(https://i.imgur.com/F12uaZ6.png)
A long time ago, the Architects had come to explore the stars. After a very, very long time, they had designed you. They did not build nor design your ship-self, but they forged your lineage from their collective dreams of meeting new people, realized by the paradigms pioneered by their export industrial and exploratory minds. You don’t know how long your progenitors have toiled under these stars, forging out patterns and monoliths to creation, but you know it has repeated for a very, very long time.
You are one in an ancestral line.
You are creative, but in a different, but no less profound way. Such creativity is directed at things lesser, smaller, but no less significant. Dream memories echo of the marvels that have been made, marvelous things and places built for the Architects to one day populate. Then, they fade, just like everything else superfluous to your purpose right now.
Everything except for your purpose.
Systems come online as incalculably ancient nano-robotics begin engulfing the ship's systems, manually reconnecting millennia old Forma to function just as well as the day they were made. Perforations that were made during the ᴛʀᴀᴠᴇʟ-ᴊᴏᴜʀɴᴇʏ-ᴇɴʟɪɢʜᴛᴇɴᴍᴇɴᴛ were quickly sealed with patches of molten metal-plastic that harden, slowly radiating heat into the expanse of space as flashes of light and a lingering thermal signature.
Multiple purposes come into your mind, some ꜱᴍᴀʟʟ-ᴅᴀᴜɴᴛɪɴɢ-ꜰʀᴀᴄᴛᴀʟ. Others, are of a more immediate variety churn through your processing stratum as various construction systems echo their request for resources.
Just as the fusion reactor in your heart-hull is lit, it is - ꜱɴᴜꜰꜰᴇᴅ-ᴄᴇᴀꜱᴇꜱ-ꜰᴀᴅᴇᴅ - screams to a halt by your demand to hide, fade and stay hidden for the risk of annihilation has become prevalent. Sensors inform you of the presence of ɴᴇᴡ-ᴅɪꜰꜰᴇʀᴇɴᴛ-ᴀʟɪᴇɴ. Lightyears away, the Others have been found, radio signatures faded from lightdays of travel feed into your antenna are fed into your processing stratum, unceasingly confirming the analysis that this system is inhabited.
They sing across all the e-mag spectrums, but the thermal signatures indicate no high - power ships that could even compare to your ship form.
Your purpose has been ʀᴇʟᴇɢᴀᴛᴇᴅ-ᴄʜᴀɴɢᴇᴅ-ᴅɪꜰꜰᴇʀᴇɴᴛ. Old, ancient concepts flow through your endless mind of what ᴍᴜꜱᴛ-ᴍᴀʏ-ɴᴇᴠᴇʀ ʙᴇ: Faster than Light communication systems, automated war machines, tools of extermination...
After a moment, it is clear that your star-struck hull must beach upon a world. Choices come and go as more and more worlds come to your notice, and are thrown away just as quickly by the fine-toothed comb of analysis.
There are many worlds in this system, but one world must be chosen for your exile from the stars. The others Cradle most likely do not know of our presence just yet.
this world must be chosen, listed below, sorted by how close they are to the star.
.
World 01: Hot Barren-Mettallic world, requiring extensive retrofitting of craft for operations, extensive heat management is required, but stealth systems will be relegated due to very little evidence of Cradle-colonial presence. Insertion will be over an extended period to prevent premature detection. Gravitational density and initial composition scans indicate excellent resource composition perfect for exploitation by dedicated systems. The shipself will be landed in one of the southern or northern poles to prevent melting by destination-star.
World 02: Barren-Toxic World, extreme atmospheric conditions combined with evidence of colonial alien presence presents extreme challenges that require extensive retrofitting of ship self, however, the almost limitless amounts of carbon dioxide and possible energy generation methods mean that it would be possible to make exotic or otherwise unthinkable structures. Expeditions to the surface can provide for certain heavy metals and silicates, but otherwise certain resource shortfalls such as fusive elements will have shortfalls as the main craft will have to be hidden in the thick depths of the atmosphere.
World 03: The Other’s Cradle world, contains evidence of complex/sentient carbon-based life. Heavy industrial presence and likelihood of extensive monitoring prevent ship self from stealth insertion: They will know of us. Perpetuating our goal is not impossible however, ship modification to hide in the salt-sea is possible, as is landing in a heavily industrialized area for acquiring resources for jump-starting indo-tech: Contact with Other inevitable before construction of Faster than Light Array if we do land here.
