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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36162 times)

3man75

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #390 on: March 07, 2014, 10:40:23 am »

What kind of planet is this?
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #391 on: March 07, 2014, 05:36:37 pm »

Full description here, but basically it's mostly rock and water, has a 40 Earth-year day, and has unstable weather over the sunside oceans and the terminator.  There is red algae that lives in the ocean, and gets spread around often by storms, making everything sort of red.
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Nunzillor

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #392 on: March 07, 2014, 05:51:13 pm »

Is it confirmed that there are no other life forms?
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #393 on: March 07, 2014, 05:58:54 pm »

Well, get things underground and secure ship?

Dang ninja. No, its not confirmed, because things. Like we havent LOOKED yet.
We just got here.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #394 on: March 08, 2014, 04:45:21 am »

Spoiler (click to show/hide)

Quite annoying that we don't have any idea how much various stuff costs. Would be nice to know how much power suits, or some new drilling vehicles would cost us.

Anyway: priorities.

1) We must find metals or alternative resources of some sort.
2) We need to atmospherically seal our underground compound, so that we can expand our population
3) We need to start rapidly expanding our industrial base.
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escaped lurker

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #395 on: March 08, 2014, 06:04:11 am »

I agree to all those points, and also would deem that more mining equipment should be our top priority - after the aforementioned saftey procedures, that is.

I would suggest that we also use the Production Action from the Machine Shop - Even if it only assembles those parts that the APL would have problems with.

We need 8 people to move the Sonar Mapper. Which we should do, within reason. I actually think we really should scan "all of the base", lest we breach the caverns! ... or something. No, really - structural damages could lead to a cave-in of our caverns. Not something we want to possibly happen.

Edit: Yeah, it does. I thought about adding some errand-boys previously, to speed up the transfer of goods, but then thought otherwise - and forgot to delete that part. Either way, fixed ><. (As in - Deleted for my convience.) ;3

Either way, even if it is 4 Manpower, we can also spare those. Not like we have a timesink where they would be worth it more than here.
« Last Edit: March 08, 2014, 06:42:14 am by escaped lurker »
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #396 on: March 08, 2014, 06:19:48 am »

The machine workshop uses 4 people, not 2.
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TopHat

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #397 on: March 08, 2014, 08:00:57 am »

Might as well post an action list:
Spoiler (click to show/hide)
Based off of Ebbor's, moved extra manpower from VR pod to the Damage Control bay, changed the APL orders slightly, moved one manpower from construction to storm-watching.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.
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