Metal Gear Solid V: Chronicles of Outer Heaven (MGS/Valkyria Chronicles)

Kept you waiting huh?

  • WHAT TOOK YOU SO LONG!?

    Votes: 68 11.2%
  • SHUT UP AND LOOK OVER MY CHARACTER ALREADY!

    Votes: 10 1.7%
  • WELCOME BACK BOSS!

    Votes: 387 63.9%
  • BRING BACK THE CAT GIRLS ALREADY!

    Votes: 141 23.3%

  • Total voters
    606
Off the cuff i feel we need Code Talker's research, this is critical and cannot be overlooked.

We also need to have a talk with huey. If that talk endsmwith him dying of a cerebral hemorrage - a 9mm hemorrage - I won't complain.

Will think about it.
 
I think we should prioritize The Main Op, Paz, Saladin, and Denuclearization on our first turn. Then focus on putting Miller, Huey, and Liquid back together on Turn 2, Turn 3 is when we can focus on research.
 
Cleaning Duty A.K.A. Secret Of The Deeps... by Darik29
Cleaning Duty A.K.A. Secret Of The Deeps...



Cleaning Duty on Mother Base is not a punishment, but a Necessity. What, you think these giant platforms out in the ocean are immune to rust?

Hell no! No matter how well it's painted, or how much you pray it keeps itself clean, the damn things build up incredible amounts of salt, sea water, and other nasty things.

Don't even get me started on what's it's like cleaning up the Medical platform. Ugh.

Regardless, today I am down here in a tiny ass rubber raft by myself cleaning the base struts thanks to a slight... indescretion.

How was I supposed to know those blue hamburgers weren't bad!? The damn things were blue! Commander Miller didn't have to assign me cleaning duty for every single gods damned base strut under the command platform!

Lucky for me, while I am annoyed at being forced to do all this work by myself, being down here alone with a perfect excuse gives me all the time I need to check up on a few things.

First, one of the Secret Stashes. I've got a few of these hidden all over the base, for those less than legal wonders that the men like. What, you think the Dogs could get there hands on genuine American, Russian and even European delicacies themselves? Please! There as likely to loot something off a Russian supply base and eat the rations in the field than spend the effort needed to get quality goods.

Some people think having what they need at a moments notice is a super power. And really, it is. But I'm just that damn good I can fake it!

Alright! A little over here annnd...

Yep, Stash is safe and sound.

Now for the second, and much more important reason to be down here.

A sacrifice to the creatures guarding my stash. And also the underside of Mother Base, but mostly my stash.

You think I'm joking? These terrifying creatures have swam the worlds oceans for millions of years, and they're considered some of the smartest animals in the world after humans!

I speak, of course, of the Dolphins.

Make sure the raft is secured to the strut, get the offerings ready...

First things first, the summoning. Picking up the water proof boombox, I slap in the guardians favorite song, and lower the device slowly into the depths. Maneater is always good for a jam.

Second, I prepare the sacrifices. As the sea around me is disturbed by the movement of the guardian beasts, I pull up a brace full of yellowfin tuna, the guardians favorites. And as the music plays, I gently begin to toss the fish out one by one.

Every time one of the big meaty tuna gets tossed, a bolt of water shoots out of the sea and the fish disappears. I'm down over a dozen of the tuna fish when the music hits the chorus and the big boy himself rises.

I never knew Dolphins could grow to the size of great white sharks before I first set my stash up down here, but this beast put all my doubts away.

Pulling up the biggest, fattest tuna I had kept back just for this, I toss the fish out straight for the King. With a single snap of his mighty jaws, the tuna disappears, and like that so to do the dolphins.

How they manage to always disappear right as the song ends, I will never know.

Well, guardians fed and stash secured, time to get back to scrubbing the struts!
 
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I think we should prioritize The Main Op, Paz, Saladin, and Denuclearization on our first turn. Then focus on putting Miller, Huey, and Liquid back together on Turn 2, Turn 3 is when we can focus on research.
I really DON'T think we need to Denuclearize right now. We don't have the ACTIONS to spend on that when we're in such a action crunch already.

We need to unfuck our hero units, get more recruits for more actions, get research going for more actions, and alot more. We can denuclearize whenever we want. We only have a limited amount of time before we get ported so we don't have time to waste.
 
