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Author Topic: Federal Solar Alliance Colonization Initiative: A Suggestion Game  (Read 5825 times)

Morrigi

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          The Federal Solar Alliance, the official governing body of all mankind, is in danger of stagnation and fracture. Great corporations own nearly a third of the Alliance's territory, some driving entire worlds to ruin through their greed. The government does not have the starships available to act as a galactic police force, and has no practical way of stopping these actions without causing further damage to itself. Further complicating matters, many of these corporations have their own private armies and fleets, giving any aggressive act on the part of the FSA a chance to cost greatly in terms of both resources and lives. Thus, as long as taxes are paid, the military and law enforcement are forced to turn a blind eye. The simple fact is that the government does not have the money to fund a vast police force, so individual planetary governments and the entities owning them are often given free reign.

         Both leading to and because of this, free trade and unchecked capitalism flourishes, often turning into full-fledged war between various factions. Sometimes these conflicts are five-or six way free-for-alls over a particular world or solar system, and others are quietly taken care of behind closed doors. In turn, a huge variety of consumer goods are available, most of which are completely unregulated by necessity. Further complicating this bureaucratic nightmare is the fact that there are not one, but two methods of faster-than-light travel, and the reality behind one of them may be a threat to the known universe.

          The FSA's response to this chaotic situation is to stimulate the growth of new, federally-owned colonies by making easily available the materiél and transport capacity necessary for the founding of such colonies. In doing so they risk giving the general population access to dangerous technology, but this risk is considered an acceptable one.

And so the Federal Solar Alliance Colonization Initiative was born, reaching out across the stars to expand the reach and prosperity of humanity.

          You, until now, were a middle-class technician with a few years of military experience from the local defense force. Seeing the vast amount of goods for sale and the vision of an untouched, virgin world were all you needed to sign up and try to make a name for yourself. Situated in a vast complex orbiting Gilese 581c, preparations are being made to send out a great fleet to previously mapped, but untouched systems.

The year is 2381, and the stars are yours.

Technology
The technology of the 2380's is, of course, vastly superior to current technology in many areas. Nanotechnology, faster-than-light travel, sentient AI, genetic modification, and cloning are all aspects of everyday life, one way or another.

-Military Tech
     While plasma and laser weapons on all scales are available, traditional chemical-propellant firearms are still in wide use, owing mostly to the fact that a weapon made of metal and plastic and firing simple, solid projectiles is far easier to maintain than the heat sinks, power systems, particle accelerators, and focusing lenses of energy weapons. Advances in the weapons we know so well today have, of course been made. LPFs (Liquid Propellant Firearms) and mass drivers (essentially coilguns) are also commonly found on the black market as well as battlefields. Armor has advanced to counter new weapons as well, with commercially viable nanotechnology ushering in a new era of nanocomposites. Meticulously designed on a molecular scale, nanocomposites are many times lighter, stronger, and more expensive than conventional materials and have found uses in every walk of life.

-Civilian Tech
     In the civilian world, massive advances in manufacturing take the front page. While expensive, systems capable of consuming nearly any resource and reorganizing its structure into useful goods have become commonplace. Great starships dwarfing aircraft carriers number in the hundreds and a man may buy a smaller ship as he might buy a sports car in today's society. Advances in medicine have raised the average lifespan to one hundred and fifty, and robots and clones handle many menial tasks across the Alliance.

-FTL
     There are, as mentioned above, two methods of faster-than-light travel. The first is a "traditional" Alcubierre Drive, and the second is rather more complicated. Instead of merely bending space-time, the Rift Drive punches a hole through it to something... else. This other is most often called the Rift and is deserving of its name. Upon entering it, nothing can be seen but the appearance of an infinitely large, ethereal chasm glowing dimly in crimson light. It is said that looking at it for too long can cause horrific madness, and stories abound of ships coming out of the Rift without a living soul on board, with all manner of grotesque ends befalling the crew. That said, the Rift is popular among smugglers and risk-taking traders due to the fact that traveling through it takes far less time than using an Alcubierre drive.
          More disturbing are the reports that similar things have begun happening entirely separate from faster-than-light travel, sometimes in the great arcologies of developed worlds.

          Keeping that all in mind, there are a titanic variety of goods for sale. Habitation modules rated for anything from a midsummer day's breeze to Venusian blast furnaces are available, along with manufacturing units ranging from the size of an air conditioner to a warehouse. Weapons, weapons are being pushed very hard by the marketers. Everything from 20th-century tech assault rifles and handguns to the very latest in pulsed-laser and plasma beam technology are available, as are vehicles from dune buggies to battle tanks. Clone servitors and androids can be bought by the dozen, suited for menial labor up to systems administration, coordination, and ground warfare.

