Reaching for the Stars - A Stargate Quest

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.
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 / ???
I'm thinking either Iris Heating or Naquadah Analysis would be prudent.
 
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.

Personally, I'm thinking autopsy for what will probably be inexpensive research and most likely give us minor bonuses against Jaffa and bonuses for healing Jaffa. Naquadah we're going to have to do for pretty much any root Goa'uld tech eventually anyway, so it's a solid pick.

Iris heating wasn't really a problem until later in canon, if memory serves. Armor would be good too, better armor is a godsend and always helpful as XCOM has taught me.
 
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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.
 
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.

Art imitates life and in turn, life imitates art.

I'm not working in the defence industry, but I'm old enough that I could and I grew up with the kind of first-person interface this system imitates. Which is not a coincidence. You keep seeing these interface elements because they are useful and unintrusively convey a lot of information.

Just wait for the quest markers set by your sergeant. :V
 
We have a ton of research projects! Which is good, but 3 points a turn is definitely starting to sting. If we're going to try for a plasma rifle by turn 15, maybe we should look into the Weapon Testing Range. Or the Workshop. Or both!
 
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.
 
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.
 
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.
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.

Shoulder rest, pair of hand grips, a trigger and (most importantly) a God damn sight.
 
Don't expect the staff weapons to get magically more accurate because you strap a leftover ACOQ on them. There's a engineering reason for their inaccuracy which will be much harder to fix.
 
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.
 
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.
 
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.
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.

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.
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.
 
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Re the new troops, I think upping the teams to size 5 or six is a good idea. I don't think we'd want to send four complete newbies under Feretti, so some shuffling around might be required. At the same time, shuffling is bad for unit cohesion so idk.
 
A good turn!
I'd throw my hat in for the autopsies myself.
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.

I suppose the key question is how quickly Teal'c and Junior improve. If they aren't improving, rush the autopsy to maybe suss out a better treatment - if they are, it can probably wait til we can take the biolab under Base Improvement.

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.
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.
 
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I do like the autopsy. Among other things, I'm not sure we know how the parasites infect people yet, and we don't want any infiltrators in the ranks. Thankfully our fancy new infirmary should be able to check via x-rays even if the Goa'uld try the back of the throat trick.
 
While abstractly useful the autopsy options will also help us care for Teal'c (and other friendly Jaffa) better if/when he gets hurt again. And of course out of character being able to remove the Goa'uld's grip on the lives of the Jaffa is something we want to make progress on sooner rather than later as I imagine it will be a fairly involved research chain.
 
If we're doing autopsies next turn, it'd be the perfect time to get that ABC gear as well.
Comes off a bit reactionary, considering we just got viscerally reminded how necessary such gear could be in a pinch.

On the other hand, we just got viscerally reminded how necessary such gear could be in a pinch. And it will be necessary if we ever want to explore P3L-3 again with anything other than robots.
 
So about our explorations... None of the worlds is very suitable for the Abydonians to move to on their own. But I think my earlier suggestion of sending them to the tropical world while they gather ice and snow from the tundra world to keep themselves supplied with water is still an option. And regardless we have met our obligation to Daniel so hopefully he starts pitching in from next turn onward.
 
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