Reaching for the Stars - A Stargate Quest

[] Plan: Search and Rescue
-[] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[] Abydos - Survey Mines - 4
-[] Base Expansion - Geological Survey - 2
-[] Recruitment - Veterans - 3
-[] Outreach - Raytheon - 1
-[] Autopsy - Symbiont - 3

I think some of these numbers are slightly excessive.

Surveying mines has a bonus and takes 5 progress so I think 3 points are good enough to make it a fifty fifty given our engineer bonus. Also note that not completing this right away is hardly a disaster, we are unlikely to need this knowledge immediately and completing a turn later shouldn't cause us any major issues. And given that it has a bonus slower is more efficient.

Similarly the geological survey also has our engineer bonus and adds the funding bonus... It should only need one point.

As for what to spend those points on I remain of the opinion we should start some long term projects. The workshop, biology labs and weapons test range all have long term perks and are best bought one point at a time given our bonuses (especially the test range). If we ever want to get good at R&D we need to start these sometime.

Should we minefield the stargate on the way out? They might try to send a scouting party through it after the glassing.

We should bury the gate on our way out. We should be able to with some explosives on timers. It should force our least favorite snake to send his fleet and when he does he shows up it is to an empty planet... It keeps him busy and costs him rep.
 
Ballistic Shields are mostly useful only for one very specific form of combat (gate assaults, and maybe closely related breaching activities) - in any other situation they're too much weight for too little gain. Always better to move fast and not get shot than badly tank a shot, etc. We don't have a pending assault like that, so I feel okay putting them off for now?
But your plan commits to an reconnaissance in force on Chulak this turn (which FWIW I think is correct), and for all we know the gate may very well be held against us. In fact I'd think it more likely than not - the Air Force personnel's escape would have put the garrison on alert, and while that means roving patrols, it also means a guard on the gate.

Mining survey is next because it can teach us about mining for naquadah elsewhere, and the possibility of picking up a little bit while we finish the other stuff is attractive.
Also, like, we picked the mining engineers, we might as well use them for options to which they give bonuses while those options are available.
 
Ballistic Shields are mostly useful only for one very specific form of combat (gate assaults, and maybe closely related breaching activities) - in any other situation they're too much weight for too little gain. Always better to move fast and not get shot than badly tank a shot, etc. We don't have a pending assault like that, so I feel okay putting them off for now?
long term idea: what if we used the Gould retractable helmet tech to make deployable sheild gauntlets once we find a light enough alloy to be worth it?

Though sheilds might be good standard issue kit for Jaffa volunteers since they have the strength to handle it. Imagine a rebel Jaffa fireteam with sheilds and plasma rifles.
 
Last edited:
in response to several people: I can buy the logic of going one less each on Geological Survey and Mining Survey and dropping Veterans, which gives five points, which could either get split across 2 points to finish the ballistic shields and 3 points to start something long-term beneficial or put all into heavy weapons.

I think I'd probably lean to the former? So like

[] Plan: Search and Rescue (Shields Up Remix)
-[] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[] Abydos - Survey Mines - 3
-[] Base Expansion - Geological Survey - 1
-[] Base Expansion - Workshop - 3
-[] Procurement - Ballistic Shields 2
-[] Outreach - Raytheon - 1
-[] Autopsy - Symbiont - 3
 
[X] Plan: Search and Explode (With Heavy Weapons)
-[X] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[X] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[X] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[X] Abydos - Survey Mines - 1 Command Point
-[X] Base Expansion - Geological Survey - 1 Command Point
-[X] Base Expansion - Workshop - 1 Command Point
-[X] Procurement - Ballistic Shields - 1 Command Points
-[X] Procurement - Heavy Weapons - 5 Command Points
--[X] Use 1 Luck Point
-[X] Outreach - Raytheon - 1 Command Point
-[X] Autopsy - Symbiont - 3 Research Points

I just don't agree with starting the workshop instead of getting those heavy weapons before we have a dangerous mission. With the outreach to Raytheon this is the perfect chance for synergy.
 
Last edited:
I don't feel very confident of finishing Heavy Weapons before the mission with 3 points when it gets hit by the bare bones tag, so it seems like we've reached the difference of opinion point.