I really DON'T think we need to Denuclearize right now. We don't have the ACTIONS to spend on that when we're in such a action crunch already.

We need to unfuck our hero units, get more recruits for more actions, get research going for more actions, and alot more. We can denuclearize whenever we want. We only have a limited amount of time before we get ported so we don't have time to waste.

The point is that it's a Metal Gear tech, which'll get harder to crack if we can't finish that tree before we're done.

Realistically, all of the Side Ops are high priority, but the ones that are explicitly chains should be prioritized.

Now, if it were me, I'd go with...

The Main Op, Saladin, Denuclearization, and Basic Education Program. A Main Op, two Side Ops, and something that'll probably help with out morale stuff.

Then we spend a turn playing Team Dad for a while.
 
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I really DON'T think we need to Denuclearize right now. We don't have the ACTIONS to spend on that when we're in such a action crunch already.

We need to unfuck our hero units, get more recruits for more actions, get research going for more actions, and alot more. We can denuclearize whenever we want. We only have a limited amount of time before we get ported so we don't have time to waste.
Denuclearization takes two turns, and if we don't do it early it's never getting done.
 
[ ] PMC Ops 4: Operation Conservation
Mission Difficulty: Normal
Reward: 100,000 GMT, Conservation Strut construction funded by PETA!

Mission Brief: PETA contracted us for this one Boss. They want us to… uh… relocate a bunch of endangered species onto Mother Base until they can set up wildlife preserves. They'll even fund the building of a new strut to house them in as well as paying us some pretty solid paper.

But how the hell are we supposed to transport hundreds of animal-

Boss, you've got that look in your eye again.

Boss. No.

I still got one leg and an arm Boss, don't make me hobble over there!

Boss!

I really, REALLY REALLY! Want to do this just to see the look of despair on millers face when animals come floating in via fulton and also to get a one eyed chicken we can call the colonel.

Because hey this is how I get my laughs
 
**Here's a hint, you need more manpower, more efficiency, or something autonomous that can do the work for you**
So more people, make your existing people work smarter not harder via an education, or outsource tasks to AI. Also keep in mind that we don't know how many turns we've got in the metal gear setting. It is turn 3.

[ ] Main Ops 1: Recover Code Talker's Research
Mission Difficulty: Easy
Reward: Boost to Parasite Research, nearly eliminates threat of parasite tech leaking into the world.
While I'm not inclined to pursue Parasite Research leaving it laying around the world when we leave is dumb.

[ ] Side Ops 1: Miller Time
Mission Difficulty: Very Easy
Reward: Increase relationship with Kazuhira Miller

Mission Brief: You haven't had a chance to relax in a while and neither has Miller. Take a day off and finally give yourselves time for the Phantoms to settle.
Helps the phantoms for both Miller, and Snake settle, which makes me rather tempted to pick this one.

[ ] Side Ops 2: Check on Paz *New Game+*
Mission Difficulty: Very Hard
Reward: Increased relationship with 'Paz Ortega Andrade'

Mission Brief: You've managed to find an old photo of an MSF barbecue after taking down Zeke for the first time. Maybe some good memories will help Paz recover mentally after nine years without change.
Important but the difficulty makes me hesitant.
[ ] Side Ops 3: No Son of Mine
Mission Difficulty: Very Hard
Reward: Increased(?) relationship with Eli

Mission Brief: There's no explanation to be had. Eli is a little shit, but you can't just foist him off onto Ocelot to deal with. Probably.
This is necessary, but the AP limits lowers the immediate importance imo.
[ ] Side Ops 4: Let's Talk Huey *New Game+*
Mission Difficulty: Very Hard
Reward: Increased(?) relationship with Huey

Mission Brief: Skull Face is dead. Sit down and have a chat with a man who you thought was a friend and ask.

Why?
This is important if we want Snake to help Huey believe in himself, but we're rather limited in actions atm.
[ ] Side Ops 5: Saladin
Mission Difficulty: Normal
Reward: ???, 100,000 GMP

Mission Brief: The Kurdish rebellion is fully underway and they've contracted Diamond Dogs to fulfill a job. Hitting a Turkish supply base should be easy enough for you Snake.
Sniper Wolf, and synergy with the Kurdish operation.
[ ] Side Ops 6: Denuclearization 1
Mission Difficulty: Easy
Reward: Lose nuclear capability. Get started on something bigger.

