Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 8

Author Topic: ADVENT Divided [SG] - Week 8  (Read 8279 times)

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: ADVENT Divided [SG]
« Reply #15 on: January 21, 2017, 04:59:48 am »

You said our MECs get can be sent command updates programmatically? See if our Technological lead can get some sort of quick-use interface developed for the HUDs of soldiers on the ground who are being supported by MECs. Things like, "Overwatch this area, kill that guy, Cover me, move there," etc.
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: ADVENT Divided [SG]
« Reply #16 on: January 21, 2017, 04:13:31 pm »

Week 2, Post Collapse

The beginning of the week begins with the Technological and Administrative head looking into the prerequisites to get the rail station functional again while the Peacekeeping head organizes training sessions for the New Adelaide militia.

The reports you receive from the Rail Station match what you expected. While the Rail Station itself is doing everything it's supposed to be, it's mostly crippled by the downfall of the Elders. While it didn't utilize the psionic network (instead using a wired connection along the tracks), you don't have any authorized control over the local rail network. There may be a working train somewhere on the network, but if there is, no one in New Adelaide has the authorization to see its status or control the rail network at all.
So in short, the Rail Station technically works, you just don't have the authorization to do anything with it. Rails in the local area seem to be intact, as well.


Over the course of the week, your Peacekeeping head reports back to you with the status of the training. As it turns out, a single instructor (who isn't skilled in instructing at all) isn't able to do much with 300 militia. But you have an idea to somewhat circumvent this problem. The top 30 most skilled militia are chosen for more personal training by the Officer and your Peacekeeping head. There isn't enough time to properly train them in the art of combat, but they were taught how to more properly handle their weaponry and very basic command training. These 30 Militia Captains are then assigned 10 rookies each and told to patrol the city with their squadrons to prevent some of the more major crime.

You also have the Technological head look into allowing personnel on the ground exhibit control over the MECs. Ideally allowing for MECs to work more effectively with the rest of your forces for the situation on hand instead of being let loose like you would with attack dogs. The Technological head informs you that he'll look into this matter, but it'll probably take over a week.


While training is underway, a Dropship and Interceptor are sent out again to follow the rails looking for supplies, trains, facilities, and similar points of interest. The pilots eventually report back, mentioning finding a small ADVENT Facility and Rail Station on the rail network vaguely close to the city. An ADVENT Train is stopped there, but no activity - ADVENT, Resistance, or otherwise - was seen.


Combat!
At the end of the week, the Peacekeeping head runs into your office telling you what you already feared - an attack by the Resistance. A patrolling Militia squadron sighted suspicious activity, and after an order to seize for a search, the Resistance fighters opened fire. It appears that there are no casualties currently, but the Militia squadron is pinned down; outnumbered and outgunned. There are no nearby Militia patrols that can reach the site within a reasonable time, and both the ADVENT Officer's squadron and your MECs are stationed at the city's Peacekeeping base.

The actual nature of the enemy is unknown - the Militia squad hasn't been able to even peek their heads out due to constant suppressing fire. The Peacekeeping head is waiting for your orders, but has also stated that she can attempt to handle the situation by themselves if you feel it necessary.

Spoiler: Tactical Overview (click to show/hide)

Spoiler: New Adelaide (click to show/hide)
« Last Edit: January 28, 2017, 02:07:49 pm by Chiefwaffles »
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

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: ADVENT Divided [SG]
« Reply #17 on: January 21, 2017, 06:32:59 pm »

send in the Officer and his men in the dropships with militia filing in the rest of the spots.
Logged
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.

ZBridges

  • Bay Watcher
    • View Profile
Re: ADVENT Divided [SG]
« Reply #18 on: January 21, 2017, 07:14:53 pm »

Some possibilities for the rest of the week:

Determine if the train itself has manual controls.  If not, and if it requires authorization to use, see if it can be modified to work manually.  Or hacked.

Investigate the ADVENT facility to determine what its purpose was.  Check for supplies and blueprints and transport them back to the city.

Set the MECs to patrol with the militia.

Maybe try to get some intel on the Resistance?  Not sure how...
« Last Edit: January 21, 2017, 11:09:51 pm by ZBridges »
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #19 on: January 21, 2017, 08:34:53 pm »

Week 2, Post Collapse - End of Skirmish

The MECs remain offline inside the Peacekeeping Base while the Officer's squadron is deployed to deal with the Resistance in 2 different dropships scheduled to arrive at the same time. You're unable to scramble Militia squadrons to the site from the dropships because you have no militia at the base - they're situated across the city, patrolling. All your dropships are stored at the Peacekeeping Base for use. But until the reinforcements arrive, the Militia squadron is ordered to remain in cover.

The Militia successfully keep their heads down while waiting and suffer no casualties. The pilots of the dropships now hovering above the site patch you in and you're able to get a much better view of the battle. The Resistance seems to have 15 fighters at the location who are now visibly considering dispersing. Your reinforcements drop down into cover and the Dropships depart the area.
Their morale surging, the Militia charge at the orders of the Officer, surprising the Resistance fighters who are unable to get shots off before the ADVENT Troopers open fire. Amazingly, four Troopers completely miss their targets while another shot just barely misses its mark. Two fighters are hit and collapse to the ground and stay down.

The fighters, instead of pressing their proximity to the somewhat vulnerable Militia, begin a minor retreat into better cover amidst the gunfire of your own soldiers. The Officer orders his own squadron away from direct line of sight with the hostiles and seems to be planning to flank them while the militia keep the fighters pinned. The fighters get off some shots, but most speed off into the distance, harmless. A single militia trooper is struck by a bullet and is deemed dead. The flanking, on the other hand, proves to be extremely successful, and the ADVENT Troopers surprise the rebels with copious amounts of gunfire. 6 more Resistance fighters are hit and go down while the remaining 7 get to better, unflanked, ground.