[X] Plan: Search and Rescue (Shields Up Remix)
-[X] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[X] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[X] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[X] Abydos - Survey Mines - 3
-[X] Base Expansion - Geological Survey - 1
-[X] Base Expansion - Workshop - 3
-[X] Procurement - Ballistic Shields 2
-[X] Outreach - Raytheon - 1
-[X] Autopsy - Symbiont - 3
 
I don't feel very confident of finishing Heavy Weapons before the mission with 3 points when it gets hit by the bare bones tag, so it seems like we've reached the difference of opinion point.
We have Bare Bones, but we also have Abundant Funding and we have outreach to a Raytheon that is positively inclined towards us, so it's definitely not as negative as you'd think there.
 
I'd suggest getting proper base accommodations set up instead of starting the workshop. It's something better gotten sooner rather than later in my eyes.
 
in response to several people: I can buy the logic of going one less each on Geological Survey and Mining Survey and dropping Veterans, which gives five points, which could either get split across 2 points to finish the ballistic shields and 3 points to start something long-term beneficial or put all into heavy weapons.

I think I'd probably lean to the former? So like

[] Plan: Search and Rescue (Shields Up Remix)
-[] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[] Abydos - Survey Mines - 3
-[] Base Expansion - Geological Survey - 1
-[] Base Expansion - Workshop - 3
-[] Procurement - Ballistic Shields 2
-[] Outreach - Raytheon - 1
-[] Autopsy - Symbiont - 3

I'm actually against putting 3 points in workshop construction. The point of starting these projects early on is to benefit from the bonuses as much as possible. That is something we can do with just one point. The way the bonuses seem to work mean spending one point is most efficient.

I also do think recruitment is a good idea since we may incur losses on our operation and if we only start thinking about replacements afterwards we could end up understaffed for even longer.

And honestly the shields can probably be gotten with only one point. We got really unlucky there last time.

I'd suggest:

[X] Plan: Search and Rescue (Shields Up Remix) modified
-[X] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[X] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[X] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[X] Abydos - Survey Mines - 3
-[X] Base Expansion - Geological Survey - 1
-[X] Base Expansion - Workshop - 1
-[X] Recruitment - Veterans - 3
-[X] Procurement - Ballistic Shields 1
-[X] Outreach - Raytheon - 1
-[X] Autopsy - Symbiont - 3

EDIT: Added X's since people voted for it.

[X] Plan: Search and Explode (With Heavy Weapons)
-[X] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[X] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[X] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[X] Abydos - Survey Mines - 3 Command Points
-[X] Base Expansion - Geological Survey - 1 Command Points
-[X] Procurement - Ballistic Shields - 2 Command Points
-[X] Procurement - Heavy Weapons - 3 Command Points
-[X] Outreach - Raytheon - 1 Command Point
-[X] Autopsy - Symbiont - 3 Research Points

I just don't agree with starting the workshop instead of getting those heavy weapons before we have a dangerous mission. With the outreach to Raytheon this is the perfect chance for synergy.

We need to get the long term stuff started some time and heavy weapons are pretty unlikely to complete this turn with three points given we average out to no bonuses there. Any synergy with Raytheon is mostly theoretical.

I'd suggest getting proper base accommodations set up instead of starting the workshop. It's something better gotten sooner rather than later in my eyes.

Not a bad idea but IMO it would be better to do alongside starting long term tech projects than instead of them.
 
Last edited:
Personally I'd like to wait for Teal'c to wake up before we attack Chulac. We're much more likely to be successful with his assistance than not, and we shouldn't rush this just because the Air Force is unhappy with us. And with the medical bay, he's got a good chance to beat his next medical check; even better if we do well with researching the autopsies.
 
Last edited:
Hey there. Just found your quest and I'm positively thrilled with it. I've always wanted to find a good quest/fanfic about Stargate that addresses the obvious 90s sci-fi show shortcomings. Keep up the good work!
 
I'm actually against putting 3 points in workshop construction. The point of starting these projects early on is to benefit from the bonuses as much as possible. That is something we can do with just one point. The way the bonuses seem to work mean spending one point is most efficient.

