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Author Topic: ADVENT Divided [SG] - Week 8  (Read 8095 times)

stabbymcstabstab

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Re: ADVENT Divided [SG] - Week 2
« Reply #30 on: January 22, 2017, 02:15:54 am »

Eh, if our technology is that dependent on psi that those implants need a massive psi network to operate a weapon less the two feet away, we're already screwed.
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Long Live Arst- United Forenia!
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Dustan Hache

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Re: ADVENT Divided [SG] - Week 2
« Reply #31 on: January 22, 2017, 08:21:11 am »

Eh, if our technology is that dependent on psi that those implants need a massive psi network to operate a weapon less the two feet away, we're already screwed.
No, the psi network was used to disperse orders for the aliens, who in turn relayed it to the captains and machines, who finally relayed it down to the troopers.
The trooper's version is more like a receiver than a transmitter, though it has some built-in sensor to cause weapons to self-destruct on the death of the wearer. Generally though, the link rolls downhill on the alien ranking.
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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.

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Re: ADVENT Divided [SG] - Week 2
« Reply #32 on: January 22, 2017, 08:25:44 am »

I'm p sure xcom 2 guns don't self destruct. They just need something the ayys have and the xcom troopers lack. Prolly genetic profiling/implants.
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Dustan Hache

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Re: ADVENT Divided [SG] - Week 2
« Reply #33 on: January 22, 2017, 08:36:21 am »

I'm p sure xcom 2 guns don't self destruct. They just need something the ayys have and the xcom troopers lack. Prolly genetic profiling/implants.
They do, otherwise killing off tons of aliens would yield lots of weapons. In fact, they made it so that using ADVENT weaponry was highly dangerous to untrained humans, just to make sure nobody could steal all of their tech from incapacitated troopers.
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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.

Kashyyk

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Re: ADVENT Divided [SG] - Week 2
« Reply #34 on: January 22, 2017, 04:16:46 pm »

Activate some MECs for security, with a command to first warn non authorised people and then shoot those who do not submit. Authorised people are defined by facial recognition or a pass code and ID token for example.
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ZBridges

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Re: ADVENT Divided [SG] - Week 2
« Reply #35 on: January 23, 2017, 12:33:25 am »

..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
+1
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DolosusDoleus

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Re: ADVENT Divided [SG] - Week 2
« Reply #36 on: January 23, 2017, 01:00:19 am »

..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
+1
+1
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stabbymcstabstab

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Re: ADVENT Divided [SG] - Week 2
« Reply #37 on: January 23, 2017, 06:13:40 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
+1
+1
+1 and maybe start recruiting and training the militia more.
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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.

Chiefwaffles

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Re: ADVENT Divided [SG] - Week 3
« Reply #38 on: January 24, 2017, 12:36:17 am »

Week 3, Post Collapse

The first thing you do this week is an investigation into the missing dropship's tracking beacon with the Technological head. Luckily dropships aren't nearly as dependent on the psionic network as so many other variants of ADVENT tech, so the beacon should be working as long as it wasn't deactivated.
It turns out that while yes, the beacon was deactivated, it got a fair bit of mileage before doing so. The log indicates the beacon cutting out a few miles outside the city while still in mid-flight. You decide to send a dropship to do a flyover investigation of the area on the off-chance that the Resistance has anything there, but it returns fairly empty-handed. There was barely visible evidence - disturbed foliage and similar items - of a dropship or similar vehicle flying over the area at a low altitude. But other than that, nothing.

While on the note of the recent security breach, you decide to have a militia squadron stationed at the base at all times. It may not be enough to singlehandedly fend off any attacks, but it should stop something like this from happening again. It's easily acted out by the Peacekeeping head.


Further drives for militia recruitment yield nothing. It seems that the willing citizens have been exhausted, so you're going to have to work with what you already have. And speaking of working with what you have, your Peacekeeping head reports that training with the current set-up is fruitless. You've already explored this last week and figured that another try wouldn't hurt, but once again it turns out that with one slightly experienced instructor who has no idea how to teach and 300 people, no real training gets done. Everyone in the militia was able to learn how to use a gun and what cover is when they joined, but they haven't gotten farther than that.
The Militia Captains were able to be trained because there were only 30 of them, and even then - their training is minimal at best.

You're going to need a new plan if you want to train your militia.


