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Build a battleship?

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Total Members Voted: 21


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Author Topic: Terraforming: Suggestion Game  (Read 360263 times)

Urist McDwarfFortress

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Re: Terraforming: Suggestion Game
« Reply #1155 on: April 26, 2012, 02:43:08 am »

I just thought of a very serious potential problem with our maven program.  Since they are all so interconnected, what happens if one of them dies?  At best, it would be the most tragic thing possible for the rest of them.  At worst, it might kill them all.
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Zecro_The_Scourge

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Re: Terraforming: Suggestion Game
« Reply #1156 on: April 26, 2012, 03:16:03 pm »

Upon life signs failing cutoff the psychic link between that maven and the rest. Also when in pain cut off that psychic transmission as well.
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Urist McDwarfFortress

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Re: Terraforming: Suggestion Game
« Reply #1157 on: April 26, 2012, 03:44:34 pm »

Upon life signs failing cutoff the psychic link between that maven and the rest. Also when in pain cut off that psychic transmission as well.
I like the first idea, but not necessarily the second idea.  It seems like you'd be cutting a maven off from vital help just when they need it most.

Also, all that would do would be to save the other mavens from actually experiencing the one's death, which is probably good.  But they would still know that they had died.  What about the psychological trauma of having someone you've known better than is humanly possible dieing?
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Sorry, for a moment there I forgot we were all psychopaths.
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.

Mr. Palau

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Re: Terraforming: Suggestion Game
« Reply #1158 on: April 26, 2012, 03:57:28 pm »

Upon life signs failing cutoff the psychic link between that maven and the rest. Also when in pain cut off that psychic transmission as well.
For the mavens to be effeccctive super soldier we will have to remove the collective ability to feel pain, the mavens will likely not make effective super soldiers unless we do. Think about it, what if you felt all the pain on the battle field at the same time?  Wouldn't that be severly scaring? Wouldn't it be mentally debilitating?

Upon life signs failing cutoff the psychic link between that maven and the rest. Also when in pain cut off that psychic transmission as well.
I like the first idea, but not necessarily the second idea.  It seems like you'd be cutting a maven off from vital help just when they need it most.

Also, all that would do would be to save the other mavens from actually experiencing the one's death, which is probably good.  But they would still know that they had died.  What about the psychological trauma of having someone you've known better than is humanly possible dieing?
That would still not be as bad as feeling every excrutiatingly painful moment as they slowly died.

On second thoughts, in terms of super soldiers these guys would suck. Urist is right, psychological trauma is far too painful for a human brain to take. If they are interconnected to the degree they currently are losing any of them would feel to the others as if they had lost a person more important to them than even a family member. It would be like losing a part of yourself. A part of your being. The loss of one would crush combat effectiveness, and two would render them utterly useless. I don't think they could cope with the pain.
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Maldevious

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Re: Terraforming: Suggestion Game
« Reply #1159 on: April 26, 2012, 04:51:10 pm »

Posting later tonight, last chance for suggestions.
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racnor

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Re: Terraforming: Suggestion Game
« Reply #1160 on: April 26, 2012, 05:14:55 pm »

the maven aren't actually receiving physical feelings from each other, just thoughts.
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Mr. Palau

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Re: Terraforming: Suggestion Game
« Reply #1161 on: April 26, 2012, 05:56:26 pm »

the maven aren't actually receiving physical feelings from each other, just thoughts.
Yes but pain constitutes a thought, and the pyschological trauma would be caused by the extensive emotional connection being severed not physical pain arrising from the death of the person.
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Xvareon

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Re: Terraforming: Suggestion Game
« Reply #1162 on: April 26, 2012, 06:23:32 pm »

This is quite difficult.  Regular human soldiers wouldn't have this problem... at least not on such a scale.  When you're so connected like that, though, losing one would indeed be a severe traumatic event for a Maven no matter how much implantation we put in them.  I question the need to have neuro-implants in combat Mavens at all; we can just give them augmentation as necessary and fit their head with an infolink system so we can transmit messages back and forth and such.  Sure it might cut down on their long-term usability but at least they won't be rendered completely helpless if one of them dies or suffers a serious injury.

> As for our research project...  We should have more than enough power generation already so we'll probably want to hold off on large-scale fusion reactors right now.  See if our techs can come up with a reflective coating of sorts we can sheath our ship and station armor with, this should seriously screw over any attempt to use laser weaponry on us.
« Last Edit: April 26, 2012, 06:35:20 pm by Xvareon »
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Mr. Palau

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Re: Terraforming: Suggestion Game
« Reply #1163 on: April 26, 2012, 07:31:51 pm »

Agreed normal Mavens can't operate as combat Mavens.
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Maldevious

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Re: Terraforming: Suggestion Game
« Reply #1164 on: April 26, 2012, 10:09:28 pm »

After some debate, it is decided that introducing Avians into the Maven program would be ill-advised at this juncture. It is decided that there are still too many unknowns, including an uncertainty as to how the Mavens will react to pain and even death, to make the move at this point in time.