I also do think recruitment is a good idea since we may incur losses on our operation and if we only start thinking about replacements afterwards we could end up understaffed for even longer.

And honestly the shields can probably be gotten with only one point. We got really unlucky there last time.

I'd suggest:

[] Plan: Search and Rescue (Shields Up Remix) modified
-[] Adjust Team Composition: Remove wounded specialists from SG-2. Assign 4 specialists to SG-2, including all three ex-army specialists. Assign 1 specialist to SG-1. Assign 1 specialist to SG-3 (with Medicine and then Stealth if possible). Temporarily assign Doctor Daniel Jackson to SG-1.
-[] Recon in Force - Chulak - SG-1, SG-2, SG-3
--[] Briefly rouse Teal'c to learn more about the planet before sending out your forces.
-[] Abydos - Survey Mines - 3
-[] Base Expansion - Geological Survey - 1
-[] Base Expansion - Workshop - 1
-[] Recruitment - Veterans - 3
-[] Procurement - Ballistic Shields 1
-[] Outreach - Raytheon - 1
-[] Autopsy - Symbiont - 3



We need to get the long term stuff started some time and heavy weapons are pretty unlikely to complete this turn with three points given we average out to no bonuses there. Any synergy with Raytheon is mostly theoretical.



Not a bad idea but IMO it would be better to do alongside starting long term tech projects than instead of them.
Valid logic, but it's not being applied all the way. If we should be starting long term stuff then we shouldn't be doing Veteran Recruitment, we should be starting the Recruitment Program. We're definitely getting losses for the coming mission, and command points are better spent setting up an institutional recruitment method rather than the bureaucratic equivalent of trying to bail water from a sinking ship.
 
I'm actually against putting 3 points in workshop construction. The point of starting these projects early on is to benefit from the bonuses as much as possible. That is something we can do with just one point. The way the bonuses seem to work mean spending one point is most efficient.

I also do think recruitment is a good idea since we may incur losses on our operation and if we only start thinking about replacements afterwards we could end up understaffed for even longer.

And honestly the shields can probably be gotten with only one point. We got really unlucky there last time.

This is simply more aggressive about relying on bonuses than I want to be, and I think the Workshop will help with a number of things. Finishing things has an efficiency all its own.

Personally I'd like to wait for Teal'c to wake up before we attack Chulac. We're much more likely to be successful with his assistance than not, and we shouldn't rush this just because the Air Force is unhappy with us. And with the medical bay, he's got a good chance to beat his next medical check; even better if we do well with researching the autopsies.

The political ramifications are honestly just a bonus motive. I want to go get people because every post about their situation has been clear that waiting leaves them in danger. I voted last turn for the plan that most directly prepared for a raid so that we could do it this turn before the Air Force was mad!

There's also a not inconsiderable chance that the mission really is recon just as much as it's force, and we will have to do another round later for which he'll be awake.
 
[X] Plan: Search and Rescue (Shields Up Remix) modified

Seems decent enough.
 
[X] Plan: Search and Rescue (Shields Up Remix) modified

I'll go with this for now
 
Personally I'd like to wait for Teal'c to wake up before we attack Chulac. We're much more likely to be successful with his assistance than not, and we shouldn't rush this just because the Air Force is unhappy with us. And with the medical bay, he's got a good chance to beat his next medical check; even better if we do well with researching the autopsies.

The problem is we don't know how long that will be... And our people there can't wait forever.

Valid logic, but it's not being applied all the way. If we should be starting long term stuff then we shouldn't be doing Veteran Recruitment, we should be starting the Recruitment Program. We're definitely getting losses for the coming mission, and command points are better spent setting up an institutional recruitment method rather than the bureaucratic equivalent of trying to bail water from a sinking ship.

The problem is the recruitment program effectively has no bonuses and takes twenty progress. It is nearly uncompleteable. We'll never have the 20 CP needed to complete this (on average). Trying to go long term with this will cripple us for several turns to come.

OTOH the tech projects do have bonuses meaning they are quite efficient to do long term at one point per turn and have no real alternatives beyond muddling on on three RP per turn.

