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Author Topic: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970  (Read 121239 times)

Nirur Torir

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #420 on: March 11, 2012, 04:34:43 pm »

CHASE

Research:
Lab 1st floor: Research 3m tall safe thrusters.
Lab 2nd floor (under Yi Shing): Space Stations, theoretical.
Lab 3rd floor: Life support, theoretical.

Design & Production
Nothing.

Construction
Launchpad: Support taller rockets ($5000)

Missions:
None.

Taikonaut Training:
Recruit two great (8+ on a scale of 10) scientists or engineers. Inexperienced candidates are allowed if they show particularly good potential. Candidates must be physically fit. Piloting experience is non-essential. ($5000)

Other:
Aerospace department investment (year 2 of 5) ($1000)

Total expenses: $14,000
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Kashyyk

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #421 on: March 11, 2012, 04:36:06 pm »

rp in a bit

Research
-Dr Faust will stabilise the large thrusters more
-Team two lightens the Single Stage hull

Design
'Vengador' by Alexis Solsona
Height: 3m
Weight: 784.5kg
Thrust: 562.5kg (1125 at 500km)
-Single Stage Hull (4m) = 300kg
-Small Thruster (1m) = 50kg
-Fuel Tanks (2m) = 250kg
-Thermobaric Warhead (1m) = 184.5kg

Construction
Build three 'Vengador's
Build three 'Mano de Ayudo's

Other
Offer the Generalissimo all the Vengador's, and demonstrate with one of them (by firing it at something) in a hope to get some military funding for more.
Offer to sell the German's some rockets. Enquire to the Generalissimo whether it would be acceptable to sell to the Austrians as well.

Expenses
3.5k (1k Thrusters, 1k Hull, guessed 1.5k for Rockets)
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ansontan2000

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #422 on: March 11, 2012, 06:13:38 pm »

Uh, Kingfisher? We agreed to share tech, remember?
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #423 on: March 12, 2012, 02:09:03 am »

10ebbor10, I would like to know about the feasibility of the following researches:
  • Studying my thruster technology in order to get a better theoretical basis for future thruster designing.
  • Developing better computers to put in my spacecraft components to make them more effective.
  • Designing a specialised lander module that reduces the cost of landing on another body.
  • Developing small thrusters for delicate maneuvering.
Also, how does putting multiple engines on the same level work?
« Last Edit: March 12, 2012, 04:18:44 am by RulerOfNothing »
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kingfisher1112

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #424 on: March 12, 2012, 03:49:43 am »

Sorry ansotan.
Share everything!
Research: A sensor suite capable of detecting things from the orbit.
Solar cells for space stations.
Manufacture:
5 Creepers, outfitted with explosives.
Other:
Invest 2000$ in a local university for some scientists for 5 turns to PERMANATELY raise my Scientist chance.
You're goin dowwwwwwwwwwwwwn
« Last Edit: March 12, 2012, 06:33:32 pm by kingfisher1112 »
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Quote
I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

ansontan2000

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #425 on: March 12, 2012, 05:25:45 am »

Player name: Anderson Spaceman
C.A.S.P
Canada
Research: German scientist work on making thrusters more powerful
Research into a lighter hull.

Designs:
Timed Blaster T-12 V.I:
Spoiler (click to show/hide)


Other: Send anything we learn in this year to the Austrians, for them to use, EXCEPT the gains from the American Trade. (sorry Kingfisher)
Trade techs with the Americans (i give them higher capacity fuel tanks, for their more efficient fuel)
Take perk for ‼SCIENCE‼
« Last Edit: March 14, 2012, 09:05:41 am by ansontan2000 »
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #426 on: March 12, 2012, 11:36:22 am »

Research: A sensor suite capable of detecting things from the orbit.
And theoreticaly research Nuclear powered engines. You know that's going to take awile do you?
Manufacture:
5 Creepers, outfitted with explosives. You current rocket factory can only create 1.5(actually a bit less)Creepers a year. Luckly you do have a prototype ready.
Other:
Invest 2000$ in a local university for some scientists.You know this'll mean you'll only get a very small chance of getting a scientist
You're goin dowwwwwwwwwwwwwn
Player name: Anderson Spaceman
C.A.S.P
Canada
Research: German scientist work on making thrusters more powerful
Research into basic nuclear weapon-mounting on rockets. You know that's going to take quite some time , do you.