You have $250,000. Spend it wisely.
It should be noted by anyone who's read this that there is relatively little detail in goods here, and less in prices. Simply request information on anything you think we'll need, and the specifications and cost will be provided.
Some guidelines: The cheapest rifles cost less than $300 due to their inferior technology and even more inferior reliability, while a modern infantry plasma gun might cost upwards of $20,000. The cheapest four-man transport vehicle with no bells, whistles, or pressurized cabin will only be a few thousand dollars, while a tank would be pushing ten million. Androids or servitors suited for menial labor will only cost a thousand or two each, but a four-meter tall warbot won't be cheap.

Advice: Keep in mind food, water, ammunition, and fuel consumption. Water is pushing $6 a gallon these days, and military rations aren't far behind. Vehicles and generators are available using every fuel under the sun, with suitably varied practicality.

Most important of all, where the hell are we going? A simple vote on the type and population of habitable planet we should set out for is in order, and a suitably balanced choice will be found.

Don't pack diesel generators for an iceball, or tents for Mars. (Yes, Mars is a fully industrialized world at this point, that was merely an example)

Edit: All catalog stuff goes here.

Standardized Size, Capability, and Power Requirements for Manufacturing Units. Machines dedicated to material conversion or complex manufacturing are capable of twice the work.
Type A: .5 kg/h,  100kg   $4756    6 Electricity
Type B: 1kg/h,    180kg   $7,923   12 E
Type C: 2kg/hr,   324kg,  $13,200 20 E
Type 1: 5kg/hr,   583kg   $22,000 36 E
Type 2: 10kg/hr, 1,049kg $41800  65 E


Food

1 unit of food is required by every man-sized life form every day, along with 2 units of water

Emergency Rations - Freeze-dried rations, these are poorly suited for a long-term diet, though they are very light and easy to transport - $2.6, .15kg

Military Rations - Future MREs, better for your people, but more expensive - $3.64, 1.5kg

Civilian Rations - Traditional food, packaged in sealed containers. - $5.09. 1.8kg

Water - $4, .75kg


Hab Modules

4 Man Tent - $40 2kg

8 Man Tent - $64 3kg

8 Man Prefab Module - $600 1,200kg

8 Man Hermetically Sealed Module
With Airlock - $1,200, 1,500kg

Generators

All-Purpose Combustion Generators

1 kg Fuel per 4 E/h per hour

Fuel - $6/kg

Type A - 4 Electricity/h, 8kg
Type B - 8 E/h, 14kg
Type C - 16 E/h, 26kg
Type 1 - 32 E/h, 47kg
etc.

Vehicles


Vehicle Armor Rating:

None - Can withstand pistol-caliber ammunition only, does not hold up well against energy weapons
Minimal - Marginally better
Light - Can withstand rifles and some energy weapons
Medium - Can withstand anti-materiel weapons in addition to nearly all other infantry weapons
Heavy - Requires dedicated AT weapons to neutralize
Heavy Nanocomposite - Requires heavy AT weapons to neutralize

Fuel - $6/kg
   Can be refined at your destination given sufficient plant material or natural deposits for minimal cost

Scout Bike - $4,800, 135kg
   1 driver
   Very high speed
   1 Fuel/20km
   Unarmored

Scout Buggy - $7,100, 1000kg
   1 driver
   1 Passenger/Gunner
   1 Light Weapon mount
   High speed
   1.3 Fuel/20km
   Unarmored

Light Truck - $12.600, 1400kg
   1 Driver
   1 Passenger
   4 Add. Passenger OR 1,000kg cargo
   Moderate speed
   2.4 Fuel/20km
   Unarmored

Light Cargo Vehicle $17,200, 2000kg
   1 Driver
   10 Passengers OR 12,000kg cargo
   Moderate speed
   3.8 Fuel/20km
   Unarmored

Light APC - $24,000, 1400kg
   1 Driver
   4 Passengers OR 2,000kg cargo
   1 Gunner
   Moderate speed
   3.6 Fuel/20km
   Minimal armor
   

 M1 APC -  $36,000, 8,200kg
   1 Driver
   10 Passengers OR 6,000kg cargo
   1 Gunner
   Moderate speed
   6.5 Fuel/20km
   Minimal armor
    Essentially a modified LCV

M2 APC - $45,000, 18,000kg
   1 Driver
   12 Passengers OR 6,500kg cargo
   1 Gunner
   Slow speed
   9.4 Fuel/20km
   Medium Armor