This is simply more aggressive about relying on bonuses than I want to be, and I think the Workshop will help with a number of things. Finishing things has an efficiency all its own.

There may be a point to finishing things eventually... But that is best done when it actually finishes the project. So at the the end. If we get to 15/20 progress and then you say lets try to finish it this turn with three points that makes sense. Doing it now is a waste since those extra points can be spent on better things that do have a return on investment now.
 
The problem is the recruitment program effectively has no bonuses and takes twenty progress. It is nearly uncompleteable. We'll never have the 20 CP needed to complete this (on average). Trying to go long term with this will cripple us for several turns to come.

OTOH the tech projects do have bonuses meaning they are quite efficient to do long term at one point per turn and have no real alternatives beyond muddling on on three RP per turn.
I think you're misunderstanding me. I'm saying you're right, we should do the Workshop. But in addition, instead of recruiting the Veterans, we should try to chip away at the Recruitment Program. Yes, it's an unholy expense, but better we chip away at it bit by bit instead of recruiting specialists and veterans on the side before every dangerous mission. That spending habit is just going to be more costly for us in the long run.
 
The political ramifications are honestly just a bonus motive. I want to go get people because every post about their situation has been clear that waiting leaves them in danger. I voted last turn for the plan that most directly prepared for a raid so that we could do it this turn before the Air Force was mad!
There's another reason to favor rescuing the airmen quickly: Apophis originally abducted them to possibly serve as Goa'uld hosts. Hopefully they all escaped before any of them were taken - and if so we really don't want to leave our people in a position where they can be recaptured again and possibly infested. Apart from being a godawful experience for them, it's a potentially catastrophic intelligence leak considering all of them would be fairly familiar with America's military capabilities and with Cheyenne Mountain in particular.
 
Last edited:
I think you're misunderstanding me. I'm saying you're right, we should do the Workshop. But in addition, instead of recruiting the Veterans, we should try to chip away at the Recruitment Program. Yes, it's an unholy expense, but better we chip away at it bit by bit instead of recruiting specialists and veterans on the side before every dangerous mission. That spending habit is just going to be more costly for us in the long run.

I'm trying to point out the difference between the two projects. The workshop has a bonus on it so it efficient to do slowly and can therefore be done fairly cheaply if we take our time. It also has no real alternatives beyond prioritizing one of the other tech options or skipping on effective R&D.

OTOH the Recruitment Program doesn't have an effective bonus so fast or slow it still effectively costs us 20 CP to complete. It is incredibly expensive. Trying to 'chip away at it' could easily mean we still wouldn't have it by the time our review comes up on turn 15.

Given that I consider it too expensive to complete the alternative of just recruiting vets is IMO the sensible option. Because we do need people now/soon to continue operations.
 
Last edited:
We really should either dismantle or chack on the nuke under our feet. For all we know that is in enemy hands like the NID.
 
We really should either dismantle or chack on the nuke under our feet. For all we know that is in enemy hands like the NID.

We did check on it. There are three nukes there and we are presumably not ignoring them. We also kicked everyone else out of the mountain so if we set it off we'll only explode ourselves. We've done most of the responsible stuff already.
 
We did check on it. There are three nukes there and we are presumably not ignoring them. We also kicked everyone else out of the mountain so if we set it off we'll only explode ourselves. We've done most of the responsible stuff already.
We should either dismantle it or formalize it.

[] Base Improvement – Formalize the Self-Destruct – (Write-In number of points to allocate)
Maybe this system is not entirely unwarranted. Being able to sterilize and destroy everything in Cheyenne Mountain might one day be the only way to save the world. But it might be better to design something to do that instead of relying on Wests nuclear IEDs.
Progress: 0 / 8
Applicable Traits: + Poster Child, + Connections in Washington

We're essentially relying on an untested system that we don't know how it was setup. I'd rather build our own instead of rely on it.
 
there are simply several fires and one firefighter and we're focusing on things like "the people our enemies imprisoned" and "resettling the doomed abydonians we promised to help in exchange for our only linguist" first before the thing in the basement that hasn't gone off
 
Back
Top