Your forces move in to finish the job but are confused to see the Resistance fighters vanished. An hour is spent searching the area, but no hostiles are found. Your peacekeeping head suggests they escaped through some alley ways before they could be located.
All in all, you lost 1 Militia trooper and the Resistance lost 8 fighters. No survivors were found amongst the casualties. But something curious happened.


Back at the Peacekeeping base, the returning Officer and pilots noticed something strange - a Dropship is missing. Security footage offers glimpses at someone entering it and lifting off. Inspection of the security systems shows brute forcing reminiscent of past Resistance hacks. It seems that whoever did this enjoyed their success due to the complete lack of personnel guarding the base at the time. Before the collapse, the base was fully manned by ADVENT soldiers, and this past week the Officer's squad was managing security.  The MECs stationed at the base were also offline (as protocol mandates), further cementing an absence of security. But with no one to patrol or even look over the cameras, stealing a dropship seems like it could be a trivial task.

Spoiler: New Adelaide (click to show/hide)

Spoiler: GM Note (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!

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #20 on: January 21, 2017, 08:40:52 pm »

..We have trackers in the dropships right? Please tell me Advent was competent enough to put trackers in them.

Also we need a permanent garrison in the base.
Logged

ZBridges

  • Bay Watcher
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #21 on: January 21, 2017, 08:42:51 pm »

Oops...
Logged

S34N1C

  • Bay Watcher
  • Joins too many games
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #22 on: January 21, 2017, 09:53:17 pm »

..We have trackers in the dropships right? Please tell me Advent was competent enough to put trackers in them.

Also we need a permanent garrison in the base.
+1
Logged
As always, life is brief and transient, your posting history lasts forever, so always prioritise forum games.

Glory to United Forenia!

Dustan Hache

  • Bay Watcher
  • What protagonist?
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #23 on: January 21, 2017, 10:02:05 pm »

EDIT:already doing the stated action..

Edit 2:Have our squads of militia scavenge any gear they can from the dead resistance troops. On top of that, get those bodies off the streets and buried semi-respectfully. Might change the resistance's point of view on our little Remnant, Even a little bit. Make sure that it's visible as possible without being seen by too many civillians.
« Last Edit: January 21, 2017, 10:26:23 pm by Dustan Hache »
Logged
I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #24 on: January 21, 2017, 10:24:41 pm »

I really gotta wonder though.

How in the hell could someone fly one of those things? Why in the hell are they designed so someone can plug a computer into them and hijack em? What idiot designed these? Why are they not programmed so you need the same implants as the guns need?
Logged

Dustan Hache

  • Bay Watcher
  • What protagonist?
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #25 on: January 21, 2017, 10:28:54 pm »

I really gotta wonder though.

How in the hell could someone fly one of those things? Why in the hell are they designed so someone can plug a computer into them and hijack em? What idiot designed these? Why are they not programmed so you need the same implants as the guns need?
because the implants access the psionic network. They'd probably have something similar to the mindjack if that was the case (Concider the fact that this is Post ADVENT collapse, which means that XCOM beat the odds and got their tech high enough to hack in to our trooper's brains and such.) and even if they didn't, chances are that they could just do a override via manual rewiring or GREMLIN. no system is perfect if it has some form of Wi-Fi.
Logged
I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #26 on: January 21, 2017, 10:38:14 pm »

But the implants don't access the psi network? We gave our militia implants. No linking whatsoever.
Logged

Dustan Hache

  • Bay Watcher
  • What protagonist?
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #27 on: January 21, 2017, 11:10:34 pm »

But the implants don't access the psi network? We gave our militia implants. No linking whatsoever.
and where does it say that in any of the posts? it just says we drafted them, gave them weapons and trained them.
« Last Edit: January 21, 2017, 11:22:34 pm by Dustan Hache »
Logged
I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: ADVENT Divided [SG]
« Reply #28 on: January 21, 2017, 11:16:07 pm »

Week 1, Post Collapse
~~
The other idea you have is the recruitment of, for lack of better words, a civilian militia. A volunteer-based force comprised of civilians sympathetic to ADVENT and willing to fight to keep the peace. You have the Administrative and Peacekeeping head recruit volunteers, and by the end of the week you have a small force of 300 Militia. They're given the necessary implants to wield ADVENT weaponry, some magnetic rifles, and are told to assemble at the Peacekeeping Base when called. As it stands, they'll be unassembled and acting as regular civilians unless you personally call for them to assemble and give them orders. No armor, sadly, as while scavenging weapons is easy, armor is not.

~~~
So not only are they not drafted due to being volunteers, but they also received implants, guns, and minor training.
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: ADVENT Divided [SG] - Week 2
« Reply #29 on: January 21, 2017, 11:30:48 pm »

Dropships are well-equipped with security systems and your Technological head is extremely surprised that the Resistance is even able to actually hack into one.
Dropships are in a way easier to hack than implant-locked weaponry. Both systems require an implant detected in the occupant, but your Technological head theorizes that with the proper equipment, they can theoretically use the Dropship's communication systems to find a way into the system. Weapons don't have this system which is one less vulnerability. The communications system is very high security, but it's not quite as secure as not having one at all.

But when seeing this, the Technological head once again makes a point to tell you that he did not think that this would be possible. The Resistance hacking into a dropship was never reported before the collapse.

Spoiler: GM Note (click to show/hide)
« Last Edit: January 21, 2017, 11:37:12 pm by Chiefwaffles »
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!
Pages: 1 [2] 3 4 ... 8