![]() After all, it was just a matter of installing some grating for the floors, getting some toolcases and workbenches set up, replacing the old junction box, and hooking up the new machines to the grid. And yet, in your naivete, you thought that your input wouldn’t be needed. You knew how stupid people could get when it came to machinery, electronics, or…well, anything, really. You knew it was probably a bad idea to leave the refurbishment of the maintenance module to people who weren’t really trained for it. It’s not a perfect solution, given that you’re relying on people who are untrained in combat for the defense of your station, but it’s better than being completely unprepared. Sadly, your resources are limited, forcing you to settle for either bigger guns or an actual security team.Īs such, you quickly get your crew to work on installing security cameras and sensors, preparing lockers for weapons and armor, and even setting up a holding cell for troublemakers. The submarines you’d served on with the most guns rarely got damaged as much as ones with fewer armaments, and a well-armored officer can hold their own against most things small enough to crawl inside of a station. Under ideal circumstances, you’d love to enforce peace through superior firepower. You’re pretty sure that the only places that don’t have to worry about being attacked by pirates, cultists, or fish are the stations near the surface, and that’s just because the stations deeper under the ice are acting as bait. If there’s one thing that nobody on Europa wants to skimp out on, it’s security. Too bad your crewmen couldn’t be bothered to wait that long before getting themselves hurt. There’s just a little more work left to go, and then all you’ll be waiting on is a doctor to make use of it. You managed to find the problem before any of your crew were put at risk, you were able to avoid having to scrap the module completely, and you still managed to make some progress. While unfortunate, it could have been worse. Worse still, you only noticed this after most of the newly installed wiring and electronics was ruined by seawater, forcing you to begin the arduous process of repairs. As it turned out, the clean-up crew had done a poor job of repairing several Mudraptor holes, causing the module to regularly leak and opening the entire module to the risk of being flooded. Sadly, the module you selected to establish your station’s first clinic was slightly more damaged than you had thought. Wreck Salvaging: The nearby seabed is littered with submarine wrecks, and while you have no doubt most of them are beyond repair, you can at least get some useful materials and equipment from them. By sending out a few friendly greetings and shaking down visiting crews for info, you can get a better idea of what your neighbors are like. Diplomatic Outreach: As it stands, your station is isolated from the local trade routes and rumor mills. By taking advantage of the old mining equipment that was left behind by the station's old inhabitants, you can cut out your own little piece of the market. It just so happens that you have plenty of aluminum nearby, along with the tools to get it out of the ground. Basic Mining Module: The industrial stations near the surface are always hungry for more raw materials. ![]() Getting some more tools and preparing a place to store them would be really, really handy in keeping everyone alive. Unfortunately, your station happens to lack most of these tools, and your mechanics are getting a little annoyed at having to drag the few they do have everywhere. Restore Maintenance Module: It takes a lot in order to keep machinery and equipment running on Europa, a fact that you are well aware of. If you want to keep the pirates, rebels, and wildlife at bay, you're going to need security guards, and if you want those, you'll at least need somewhere to store their guns and armor. You don't have any guards, you don't have any means to control station defenses, and you don't have any armories or holding cells. Restore Security Module: Your station's security systems are, to put it bluntly, nonexistent. Turning one of those damaged modules into a small clinic would help out a lot with any potential medical problems. All it would take is one good outbreak of Bloodlung or a single breach by Mudraptors to overwhelm what few medical capabilities you do have. Restore Medical Module: Your ability to treat injured or sick personnel is practically nonexistent. ![]()
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