #192 on: July 31, 2016, 02:37:38 pm »

I agree with mild mannered's actions.

I suspect our team would have to wear some form of modified space suit, as that's the only thing I can think of that has to deal with that sort of temperature difference.
Should we get some space suits so we could start upgrading them to work in the conditions we need them too?
Quote from: Me from my response to new catalog things
@Misc: We should tap our space program for this. The other space program I mean. With the rockets and stuff. If we don't have one, then we probably have an ally who does.

Inquire about getting Spacesuits. If we don't have a rocketry based space program, one of our Allies almost certainly do.

Edit: I just noticed the edit about requesting specific specialists. I amended my suggestion post to include that.
« Last Edit: August 01, 2016, 06:30:19 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

Chiefwaffles

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Re: Star-Com: Vacation [SG]
« Reply #193 on: August 01, 2016, 08:15:38 pm »

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.
Spoiler: Specialists (click to show/hide)

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 5
You 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 4
Spoiler: Bravo Squad (click to show/hide)
Spoiler: Charlie Squad (click to show/hide)
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 Fees

You 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?"

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

Funds: 92,170 Credits
Spoiler: Waypoint Base (click to show/hide)
Spoiler: Staffing & Personnel (click to show/hide)
Spoiler: Medical & Quarantine (click to show/hide)
Spoiler: Specialists (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Research Projects (click to show/hide)
Spoiler: Finances (click to show/hide)
Logged
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: Vacation [SG]
« Reply #194 on: August 01, 2016, 11:11:12 pm »

Recall both squads, and lets acquire some scuba gear for further exploration.


Lets, consider sending bravo squad to D9 and a squad of six soldier to secure the area around the Pillar at D1, they seem to be a terraforming device which would explain why both Destinations are so strange.
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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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