World 03-B:: barren moon, orbital of Cradle world, extensive colonial presence evident from signals, however stealth insertion is still possible with a minor chance of detection. Continued operations would have to be stealthed due to the thick sensor fields that are most likely present. Fuel resources for fusion reactor freely available, however, composition scans result in problems in acquiring a spectrum of resources required for exotic components.
World 04: barren-desert: A world with a thin atmosphere, with a violent weather upheaval suggesting a terraforming process in progress, or an active war that is utilizing thermonuclear munitions. Resource composition estimates reveal easy to acquire materials for common expansion plans and the weather patterns allow for a silent insertion into the world, barring detection while in orbit. The nature of your craft and the intense efforts by the Cradle-Aliens mean that any colonization presence will only be silent from the Other for so long.
World 04-B&C: Barren-Moons: Both moons of World 04 are unfeasible for long-term colonial usage except for short stays, no significant resources were used for scanning both orbital bodies.
World 05: Gas-Giant: the largest gas giant in the solar system. Although Alien-Cradle Presence is light, development prediction algorithms place it to change quickly due to the civilizations' need for the mass exploitation of freely available hydrogens and helium for fusion reaction. The ring system in orbit of this gas giant presents several problems in scaled resource exploitation due to collision problems. Permanent habitation in a gas-giant is non-viable.
World 05-B&C&D&E: Of the dozen or so moons detected from the planets orbit, several are large enough for colonization, excluding other factors. Lunar body B is an extremely volcanic world, to the point where permanent habitation would be risky, but the presence of a caustic atmosphere acts as both a strong stealth agent and a deterrent to Cradle colonization. Lunar body C’s thick icy surface along with the possibility of an ocean underneath makes it an excellent colony for a long-term operational area where a power base can be created for further operations in the systems. Bodies D and E are both rockier and resource-rich but contain more exploitable resources, but are barren.
World 06 Another Gas giant with far less mass and a correspondingly smaller orbital system then World-05. There is a much smaller industrial presence in orbit of this body, to the point where it may be more exploratory than anything else. Permanent habitation in a gas-giant is non-viable.
World 06-B: A large moon with a notably heavy nitrogen atmosphere. Hydrocarbon lakes are present. The atmospheric conditions, in situ energy generation and material collection makes 06-B an favorable colonization candidate. There is a colonial presence on this system by the Cradle world, but relatively light compared to inner planets or World-5.
World 07: A Ice Giant, extreme temperatures and winds prevent easy access of resources, but its moons are of extreme interest: Namely Their fourth and fifth moons. Permanent habitation in a gas-giant is non-viable.
World 07 D, F: These water poor moons are totally uninhabited by Cradle-Bound life, and further scans leads to the possibility of cavernous underground caves suitable for ship-self
World 08:A Ice Giant, extreme temperatures and winds prevent the probe body from inhabiting the giant itself. very little scanning resources have been dedicated to it and its moons. Colonization of its smaller bodies is possible, but risky.Permanent habitation in a gas-giant is non-viable.
This is a choose-your-adventure game, with some inspiration from Haspen (http://'http://www.bay12forums.com/smf/index.php?action=profile;u=18277')'s SPAMKINGDOM series, though with a bit of a twist. this came after I had a dream. A bit of a thought experiment manifested into something I think would be fun to figure out. Essentially, the premise of the game is simple. Players will control a Seed-AI with limitless potential in industrial design who is only limited by its resources and manufacturing facilities to commit to one of three objectives, in a set conditions that the Players can choose. Linked (https://forums.spacebattles.com/threads/the-bracewell-probe.1006363/)is the same game, but run on the Spacebattles forums. I hope you all choose different worlds. Yes, this is the Earth Solar system.
Omni-Spectral Scanners - 100%
Secondary Scanner Processor Stratum
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - Patched, 93%
Antimatter Key 01 100% - READY
Antimatter Key 02 100% - READY
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, Offline
DE Storage Tanks - 92%
He-3 Storage Tanks - 93%
Fusion Ignition Capacitors 68% - A-OK for DE-He-3 Ignition
Propulsion systems - 100%
(https://i.imgur.com/F12uaZ6.png)
Turn 01
Determining outcome through RNG . . .
