Fusilier:
Actually, on second thought, are you guys planning on doing anything more that might require combat or meeting new people withing say, 2 weeks?
If not, this might be a good time to wrap everything all up and push ahead to get everyone healed up and ready to go again.
I think that it all depends on how
difficult some of these things are. Taking it task by task my opinions are as follows:
B) Tasks needing to be done on site but which will take more than a couple of hours:
- fix the vehicles that have been largely cannibalized (two civilian autos, a delivery truck and a BTR-60) - will require a significant amount of work and parts
- this may be beyond our skills and we'll need to trade for the parts anyway and is only possibly worth roleplaying through in detail if we're getting the parts to repair the BTR-60
C) Tasks needing to be done offsite by recce parties:
- build up stocks of non-perishable food
- we may be able to trade some of the equipment, salvaged items and salvage site information for food but that's probably not worth roleplaying through
- see if the wreck of the M113 is still where we left it and whether anything can be salvaged from it (including towing it back to the compound)
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
- see if the wreck of the BTR is still where we left it and whether anything can be salvaged from it (including towing it back to the compound)
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
- obtain more transport -
- we may be able to trade some of the equipment, salvaged items and salvage site information for a vehicle but that's probably not worth roleplaying through
D) Long term tasks that can be done "off camera" later on:
- find out what happened to Lt. Boswell
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
- find out details of Wright's mission and details of the "rewards"
- I think that this certainly needs to be roleplayed through in detail if/when it happens
- find out more about the missing ammo ship
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
- work out who we want to hand the compound over to and what we can trade that for
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
- work out who we can trade the salvaging information to
- if there is a potential "encounter" involved with this then it's worth roleplaying through in detail, otherwise it could probably be summarised
I think that shortcutting as much as possible of this sounds like a good idea though. The problem is food however - currently we have the following in the stores:
MRE Rations (15 units - suitable for 15 man/days)
Domestic Rations - Small Box (25 meals)
Domestic Rations - Large Box (75 meals)
x25 man days of postwar domestic food (mostly non-perishable)
We also have about 22 people to feed (depending on who exactly you include) so that means that we've got enough food to feed our unit for about 3 to 4 days.
That raises a question though. As we're still reporting to the IB can we still draw food rations from them? If we can't then we need to work out how we're feeding ourselves, particularly if we're sitting tight while people heal up.
We're sitting on a potential salvaging goldmine but I think that we need to start trading much of it away to feed ourselves and to build up non-perishable food stocks for when we start travelling.
Another thought concerns fuel. I don't think that we have a still anymore but can we draw fuel supplies from the IB anymore? If we can then we need to stock up fully and also fill as many jerry cans as we can on the quiet.