The corpses from the battle with the Resistance are buried in a respectable matter, outside of New Adelaide's city limits. You tried to make the "funeral" essentially an open secret to draw the local Resistance's attention to it, and it seems they at least know of it. Security cameras that happen to just barely see the burial site repeatedly spot visitors throughout the week. No useful gear was salvaged from the corpses, unfortunately. Their "armor" is about the same quality of that you can provide to the militia - i.e. about as good as no armor - and their weapons are ballistic, which are inferior to your magnetic weaponry. Some dog-tags were also recovered, but no uses were found for those.



Nothing of note happens itself in the city this week, either. The citizens go about their days, still seemingly loyal to New Adelaide and/or ADVENT. You're really not sure if you're a part of ADVENT, or if you are ADVENT, or if you're not affiliated with ADVENT.
You inquire with your various heads about the possibilities of gathering intel on the Resistance. They inform you that it's definitely possible, but right now the only thing even remotely resembling "intelligence" is the automated security systems scattered throughout the city which scan and analyze citizens. You'd probably have to come up with your own methods of infiltration and/or intelligence gathering.


Spoiler: New Adelaide (click to show/hide)

Spoiler: GM Note (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!

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Re: ADVENT Divided [SG] - Week 3
« Reply #39 on: January 24, 2017, 12:47:48 am »

Do we have like. Idunno. Training manuals laying around somewhere?
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ZBridges

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Re: ADVENT Divided [SG] - Week 3
« Reply #40 on: January 24, 2017, 12:54:30 am »

I'd like to try investigating the ADVENT facility we found.  If we could find one of their soldier production facilities we might be able to get it working again (maybe that's a little optimistic).  I don't know if all the soldiers would listen to us without the psi network, but maybe some would?

Maybe try sending one of the militia to defect to the Resistance, and have them report to us when they return to attack.  Hopefully they'd be able to gather some intel and relay it to us.
« Last Edit: January 24, 2017, 02:09:51 am by ZBridges »
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Chiefwaffles

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Re: ADVENT Divided [SG] - Week 3
« Reply #41 on: January 24, 2017, 12:55:42 am »

Do we have like. Idunno. Training manuals laying around somewhere?
Prior to the collapse, ADVENT military units came from one of two sources:
A.) Cloning
B.) Manufacturing

The Elders didn't see it as necessary to have materials or other preparations for training when all personnel came pre-trained. This is the main reason the Officer is a poor instructor - he was never taught anything and has never taught anyone (other than the militia) anything. This doesn't mean that the Officer can't teach at all, though. The 300 people needing to be trained at once just isn't practical with only one instructor. That and the Officer's poor instruction capabilities mean nothing gets done in training sessions other than the bare basics.
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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!

~Neri

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Re: ADVENT Divided [SG] - Week 3
« Reply #42 on: January 24, 2017, 12:57:54 am »

Hum. Perhaps we could look around for civvies who know how to teach?
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Dustan Hache

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Re: ADVENT Divided [SG] - Week 3
« Reply #43 on: January 24, 2017, 01:22:34 am »

Take careful note of the way the tracking beacon was deactivated. It implies they may have a larger carrier craft.

Change the training to rotate in 10 of our captains each week, so as to increase the effectiveness of training. Have them focus on CQ and melee combat so that they can defend themselves better against forces pushing the line.

Have a couple of willing militia patrol and tend to the graveyard infrequently. The dog tags might be worthless to us, but let's leave them at the center of the graveyard so as to return them. Preferably on something that won't get them covered in dirt.

We aren't actually going up against XCOM troops yet, are we? Maybe we should search for resistance bases in our nearby area using a dropship, and prepare a counterattack.

Technically, we are ADVENT, but we are no longer under the guidance of the elders. Let us act according to their wishes as best we can concidering their original goal of genetics is no longer feasible.
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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.

Aedel

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Re: ADVENT Divided [SG] - Week 3
« Reply #44 on: January 24, 2017, 03:03:57 am »

If we need to train the militia, then I suggest have them simulate combat against our ADVENT peacekeepers. If we have some sort of ammunition that will not harm whoever is shot with it or other such equipment, we can give them "live" combat training by having them engage in mock battles against our actually competent troopers.

Do this at a squadron level. One militia squadron trained at a time. When a squadron is deemed acceptable, have them do the same with one of the others.
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