Time to look at that armor now. The workshop can wait until after that.
We've got quite a few more interesting research options rather than the Jaffa armor now.Time to look at that armor now. The workshop can wait until after that.
I'm thinking either Iris Heating or Naquadah Analysis would be prudent.You have 0 points for research. Once allocated, you will keep spending that amount of points on this each for each following turn until it completes. You can interrupt an action, but this will result in a loss of progress.
[] Autopsy – Host – (Write-In number of points to allocate)
You need to learn more about the humanoid alien warriors. How were they created? What makes them different from you? Do they have any weaknesses?
Progress: 0 / ???
[] Autopsy – Symbiont – (Write-In number of points to allocate)
You have three specimens of what presumably are larval aliens. See what you can learn about their biology and how they relate to their hosts.
Progress: 0 / ???
[] Technology Analysis – Jaffa MALP – (Write-In number of points to allocate)
You finally captured on of the devices that the Jaffa teams keep tossing through the gate before starting their attacks. The scientists speculate it is meant for reconnaissance and dubbed it 'Jaffa MALP' for now.
Progress: 0 / ???
[] Technology Analysis – Jaffa Armor – Ongoing: 1 Point per turn
The armour worn by the aliens seems to be a mix of chainmail and metal plates. It seems almost medieval. Investigate it in detail to see if there is more to it than that.
Progress: 1 / ???
[] Technology Analysis – Staff Weapon – Ongoing: 2 Points per turn
You have four of the alien infantry weapons available. Have some of your scientist try to use them and disassemble one to see how they work.
Progress: 8 / ???
[] Technology Analysis – Personal Shield – (Write-In number of points to allocate)
While burnt out from presumably getting overloaded, the wrist guard containing Teal'c personal shield was secured intact. Captain Carter cautions that it is unlikely that they can recreate this technology from a single damaged unit, but it is the only bit advanced Goa'uld technology you have and might still provide useful insight.
Progress: 0 / ???
[] Other - Stargate Anomaly – (Write-In number of points to allocate)
There have been some anomalies in the Stargate since the aliens activated it compared to the baseline data from Project Lodestone. While nothing indicates an acute danger, the science staff wants to try to find out what has changed.
Progress: 0 / ???
[] Other – Iris Heating – (Write-In number of points to allocate)
While the iris worked and successfully prevented the attack on Earth, the scientists noted that both the iris itself and to a lesser degree the Stargate began heating up as objects were sent through. They want to investigate this effect to gain a better understanding of how the gate works and if there is a risk from sustained attacks against an iris protected gate.
Progress: 0 / ???
[] Other – Naquadah Analysis – (Write-In number of points to allocate)
There have been some samples brought back from the mineral mined on Abydos and preliminary examination was unable to tell you what precisely it is. Have the research team examine the mineral, called 'Naquadah' by the Abydonians.
Progress: 0 / ???
We've got quite a few more interesting research options rather than the Jaffa armor now.
I'm thinking either Iris Heating or Naquadah Analysis would be prudent.
Analysis completed. Unlocked further Research and Development actions.
A bit tangential to the quest itself but I got curious and looked up the sights we got with the optics action and man the line between video game and real life sure seems like it's blurring.
Seeing the projected compass was a bit of a trip because that always seemed like the sort of very artificial thing that says "this is a video game". It also shows the degree to which technology is still advancing, particularly with software and networking, even though in a lot of cases things are less visible.
Heck, there's even the case where US submarines replaced their $38,000 control system for a $20 XBOX 360 controller.It's the same reason the army likes to base drone controls off game controllers. You are getting operators who can pick up the controlls and learn the basics in minutes.
We could also make a bazooka style set of attachments to give to rebels to use on their staff weapons so they can freaking shoot straight.While the tactical worth of the staffs still remains dubious, it feels like it'd be pretty easy to modify them into something really cool looking and show it off as a peak into the technological possibilities the Gate problem offers - undoubtedly helpful in keeping our generous funding and political support going.
I think the priority is the opposite actually. We aren't going to be swinging the numbers in our favor for our offworld teams and staff weapons are very effective when they get a hit. Our advantage lies in short decisive engagements not long slugfests. The easiest way to shorten engagements is to increase our own lethality. With the new infantry weapons we are already at the cutting edge of personal weapon armor penetration and new ammo development isn't actually easy. We don't want to neglect defensive measures but I would prioritize increasing our ability to defeat Jaffa armor over getting armor that can protect against staff blasts.I suggest priority gear for any personnel going off gear aint gonna be fancy new guns but armor and other utility items. Our guns already work so far, and if we base it off the show effective against most infantry sized elements any of our SG teams would face. Plus, if we need more punch, just get bigger and/or faster bullet.
We could also bump each team up to five members. As the wounded com online we could then go up to six man teams or use them as the nucleus for a fourth team. Personally I feel like we should go 5 person and then 6 person as the wounded recover (assuming he joins us as in canon assigning Teal'c to SG-1 naturally). Mostly because I think 4 person teams are simply too small but also because I don't think we have the capacity to exploit the opportunities/resources more teams would bring in on the backend.So, reconstitute SG-2 with the three Army brats under Feretti so he can have something to do, form SG-4 out of the volunteers from the Abydonian defense force, and assign the two wounded specialists to Kowalski as SG-5, to be reconstituted when they're all fit for duty?
Alternatively, reassign Kowalski to SG-2 and keep it on standby until its wounded are fit for duty, form SG-4 out of the volunteers from the Abydonian defense force, and reassign Feretti and the three Army brats to form SG-5?
There isn't any difference between the two other than unit number.
On the one hand, would be a good use of our shiny new medical toys (and I really want to get the symbionts autopsied). On the other hand, they aren't in a lab of their own yet. Which may or may not impact things.
An SG team is already at the large end for a fireteam, expanding them would get into understrength squad territory, without the underlying organization to support it. If we want bigger units, pair up SG teams into proper squads.We could also bump each team up to five members. As the wounded com online we could then go up to six man teams or use them as the nucleus for a fourth team. Personally I feel like we should go 5 person and then 6 person as the wounded recover (assuming he joins us as in canon assigning Teal'c to SG-1 naturally). Mostly because I think 4 person teams are simply too small but also because I don't think we have the capacity to exploit the opportunities/resources more teams would bring in on the backend.
Comes off a bit reactionary, considering we just got viscerally reminded how necessary such gear could be in a pinch.If we're doing autopsies next turn, it'd be the perfect time to get that ABC gear as well.