However, after an initial reluctance, the AI advises an additional well-protected colony be be put up on Gaia. The laissez-faire group of colonists chafes a bit at the notion of having a couple of Mavens along as advisors, but eventually relent, as they still lack any other way to travel between planets on a scale needed to found a new colony. A team of mining bots is sent ahead to an agreed upon site and set to digging out a series of survival bunkers, as well as to prepare an earthen mound wall for initial protection. Everything about the founding goes smoothly, and the new colony is set up with 150 intrepid explorers to begin with, in addition to the two Mavens and a small force of security bots.

On Aries, a space academy is set up to prepare humans for work in the burgeoning space force. Amazingly, some of the Mavens stumble onto a previously overlooked set of knowledge in the databases that allows them to become experts at all of the skills necessary to operate and maintain space ships ranging from fighter to capital ship sized. A wave of new recruits floods in, and the first class should be ready in a few months.

Fortuitously, the drydocks and shipyards have worked out their initial kinks, and are well on their way to producing the ships for the new crew to fly. A mix of fighters and frigates, skewed to the former, will be ready for space trials when the first class graduates. The frigates are outfitted with shields, mass drivers, missiles, and lasers, while the fighters have lasers and missiles.

Research continues apace, with two major advances being made. Fusion reactors are constructed on Aries, although further work will be needed to miniaturize them for use in space. Absorptive stealth coatings are also developed, and applied to the new constructions in space. This will make the ships harder to detect and provide additional protection from lasers.

Efforts to construct self-healing battle armor are unsuccessful at the moment, as most of the research momentum is spent in space-related ventures. Small arms technology is similarly stunted; standard ballistic guns are the norm for now.

A one-man shuttle is sent out towards the Moonies, with a volunteer pilot. Tension is high, as messages have been going unanswered. As the shuttle approaches the outer system, it shows several incoming asteroids at breakneck speed coming from the asteroid belt. Too many to be a coincidence. Evasive maneuvers are unsuccessful, and the ship is lost. The Grand Parliament is terrified. Linguists begin poring back over old data, now unsure whether they have been understanding the Moonies this whole time. This is going to be a rough few months.

Time lapsed in system: 3 years, 2 months

Spoiler: Mission Status (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Types (click to show/hide)

Spoiler: Resources (click to show/hide)

Spoiler: System Info (click to show/hide)

Spoiler: Mavens (click to show/hide)

Spoiler: Info about the Avians (click to show/hide)

Spoiler: Info about the Moonies (click to show/hide)
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Zecro_The_Scourge

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Re: Terraforming: Suggestion Game
« Reply #1165 on: April 26, 2012, 10:38:45 pm »

>>::Layout new plans for a dreadnought small enough to be constructed at our drydocks

>>:Design it with a bow ram and rotatable plates around the sides to redirect incoming asteroids

>>:Arm it with BEFRIEND cannons / laz0rs

>>:Name it ark mechanic- You guys get to name it

>>:SEND IT AT MOONIES
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Xvareon

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Re: Terraforming: Suggestion Game
« Reply #1166 on: April 26, 2012, 11:32:32 pm »

Something definitely doesn't want us getting close to those moons... only this time it's far more serious than before.  A few spy drones getting jammed is one thing, a manned reconnaissance shuttle being destroyed is another.  Either they are quite hostile, or they are scared shitless of us either harming them or learning something they would rather have kept secret.  In any case, if that whole asteroid caper was their responsibility, it shows they care enough about keeping us out of their territory to kill one of our people.  And if they can control asteroids, they can easily bomb our planets without getting their hands dirty.  The possibility remains that they may not, of course, but I am through taking chances here.  We need to be able to defend ourselves if they start throwing rocks our way, so we should get some proper ships up and running ASAP.

Here's what I propose...
> Design a frigate dedicated to housing a powerful forward-facing magnetic field array, this should push most planetoids safely away long before they impact a planets surface.


And... Dreadnought?  Our little bitty shipyard can't possibly handle something on that scale, the closest thing we have right now is our AI ship and the GM has made it quite clear that it could indeed be destroyed if we are careless with it (he made a copy of the AI in a bunker underneath Aries).

10ebbor10

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Re: Terraforming: Suggestion Game
« Reply #1167 on: April 26, 2012, 11:51:59 pm »

Use our giant space telescope for recon. As for anti asteroid measures, most asteroid are non-ferric and don't react to magnetic fields. I think a laser based interception system would work better.
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SoHowAreYou

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Re: Terraforming: Suggestion Game
« Reply #1168 on: April 27, 2012, 05:19:38 am »

How about numbers fire thousands of missiles at them some should hit or we should at least see their capabilities.
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Xvareon

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Re: Terraforming: Suggestion Game
« Reply #1169 on: April 27, 2012, 10:07:28 am »

Lasers might work for tiny planetoids but I doubt they'd much scratch a big one.  Need to find a way to reliably crack open a rock that big... maybe we should look into a heavy missile specially designed to fragment an asteroid.  Have it explode in stages for maximum penetration effect then detonate the main warhead once it's reached maximum depth -- i.e, bunker buster.  In any case you're right, we need considerable early warning against these things if we're going to have much hope of stopping them, so go ahead and use the telescope and if our sensors are good enough them too.

We could even make another mirror around Gaia and see how these asteroids hold up to concentrated solar radiation.  As a bonus we could use it to defend the colony; who needs a low orbit ion cannon when you can fry most things on the ground like ants with a magnifying glass? xD

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