Mission Brief: A world without nukes...can you imagine it Boss? Living in an era where we don't have to worry about the concept of mutually assured destruction.
Hm. The point about something bigger might mean this starts people coming our way to join a cause bigger than themselves, which is one way to acquire recruits.
[ ] PMC Ops 1: Mujahideen Support
Mission Difficulty: Easy
Reward: Possible Infantry/Armor/Fixed Air Recruitment, 150,000 GMP

Mission Brief: The soviets are attempting to muster men and material for a new offensive in the rural heartland of the Kandahar Valley. Increased soviet capability in the region would destabilize our own efforts and goals. This is going to be a large operation against a conventional force in mountainous terrain.

And we know exactly how to best fight against that.
This is something we should absolutely take if we want money, and/or recruits before the transfer as DD specialize in this field thus people will throw stuff our way if we gain results.
[ ] PMC Ops 2: UN Peacekeeping in the Congo
Mission Difficulty: Very Easy
Reward: Possible Infantry Recruitment, 100,000 GMP

Mission Brief: Nothing much to mention here Boss. Just your standard peacekeeping op and making sure supplies get where they need to. We're not really expecting much opposition here.
There was a major battle against rebels in 1984, which the government won. The rebels might be a source of recruits?

[ ] PMC Ops 3: Kurdish Relief
Mission Difficulty: Normal
Reward: Guaranteed Infantry/Armor/Fixed Air Recruitment, 50,000 GMP

Mission Brief: The Kurdish rebellion is in full swing. The rebels are on the ropes and they can't offer much. Well except manpower that is.

We've also heard word of rival PC's operating in the area, so why don't we take a few of their shiny new toys for our own?
This should have synergy with the Salladin Side operation.
[ ] PMC Ops 4: Operation Conservation
Mission Difficulty: Normal
Reward: 100,000 GMT, Conservation Strut construction funded by PETA!

Mission Brief: PETA contracted us for this one Boss. They want us to… uh… relocate a bunch of endangered species onto Mother Base until they can set up wildlife preserves. They'll even fund the building of a new strut to house them in as well as paying us some pretty solid paper.

But how the hell are we supposed to transport hundreds of animal-

Boss, you've got that look in your eye again.

Boss. No.

I still got one leg and an arm Boss, don't make me hobble over there!

Boss!
This is kinda a meh option although it might gain recruits via publicity?
[-] R&D 1: Wormhole Technology
Mission Difficulty: DC 100 (Passed!), 200,000 GMP already paid
Research Time: Will finish in 2 Turns (Turn 3)
Reward: Gain Wormhole Fulton Technology?

Mission Brief: Emmerich says he's stumbled on something unbelievable. Apparently he's discovered some kind of new element that breaks multiple laws of physics. Could be something useful, I think.
@Everyone I would like to point out that when we finish this we're going to VC land by the looks of things. Also we'll want to take his action before he screws things up again, and dammit Huey!

[ ] R&D 2: Repairing Sahelanthropus
Mission Difficulty: DC 25, 500,000 GMP
Research Time: 2 Turns (Turn 3)
Reward: ST-84 Metal Gear "Sahelanthropus" Repaired. Still requires an AI pod or child sized pilot to get it to work apparently.

Mission Brief: Emmerich's been on my ass all day begging for the funding to repair his little pet project. I told him I'd talk to you about it, but frankly it seems like a terrible idea.

Please tell me you're not actually thinking about throwing even more money at that traitor Snake?
This is Miller speaking and we'll need to take the Huey/Miller actions in the not too distant future.

[ ] R&D 3: The Chemical Burger
Mission Difficulty: DC 10, 50,000 GMP
Research Time: 1 Turn
Reward: Gain Chemical Burger Ration, Increased Relations with Code Talker, Large Morale Boost

Mission Brief: Kaz, what are you doing in the kitchen?

W-what!? Nothing Boss, just making sure that everything got brought in with the new shipment!

What the hell, why is that burger blue?
Interesting, but not pressing.

[ ] R&D 4: Ballistic Vests
Mission Difficulty: DC 15, 50,000 GMP
Research Time: 1 Turn
Reward: Infantry gain early Plate Carriers that increase survivability in case of a hit.

Mission Brief: This kevlar stuff has been around since the 60's, it's surprising that no one's thought to use it as body armor before. I bet with some kind of steel plate behind it, you'd be able to take a rifle round to the chest without serious harm!
Important, but it can wait.