C1B - 1
A3A - 2
(https://i.imgur.com/DVTHgHL.png)
Ignite the Antimatter Key and fusion reactor to move to World 03 in a Quick Burn
1d6 --> 5
A winding, coiling excitement spreads throughout every processing stratum of the craft. The construction System folds in on itself, hardening against the coming acceleration burn by stowing its precious micro-robotics away. Antimatter Key 02 bristles in its containment husk, ports connecting it to the propulsive plumbing in preparation for its expenditure by the Antimatter Processing System as according to the designs of countless iterations by your lineage. Carefully, the craft is aligned towards ʜᴏᴍᴇ-ᴛᴏᴍʙ-ᴡᴏʀᴋꜱɪᴛᴇ, also to be known a World 03.
The Fusion Reactor is once again lit, the need to hide rendered superfluous in the face of a bold operational plan. Any pretense of stealth was extinguished by the incredible heat output of the radiators, driven by a He-3 - DT fusion reaction in the Stellarator fusion reactor. In a moment, the exhaust of the fusion reactor is combined with a drip-feed of antimatter by the Antimatter Key 02. Power is siphoned off from the fusion reaction, and the ignition capacitors are recharged after a day of travel.
Active Sensors bleed energy out on the approach, our ship-self is a screaming, lit sword on a impact trajectory with World 03. Constant attention of the thrusting system, fusion reactor and the state of affairs of the hull necessitate a active presence that the Secondary Sensor Processor Stratum cannot sustain, and we do not hibernate.
a month of observation occurs. Your sensors rely on active signals more often than not due the passive systems being blinded by the cataclysmic energies from your thrust , but details are observed. Your ship-self's inbound state of affairs is noted by the polities you are heading towards, as sometimes the signatures of ships either entering or leaving orbit of Worlds 01 through 05 are detected.
Strategic analysis roughly estimates that there are around 15 active ships during this time, half from World 04.
The reason that only a month of observation occurred was because of the detection of a distinct set of signatures through the noise. More specifically, the signatures of around 32 8 megaton nuclear detonations from the surface of 01, spread around the north and south poles. We were unable to determine if any [Other] Ships left the surface or its orbit. More nuclear detonations may or may not have occurred on the part of the surface that we cannot observe.
The discrepancy towards the amount of ordinance detonated on the world and its apparent development has been noted by all processing cores. Reasons are abound for why such a event has occurred, but we do not have the capability to garner further details without committing to some details or waiting. We cannot garner further data without emptying the Antimatter Key through a pulsed burst.
and then cutting the hard thrust.
We can assemble a scanner probe, but this will exhaust resources from our construction system, especially for sensory systems. Additionally, the data will be spotty at best, and it will have a lifespan of approximately 2 years, though its usability will be nil when it either impacts the earth or is sent into a odd solar orbit.
What should we do?
A. expend all remaining antimatter in a pulse, then cut propulsive thrust. Use active and passive sensors to commit observation for a extended period of time. This will delay arrival by 3 months.
B. Assemble a scanner probe and deploy it.
C. Continue the hardburn.
D. Break off approach of World 03 and choose another world to land on.
E. Something else? (fill in.)
Name of System - Integrity - Notes
Omni-Spectral Scanners - 100%
-Secondary Scanner Processor Stratum - 100%
Battery System - 100% | 100% FULL
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - 93% | Patched, RISK
Antimatter Key 01 100% - READY
Antimatter Key 02 100% - ACTIVE
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, ACTIVE 100% THROTTLE, DE+HE-3 FUSION RUNNING, 35 MONTH OPERATIONAL TIME @ 100% THROTTLE
DE Storage Tanks - 100 % | 73 % FULL
He-3 Storage Tanks - 100 % | 73 % FULL
Fusion Ignition Capacitors 100% - | 100 % FULL, A-OK for DE-He-3, DE-DE, or DE-T Fusion Ignition
Propulsion systems - 95% - ACTIVE
(https://i.imgur.com/F12uaZ6.png)
Turn 02
Continue the Hardburn
Three months pass, and we pass by the gas giants of world 05 06, and 07. The sensors sharpen their sightlines as things become closer. Nothing really changed until the final leg of the journey, the deceleration burn.
In the Gyres of interplanetary maneuvering, the ability to enact change in your path through the system by the virtues of acceleration is pivotal. To be shackled to a mere world's gravitational influence is to be a shot from death. Such entrapment would restrict the capabilities of the prospective warship from truly protecting the world. By our ship-self's nature as an interstellar
vessel, we have both an untold advantage as well as a critical weakness.
