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Author Topic: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970  (Read 120905 times)

RulerOfNothing

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #960 on: May 30, 2012, 10:47:10 pm »

Dr James, may we broker a deal? You have lots of money, and I will soon have little. Here is my deal. ALL of my techs, for 20.000.
I'll buy your mass driver and superconductor technology for $10000 if that's alright (since I don't really need the other techs).
« Last Edit: May 31, 2012, 01:47:42 am by RulerOfNothing »
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10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #961 on: May 30, 2012, 11:49:43 pm »

I have a few questions before I do my turn:
  • Have I reached the maximum power of the kerosene fuel?
  • Am I doing anything wrong with regards to getting funding for communications satellites, or am I just unlucky?
Also my astronauts don't seem to have trained since last turn, but there might be a reason for this.
MAx Kerosene is 150%
Just unlucky
Because I forgot.
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RulerOfNothing

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #962 on: May 31, 2012, 01:55:19 am »

Alright then. A few other things:
  • IIRC, advancements in solar cell technology were supposed to go automatically to other technologies that use solar cells (but not objects that already exist). Shouldn't this mean that the two satellites I launched last year have 4 years on the clock now?
  • What limits are there on the size of the external fuel tank that can be attached to something? (i.e. if I have a 3m tall craft, can I put a 3m tall external fuel tank on it)
  • What is the next fuel after kerosene?
  • How do space rovers work? Do I simply say 'develop a geology rover' or is it more involved then that?
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SoHowAreYou

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #963 on: May 31, 2012, 07:29:14 am »

Question: if I were to name my astronauts Flying Dutchmen how many of you would want to hunt me down?
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kingfisher1112

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #964 on: May 31, 2012, 08:40:42 am »

12.500 for them?
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Quote
I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #965 on: May 31, 2012, 10:39:32 am »

Alright then. A few other things:
  • IIRC, advancements in solar cell technology were supposed to go automatically to other technologies that use solar cells (but not objects that already exist). Shouldn't this mean that the two satellites I launched last year have 4 years on the clock now?
  • What limits are there on the size of the external fuel tank that can be attached to something? (i.e. if I have a 3m tall craft, can I put a 3m tall external fuel tank on it)
  • What is the next fuel after kerosene?
  • How do space rovers work? Do I simply say 'develop a geology rover' or is it more involved then that?

1. Oh, I probably forgot. They don't carry over completly though.
2. I don't know if I have said anything on this before, but if I haven't I'd say that you can have one external fueltank per ship and that it can't be larger then your rocket.
3. Don't know. There's no real tech tree
4. Let's just say that a small rover can carry 75 kg, a medium rover 150kg,  (Larger I'll see later). This includes the chassis and wheels, but not powersupply and research equipment. So you can tell me develop those and then mix and match rovers together.
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RulerOfNothing

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #966 on: May 31, 2012, 10:48:47 pm »

Research:
Dr Smith will continue developing nuclear power (free)
Lab 1 with the help of Konrad Becker will reduce the weight of the external fuel tank, and increase the maximum height if weight is reduced to minimum (-$1000)
Lab 2 with the help of Robert Caldwell will develop a 3 metre high fuel tank (-$1000)
Lab 3 with the help of the electronics specialist will continue researching rover technology (-$1000)
Lab 4 will increase the capacity of the 3 person capsule (-$1000)
Research cost: $4000

Design:
None this year.

Construction:
Rebuild Dr Smith's lab (-$4000)
Upgrade the factory to further reduce design costs (-$10000 I think)
Construction cost: $14000

Astronauts:
Recruit at least 0.65 skill astronauts with $5000.
Astronaut cost: $5000

Other:
Aerospace department (year 3 of 5):-$1000
Trade kerosene fuel research for CHASE's spacesuit research.
Make another attempt to get funding for communications satelllites.
Other cost: $1000

Total cost: $24000
« Last Edit: June 21, 2012, 01:35:43 am by RulerOfNothing »
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Nirur Torir

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #967 on: June 01, 2012, 04:16:49 am »

Trade kerosene fuel research for CHASE's spacesuit research.
Ebbor: do I get to use this immediately?
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10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #968 on: June 01, 2012, 10:15:53 am »

Trade kerosene fuel research for CHASE's spacesuit research.
Ebbor: do I get to use this immediately?
Trade happen at the beginning or the end of the turn, depending on how the players decide it to be. They can also happen at both times.

Beginning:
Can use in the same turn
Research done that turn is not traded

End:
Can't use in the same turn
Research done that turn is traded
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Nirur Torir

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Re: The Space Race: Forum game
« Reply #969 on: June 01, 2012, 12:20:41 pm »

CHASE

Research:
Lab 1st floor (Propulsion Expert): Design a 3m thruster, using the XL Safe Thruster as a base. Stats: 8000 max fuel use when fully optimized, 10% safety, doubled weight, and as much fuel efficiency as possible.
Lab 2nd floor: 10m fuel tank capacity
Lab 3rd floor (Shaiming Hu): Gym Station duration ($2000)
Lab 4th floor (Specialized for space stations) (Yi shing): Large Sleeping Quarters' duration ($3000)
Lab 5th floor: 4m space clinic. (With light supply usage per person if it increases the duration.)
Spacelab: Space Heatlh Studies (Share results with Toaster)

Design & Production
None.

Construction
Reinforce Lab 5 to localize explosions. ($2500) [Lowest priority]

Missions:This schedule assumes the economy will somehow remain stable. If it doesn't, just split the bad economy payload into two even shipments and swap the crew somewhere. If one fails ... turn off the power and temporarily abandon the station.
Spoiler (click to show/hide)

Taikonauts:
Tiruin and Taikonauts 1, 5, 6, 8, and 9 will not be training to improve their skills between station stays.
If Taikonauts die in the line of duty, give $1000 to their families. [delayed this year]
In the unlikely event that a crew swapping mission fails, the station crew will receive a bonus for staying out the year.

Other:
Aerospace department investment (year 5 of 5) ($1000) (preferred specialty: Fusion)
Use PR on my launch that gets the water system working, if everything has gone well until then.
Vote on only lighter hulls going open source. Nanobots would be exceedingly dangerous in the hands of terrorists.
Trade spacesuit research for ASTRO's kerosene fuel research (start of turn).
Promise not to compete with ASTRO's radio satellites before turn 35 outside of China.
Give DWARF the Agricultural System blueprints for his continued support.
New mission: by the end of turn 35, I'll have had a person living continually in space for five years. (So, five years to start the mission.)
Press conference: $2000

Total expenses: $21,995
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10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #970 on: June 19, 2012, 12:25:11 pm »

Updates will be unsure for the near future, as I might not be able to acces the internet for longer periods. Definitively not dropped though.
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SoHowAreYou

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #971 on: June 19, 2012, 01:18:12 pm »

Whats wrong with your internet out of curiosity.
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10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #972 on: June 19, 2012, 01:26:23 pm »

Nothing much actually. Just that orange should come to install itt. Otherwise I ll only have periodic or no acces
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RulerOfNothing

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #973 on: June 20, 2012, 02:27:11 am »

Also, we are still waiting on Toaster and kingfisher to put up their turns.
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10ebbor10

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Re: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970
« Reply #974 on: June 20, 2012, 06:16:52 am »

Also, we are still waiting on Toaster and kingfisher to put up their turns.
That might become problematic then.
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