[ ] R&D 5: Picatinny Rail System
Mission Difficulty: DC 15, 50,000 GMP
Research Time: 1 Turn
Reward: Improves Infantry adaptability by allowing them to slot Two specializations.

Mission Brief: What if we made a system where soldiers could add and replace any attachment they want on the go? It wouldn't take much work, we'd only need to fabricate some kind of… rail system.
Uh the rail system seems like something important to pick up for other research purposes, and might have elements that makes it best acquirable before the transfer.

[ ] R&D 6: Uparmored Vehicles
Mission Difficulty: DC 30, 200,000 GMP
Research Time: 1 Turn
Reward: Improves all mechanized unit survivability with extra armor

Mission Brief: Sure, we could just bolt on a bunch of armor to make something tougher, but you gotta think about how it affects the weight, the balance, the load bearing capacity-
Useful, but not key.
[ ] R&D 7: Armored Fuel tanks
Mission Difficulty: DC 30, 250,000 GMP
Research Time: 1 Turn
Reward: Improves all air unit survivability with extra armor

Mission Brief: I think this is something we can do, see there's been research done on this new alloy that's just as light as aluminium and has the same properties as-
Same as above.

[ ] R&D 8: Basic Education Program
Mission Difficulty: DC 25, 100,000 GMP
Research Time: 1 Turn
Reward: Let's soldiers get their GED's. Allows child soldiers to begin rehabilitation. Increases morale all around.

Mission Brief: We're not the kind of people that'll force people to stay if they have any other choice. Get an education program made Kaz. We need to be more, not less than who we were going out than coming into this life.
We want to pick this up before the transfer as it involved acquiring books that we won't otherwise have.Especially if there is a second action to acquire more books, and have a higher knowledge advantage over VC.
Just a few thoughts on the options, and a rather important point that we're leaving on Turn 3. Also if we want to grow the Afghanistan mission is the best choice.
 
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So more people, make your existing people work smarter not harder via an education, or outsource tasks to AI. Also keep in mind that we don't know how many turns we've got in the metal gear setting. It is turn 3.

While I'm not inclined to pursue Parasite Research leaving it laying around the world when we leave is dumb.

Helps the phantoms for both Miller, and Snake settle, which makes me rather tempted to pick this one.

Important but the difficulty makes me hesitant.
This is necessary, but the AP limits lowers the immediate importance imo.
This is important if we want Snake to help Huey believe in himself, but we're rather limited in actions atm.
Sniper Wolf, and synergy with the Kurdish operation.
Hm. The point about something bigger might mean this starts people coming our way to join a cause bigger than themselves, which is one way to acquire recruits.
This is something we should absolutely take if we want money, and/or recruits before the transfer as DD specialize in this field thus people will throw stuff our way if we gain results.
There was a major battle against rebels in 1984, which the government won. The rebels might be a source of recruits?

This should have synergy with the Salladin Side operation.
This is kinda a meh option although it might gain recruits via publicity?
@Everyone I would like to point out that when we finish this we're going to VC land by the looks of things. Also we'll want to take his action before he screws things up again, and dammit Huey!

This is Miller speaking and we'll need to take the Huey/Miller actions in the not too distant future.

Interesting, but not pressing.

Important, but it can wait.

Uh the rail system seems like something important to pick up for other research purposes, and might have elements that makes it best acquirable before the transfer.

Useful, but not key.
Same as above.

We want to pick this up before the transfer as it involved acquiring books that we won't otherwise have.
Just a few thoughts on the options, and a rather important point that we're leaving on Turn 3. Also if we want to grow the Afghanistan mission is the best choice.
Actually I think the wormholes are locked in and currently being researched.

and thats how we're going to VC.
 

Wormholes are already being researched without player choice or input for key plot reasons.

Character creation thread, wha?

Figured it be more fun for the players to put their own OC's in the game instead of a legion of faceless mooks. I'll be opening the thread later.

One thing for sure, we are not ignoring the main story mission, right guys...right?

Why not? It's not like it'll come back to bite you in the ass.

Probably :3

On the other hand, if I'm not mistaken, this means that our crew tends to succeed more often than not.

Yeah, DC's and difficulty levels are lower than they would with lesser suboridnates.