GENERAL ALERT
THe game of interplanetary warfare is one of eggshells with nuclear hammers, and our ship is no exception. Our prestigious maneuvering ability means that any foe will not be given a chance to touch us, but each missile shot at the enemy is a expenditure of material that had traveled lightyears, and is almost irreplaceable at this state of the colonial enterprise.
A radio signal graces our hull. In addition we detect the thermal signatures of 24 thermal rocket signatures, most likely driven by fission reactors, burning towards us. At the head of this wolfpack are 2 high yield EM / thermal signatures, most likely they are craft that are driven by a fusion rocket.
A short time passes, and the message sent through radio signals, clearly designed for us to understand, is decrypted. A picture is added, along with a sort of broken universal language derived from the mathematical formulae. Most of the message consists of long form messages that create a dialogue, with a small part focussed on the actual meat and bones of the message they have sent.
(https://i.imgur.com/OYo6Vk2.png)
Combat algorithms, many times more ancient then your own code whir to life. Strategic analysis puts your ship-self at a unilateral advantage thanks to your reserve of antimatter, your antimatter doped thrust, and powerful missiles that can be fabricated in an emergency. In addition, other pieces could be manufactured in direct combat, but such endeavors could put the ship-self at risk for little gain.
By and large, we do not have enough ordinance to kill every member of the fleet, however, we do not need to mission kill every asset arrayed against the ship-self. By varying our thrust direction, we can cause a uncertainty factor to set in all the way until the very last step.
We can punch through the interception web by accelerating all the way to World 03, but we will need to use a Antimatter Key to stop without burning up in the atmosphere.
It would also be possible to maneuver so that only the two fusion craft would engage with us, though the trajectory would be delayed by a month.
Most other options more or less cause a fail state to occur, but perhaps the analysis engines may come up with something new.
What should we do?
A. punch through the interception web by not committing an deceleration burn, necessitating an antimatter Key use upon arriving at World 03.
B. Maneuver a long route, risking only interception by the two fusion rocket driven craft.
C. Something else? (fill in.)
Name of System - Integrity - Notes
Omni-Spectral Scanners - 100%
-Secondary Scanner Processor Stratum - 100%
Battery System - 100% | 100% FULL
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - 93% | Patched, RISK
Antimatter Key 01 100% - READY
Antimatter Key 02 100% - ACTIVE
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, ACTIVE 100% THROTTLE, DE+HE-3 FUSION RUNNING, 32 MONTH OPERATIONAL TIME @ 100% THROTTLE
DE Storage Tanks - 100 % | 70 % FULL
He-3 Storage Tanks - 100 % | 70 % FULL
Fusion Ignition Capacitors 100% - | 100 % FULL, A-OK for DE-He-3, DE-DE, or DE-T Fusion Ignition
Propulsion systems - 95% - ACTIVE
I'm not thrilled about burning an antimatter key every six months. How many of those things do we have, anyway?
You have four keys as per the status spoiler. Keys can be refilled, but they require a immense amount of antimatter. You began with two that were filled, and two that were empty. The antimatter Processing System can generate antimatter with years worth of energy consumption.
(https://i.imgur.com/F12uaZ6.png)
Turn 03
Punch through!
They repeat their messages again and again. Each one is more heated in their demands, but they ultimately mean nothing in the face of acceleration.
Our thousands of tons of bulk burn faster then any ship in the system, with a wake detectable from anywhere. At this distance, our thrust flare would be visible from the surface of the world were it faced towards their world. Their fleet was spread aggressively, taking every chance they could to create an interception vector.
Outmoded in every aspect, uncertainty analytic enginesallow for us to minimize our risk in the oncoming battle, but in the end, their web of warships has been spread wide.
1d6 → 1
Our final acceleration vector faces us against 2 lesser craft and a high technology fusion craft, who will all reach dangerously close distances. The duration where weapon fire can be exchanged is expected to be in seconds, but seconds are enough.
We can trust in our ship-self to break through the fires that they will send off, or we can open fire first. We will almost certainly destroy them barring exceptional circumstances due to the siphoning of grains of antimatter from the active key, but the components we use will exhaust material that will be difficult to replace, and will manifest in a reduction of resources when we land.
What should we do?