Designs:
Timed Blaster T-12 V.I:
Spoiler (click to show/hide)
Other: Send anything we learn in this year to the Austrians, for them to use, EXCEPT the gains from the American Trade. (sorry Kingfisher)
Trade techs with the Americans (i give them higher capacity fuel tanks, for their more efficient fuel)
Take perk for ‼SCIENCE‼This seems outdated?
10ebbor10, I would like to know about the feasibility of the following researches:
  • Studying my thruster technology in order to get a better theoretical basis for future thruster designing.
Probably not, but you can try to research different types of thrusters. For instance currently you have the standard cone thrusters but there are many other types around.
  • Developing better computers to put in my spacecraft components to make them more effective.
You comps will weight, but I've allowed these things before. Note Increasing safety and such yes, but a computer can't mysteriously increase thrust.
  • Designing a specialised lander module that reduces the cost of landing on another body.
You can design a lander that lands on the moon/planet while the rest of the spaceship stays in orbit. I even got calculations ready for that.
  • Developing small thrusters for delicate maneuvering.I think you want to get the in and out of orbit cost away. In that case no. Small, refuelable thrusters for stations and such YEs
Also, how does putting multiple engines on the same level work? Research a tech( Synchronized ignition and thuster coupling) and you're done. You do need to provide fuel for all thrusters though.
rp in a bit

Research
-Dr Faust will stabilise the large thrusters more
-Team two lightens the Single Stage hull

Design
'Vengador' by Alexis Solsona
Height: 3m
Weight: 784.5kg
Thrust: 562.5kg (1125 at 500km)I remember saying something about this. Sadly I can't seem to find it.
-Single Stage Hull (4m) = 300kg
-Small Thruster (1m) = 50kg
-Fuel Tanks (2m) = 250kg
-Thermobaric Warhead (1m) = 184.5kg

Construction
Build three 'Vengador's
Build three 'Mano de Ayudo's

Other
Offer the Generalissimo all the Vengador's, and demonstrate with one of them (by firing it at something) in a hope to get some military funding for more.
Offer to sell the German's some rockets. Enquire to the Generalissimo whether it would be acceptable to sell to the Austrians as well. I assume you're trying to sell to the governement

Expenses
3.5k (1k Thrusters, 1k Hull, guessed 1.5k for Rockets)
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #427 on: March 12, 2012, 11:51:39 am »

Alright. Just to clarify: would it be possible to develop a "computerised" thruster that has better efficiency because the computers can control the flow of fuel better or something? And what category would a planetary/lunar lander fall under?
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #428 on: March 12, 2012, 11:53:58 am »

Alright. Just to clarify: would it be possible to develop a "computerised" thruster that has better efficiency because the computers can control the flow of fuel better or something? And what category would a planetary/lunar lander fall under?
Nah, your thruster are already efficient and flow of fuel simulation in real time is very CPU intesive.( Also, might mess with balance)

Chassis design: You are designing a seperate spaceship. (Calculation wise it is counted as a payload)

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Toaster

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #429 on: March 12, 2012, 01:55:00 pm »

Crap.  I could have sworn I remembered to edit out that thrust.  That's what I get for copy/pasting old turns.   [Not that it'll stop me from continuing to do it.]


Urist was pleased with the research.  The "Space Shuttle" design looked very promising, and would save much money in the future.  Being able to repeatedly launch it would be extremely cost-effective.

It was time to diversify research.  The Space Shuttle was far too heavy to launch at this point, but there was plenty of room for improvement.  Urist figured that some "booster" rockets would now be useful additions to his component stable.  He also had an idea for integrated computer systems that would improve safety of the rockets, given that many future launches would be manned.

There was much work to be done.  Always much work.



Research:
Space Shuttle:  Decrease the weight.

Booster Rocket:  Design a simple booster rocket.

Monitor System:  A computerized monitoring system to increase the safety of launches.


Designs:
None today, but just you wait!


Building:
Build a Space Expo Center- a tourism/business department with the intent of attracting high-quality personnel to work here.  (Same as the perk, basically.)


Other:  Recruit a Scotonaut.  Make sure he's at least half decent.  Spend 2k on recruitment.


Expenses:  10k  (3k research + 5k building)
« Last Edit: March 12, 2012, 02:04:48 pm by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #430 on: March 12, 2012, 02:00:39 pm »

[I copy the turns too]

Also, no recruiting budget? I'll see what I can get for you.
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Toaster

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #431 on: March 12, 2012, 02:04:25 pm »

Eh.... I better throw 2k at it.  I'll edit that in.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Toaster

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #432 on: March 14, 2012, 08:50:29 am »

What's this doing on page four?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #433 on: March 14, 2012, 08:54:02 am »

What's this doing on page four?
Waiting for me to update. Waiting for Ghazkull.
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 11: 1956-1957
« Reply #434 on: March 14, 2012, 10:17:35 am »

10ebbor10, if I want to put 3 people in space at the same time, can the life support module do this with enough research or do I need to research a bigger life support module or some sort of space capsule? Also, does the life support module allow me to do EVAs (assuming that I had developed EVA suits)?
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