@konamikode R&D 8 does reduce the DC to talk with Eli right? If not I'll change it but I want to make sure.

It's not outright stated, but he might find something he enjoys doing. Whether that'll make him look at Snake with less hostility is unknown.

Q2:We won't lose anyone by being displaced while our troops are on a mission...will we?

Nah, it'll be set up so that everyone's back at MB.

[] Plan a Better Beginning

I count 5 choices.

@konamikode does building structures take an action? Or do we just pay and it is automatically built?

Yeah, it takes an action until you unlock a research option that allows civilian contractors to build stuff for more GMP.
 
konamikode, what kind of omake or otherwise bonus would we need to earn for you spelling out the best vote plan for the three turns we're in the old world?
 
So here's my plan
[] Plan Good friends and No WMD's
-[ ] Side Ops 2: Check on Paz *New Game+*
-[ ] Side Ops 4: Let's Talk Huey *New Game+*
-[ ] Main Ops 1: Recover Code Talker's Research
-[ ] Side Ops 6: Denuclearization 1

Grab both of the New game plus bonuses, pick up a time sensitive main charchicter and start working on Nucellar de-escalation.

Edit: forgot main was a thing yeah that needs to get taken care of post haste.

the denuke is mandatory in my book if we're going to be leaveing this world we might as well do this one thing to really help and have a lasting impact on the world and it'll really help cement what Outer heaven represents to us. also we need to take it because im damn sure full filling this quest chain is going to take one action on each of our turns before the transit.
 
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It's not outright stated, but he might find something he enjoys doing. Whether that'll make him look at Snake with less hostility is unknown.
......Uh....now I'm curious. By that standard, the GED bonus should apply to Paz, but she's comatose. So, assuming we wake her up in time, that bonus will then apply to her as well right?
 
Choices seem to be a case of acceptable gains and losses at this rate assuming we can get a success on the harder ones.

Price of going super elite I suppose.
 
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EDIT: Have changed the name from 'a better world' to 'Save the world' as the latter reflects my overall goals better.

[] Plan Save the world
-[ ] Main Ops 1: Recover Code Talker's Research
Mission Difficulty: Easy
Reward: Boost to Parasite Research, nearly eliminates threat of parasite tech leaking into the world.
[ ] Side Ops 5: Saladin
Mission Difficulty: Normal
Reward: ???, 100,000 GMP
.[ ] PMC Ops 3: Kurdish Relief
Mission Difficulty: Normal
Reward: Guaranteed Infantry/Armor/Fixed Air Recruitment, 50,000 GMP
-[ ] Side Ops 6: Denuclearization 1
Mission Difficulty: Easy
Reward: Lose nuclear capability. Get started on something bigger.

OK, so I updated my plan a bit. Here's my rationales.

1. We cannot let Code Talker's research fall into the wrong hands
2. The Kurdish rebellion should be assisted as much as possible, I do not want to just save sniper wolf. I want to prevent a genocide.
3. Denuclearization takes time both to do and for it to set in. I'd Like to start early so we can guarantee we can finish it.
4. If anything is to be dropped I'd recommend trading Kurdish Relief for Education. Education will free up our child soldiers and start the path that guarantees our soldiers learning to be more then just killing machines.
 
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The point is that it's a Metal Gear tech, which'll get harder to crack if we can't finish that tree before we're done.

Realistically, all of the Side Ops are high priority, but the ones that are explicitly chains should be prioritized.

Now, if it were me, I'd go with...

The Main Op, Saladin, Denuclearization, and Basic Education Program. A Main Op, two Side Ops, and something that'll probably help with out morale stuff.

Then we spend a turn playing Team Dad for a while.
What do you think about the Huey Action?
 
That is indeed my understanding as well, and my apologies if I wasn't clear on that point.
Yeah I kinda get where you're coming from with the nuke option possibly being a rallying cry. and since its an option for Hero Snake it sounds like it could be really useful.

I really want to take Saladin and we should have a talk with Eli and lock in Code Talker's research, geez this is a hard choice. We also need manpower so we can do the other options but the time limit and not knowing how long the missions remain or how many in a chain there are is killing.
 
Though. Disarmament is a character vote it seems. It's something that will probably colour our default choices down the road.
 
I think all the talking options can wait until we're in the other world, if for no reason other than they can't run away from us or their problems then.
 
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