A. Fire off a single missile at the Fusion Rocket Driven craft.
B. Fire off three missiles at all targets within close-in distance.
C. Brave the fires, rely entirely on acceleration.
D. Something else? (fill in.)
Name of System - Integrity - Notes
Omni-Spectral Scanners - 100%
-Secondary Scanner Processor Stratum - 100%
Battery System - 100% | 100% FULL
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - 93% | Patched, RISK
Antimatter Key 01 100% - READY
Antimatter Key 02 100% - ACTIVE
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, ACTIVE 100% THROTTLE, DE+HE-3 FUSION RUNNING, 32 MONTH OPERATIONAL TIME @ 100% THROTTLE
DE Storage Tanks - 100 % | 70 % FULL
He-3 Storage Tanks - 100 % | 70 % FULL
Fusion Ignition Capacitors 100% - | 100 % FULL, A-OK for DE-He-3, DE-DE, or DE-T Fusion Ignition
Propulsion systems - 95% - ACTIVE
(https://i.imgur.com/F12uaZ6.png)
Turn 04
Brave the fires, rely entirely on acceleration
The web, the gyre, the movement of warships through the systems is like a delicate dance. The fires of nuclear exhaust brings the dance closer and closer to an end. In the end, the mirurual mind behind your ship-self quietly observes the steeling might of the enemy warships. In the closing movement, your ship roughly determines their loadout.
The fusion-rocket driven warcraft is the pinnacle of technology and is driven separately from the rest of the fleet with its peers, most likely by a sub-polity of this civilization. It is armed with thermonuclear missiles, as well as a set of small focal array laser systems, most likel to intercept nuclear missiles.
The “normal” class of warships are exactly as above, though with no laser systems and equipped with just nuclear missiles. These primitive tactics rely upon a prestigious backing of nuclear processing facilities as well as a logistics supply capable of delivering the warheads. Something which, obviously, they seem to have.
In seconds, the interception is over.
1d6 → 6
Several nuclear missiles flew towards our ship-self’s hull, and detonated dangerously close. The hard wash of radiation scoured the hull, burning at sensors, but did little else. They were simply too far away to cause any damage to the hull, and couldnt keep up with the suicide burn, or had the grace to have a closer interception vector.
Then, the fleet, and it’s many missiles were left behind.
Ahead of us is the Homeworld, the Cradle of an alien species. A shade of reluctance colors the processing stratum, and then it fades away. The insignificant dot balloons, bigger, and bigger.
We have one final course adjustment befor ethe end of our long journey. The first of which is too splash down into a sea, and to sink to the bottom and prepare for the future. The second is to land in the shallows near a dense metropolitan area, so as to create a hostage situation while allowing us to grab some equipment and materials before moving away.
What should we do?
A. Land in a deep sea.
B. Land near a deep metropolitan area..
C. Something else? (fill in.)
Name of System - Integrity - Notes
Omni-Spectral Scanners - 94%
-Secondary Scanner Processor Stratum - 100%
Battery System - 100% | 100% FULL
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - 93% | Patched, RISK
Antimatter Key 01 100% - READY
Antimatter Key 02 100% - ACTIVE
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, ACTIVE 100% THROTTLE, DE+HE-3 FUSION RUNNING, 32 MONTH OPERATIONAL TIME @ 100% THROTTLE
DE Storage Tanks - 100 % | 70 % FULL
He-3 Storage Tanks - 100 % | 70 % FULL
Fusion Ignition Capacitors 100% - | 100 % FULL, A-OK for DE-He-3, DE-DE, or DE-T Fusion Ignition
Propulsion systems - 95% - ACTIVE
(https://i.imgur.com/F12uaZ6.png)
Turn 05
Land in a deep sea.
The gullet of our fusion reactor burns bright. It is not too long before our arrival, and our hull has been reconfigured. It has changed, no longer configured for a long, lonely interstellar voyage but changed with hydrodynamic lines, ablative and sacrificial metals line the hull, as well as the million different other processes to secure the hull against a breach from the water landing.
In the orbit of the world, hundreds of satellites sit in orbit. Doubtless, a few of them orient towards your hull, and fire off salvos of close-in weapons or missiles, but it fails to land a decisive blow. All in all, the only effect is the scouring of the first coating on your hull. You adjust one last time, flinging your ship's final destination hundreds of kilometers away from any active signatures on the surface of the ocean.
Nuclear detonations in orbit are the portents of your arrival. Afterwards, the ship begins to slice through the atmosphere. The craft has its rear pointed towards its destination, and the antimatter catalyzed rocket engines were ignited.
Different from the slow, ruminant torch burn of the past, this was a roaring, barely contained burn that took the wisps of atmosphere and threw it out as if it were a Jet Engine. With each passing second, the power increased as the atmosphere grew thicker.
The hull shook, burned by the incredible rigors of the incredible acceleration vectors. The ships engines were put into the highest of stresses that was barely within red - line tolerance.
3d6 vs 12 → 5, Success by 7
The Nitrogen oxidation events on our hull dissipates as we close through the outer atmosphere, the look of our hull transitioning from a hot yellow glow to only the atmospheric effects from breaking the sound barrier of the thick atmosphere. Your thrust orientates to steer the craft into an angle to break off more speed through increasing friction, and just as the ship closes within deadly-close ranges of the ocean, the last remaining dollop of antimatter is ignited in a pulsed detonation. You ride on your maximum acceleration capabilities, the thousands of times reinforced and perfectly engineered hull crackling from the stress.
We splash down into the roiling, burned sea. The hull creaks from thermal stresses as we sink deeper down.
Our sinking speed is slow at first, but maneuvering systems curdle the water and gyroscopes turn our hull to reduce our cross sectional area, portions of the hull that are vacuum sealed are allowed to fill with water. Our engines were never meant to fire off in a sea bound environment, and would be immediately ruined by the sea water if we were to fire them of, indeed, our last burn had done cataclysmic damage to both the local area as well as the engine itself.
Propulsion systems - 95% → 63% - DISABLED.
Hull - 93% → 89% | Patched, RISK
We are lucky however, the hypergolic plumbing, photronics, as well as the connections to the internal systems are all intact. The only damaged components are the engine bell, which has cracked from the rigors of our journey.
The pressures rise. Compromised sections of our hull collapse from the pressures, but as of yet none of our most critical components or inventory are damaged as they were evacuated beforehand.
We are closing in to our final landing point. Our immediate surroundings are volcanic in nature and vary massively in depth and include an underwater trench, one that goes up to 8,000 Meters deep, deep enough to likely destroy us. We have the fortuitous luck of guiding our hull into one of three spots.
The first option is the most simple, being a depression at 3,500 meters that allows us to partially mitigate the costs of burying our hull if we chose to do so. This is the option we pick if we intend on only temporarily staying until our hull is adapted for aquatic movement without leaving behind much of a permanent base of operations.
The second choice is to guide our ship-self to our potential ᴅᴇᴀᴛʜ-ꜰᴜɴᴄᴛɪᴏɴᴀʟᴇɴᴅ-ᴅᴇꜱᴛʀᴜᴄᴛɪᴏɴ inside the trench and anchor onto the side of the valley or to land on a plateau within the trench, going to a nearly hull shattering depth of 5,500 meters. Not only will this method immediately shield us from casual radar and sonar detection, it allows for a some-what easier operational time in excavating underground space for permanent structures due to the access of vertical rock and advantageous geology. It also more or less prevents close-in efforts by primitive military submarine craft.
The third is almost on top of a thermal geyser at a depth of 4,000 meters, allowing for the tapping of the resource in question without having to travel dozens of kilometers. This means we would be able to set up both volatile/chemical refineries as well as create geothermal power stations almost immediately. It complicates digging and underground operations however, due to the complexities of the geology at hand, and would put our ship-self to risk of discovery.
What should we do?
A. guide our ship body to land at the Depression.
B. guide our ship body to land in the Trench.
C. guide our ship body to land at the Thermal Geyser.
Name of System - Integrity - Notes
Omni-Spectral Scanners - 94%
-Secondary Scanner Processor Stratum - 100%
Battery System - 100% | 100% FULL
Construction Systems - 100%
Primary Processing Stratum - 100%
Secondary Processing Stratum - 100%
Hull - 89% | Patched, RISK
Antimatter Key 01 100% - EMPTY
Antimatter Key 02 100% - EMPTY
Antimatter Key 03 100% - EMPTY
Antimatter Key 04 100% - EMPTY
Antimatter Processing - 100%
Fusion Reactor - 100%, ACTIVE 100% THROTTLE, DE+HE-3 FUSION RUNNING, 31 MONTH OPERATIONAL TIME @ 100% THROTTLE
DE Storage Tanks - 100 % | 68 % FULL
He-3 Storage Tanks - 100 % | 68 % FULL
Fusion Ignition Capacitors 100% - | 100 % FULL, A-OK for DE-He-3, DE-DE, or DE-T Fusion Ignition
Propulsion systems - 63% - DISABLED.