M-17 Main Battle Tank $8,200,000, 56,000kg
   1 Driver
   1 Gunner
   1 Commander
   Slow speed
   Autoloader
   2 Anti-Personnel Autolasers - Automatic, Opt. Range 700m
   80mm Mass Driver, Opt. Range 3,200m
   70 Fuel/20km
   Heavy Nanocomposite Tank Armor

Personal Equipment

Infantry Armor Rating

Class I - Capable of stopping low-velocity shrapnel, ammunition, indirect, low energy plasma splashback and protection from most edged weapons and some blunt impact. Marginally effective vs lasers
Class II - Can stop rifle shots in protected areas in addition to all class I threats, also somewhat effective against infantry plasma weapons
Class III - Effective against most handheld infantry weapons as well as small explosions in the protected areas, in addition to all previous threats
Class IV - Can stop .50 caliber rifle rounds and absorb enough of the energy to prevent serious injury or death. Can also protect against indirect  laser and plasma emplacements
Class V - Nearly invulnerable to personal firearms, Class V armor requires very concentrated firepower to neutralize. Power armor by definition. Think Halo.

Uniform - $20, 0.5kg
   Available in the color and/or insignia of your choice
 
Tula Arms BM-1 Light Armored Vest - $165, 1kg
   Class I
   Light
   Cheap
   Covers torso only

Andromeda SV4 "Sandstorm" Armor - $275, 3kg
   Class I
   Covers head and torso


Aratech Light Tactical Protection System- $356, 4kg
   Class I
   Covers head, torso, and legs

Tactical Dynamics "Scout" Armor - $1249, 4.5kg
   Class II
   Covers head and torso

Aratech MTPS - $1820, 7kg
   Class II
   Covers head, torso, legs, and arms
   Full Helm

Aratech MTPS Mk II - $3,249, 11kg
   Class III
   Covers head, torso, legs, and arms
     
Aratech AMTPS - $2,390, 11kg
   Class II
   Covers head, torso, legs, and arms
   Vacuum Rated
   Basic Life Support
   Full Closed Helm

Raytheon M-32 Battle Armor - $4120 - 9kg
   Class III
   Covers head, torso
   
Raytheon M-38 Battle Armor - $5,500 - 12kg
   Class III
   Covers head, torso, legs, and arms
   Full Helm
 



Tula Arms BM-57 - $6,250, 14kg
   Class IV
   Covers head, torso, legs, and arms
   Questionable reputation

Wraith Combat Systems "Interceptor" - $8,485, 15kg
   Class IV
   Covers head, torso, legs, and arms
   Full Helm



Wraith Combat Systems "Scorpion" - $18,750, 40kg
   Class IV
   Covers head, torso, legs, and arms
   Full Helm
   Power Armor

Raytheon M-57 - $80,000 - 200kg
   Class V
   Covers head, torso, legs, and armor
   Full Helm
   Power Armor

Orion "Titan" - $95,000 - 220kg
   Class V
   Covers head, torso, legs, and armor
   Full Helm
   Power Armor
   Vacuum Rated
   Life Support
   





   


   
     

   Other Equipment, Androids, Servitors, and Crew available upon specific request, please list items of inquiry.
   
   
 


« Last Edit: March 08, 2013, 09:23:37 pm by Morrigi »
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intelligentmoron

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #1 on: February 23, 2013, 10:36:37 pm »

A roughly earthlike planet in an irregular orbit about a red dwarf star. Lets say the orbital period is around 2 earth years so every 2 years it experiences an immense increase in temperature as it approaches the star and then a decrease as it goes away from it lasting around six months from start to finish.

Due to these wild shifts in temperature it is mostly inhabited by primitive plants, shrubbery, fungi, etc and the majority of animals hibernate during the cold periods. During the warm periods as it nears the sun large, monolithic herbivores scramble to clean the surface of as much plant life as possible before the next cold period and viscious swarming predators seek to eat their fill of meat as well.

The planet becomes geologically unstable during the warm periods also as gravitic forces increase leading to increased geologic activity.

The upside to this is the relative safety of the cold periods and vast abundance of near-surface metals brought about by the constant geological upheaval
« Last Edit: February 23, 2013, 10:50:54 pm by intelligentmoron »
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mainiac

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #2 on: February 23, 2013, 10:58:54 pm »

How much would it cost to buy equipment to themally depolymerize bulk organic matter (i.e. shrubery, grasses, etc.) and then use that to make plastic?  Then we take those plastics and make inflatable habitats out of them.  We make a whole town for colonists that way and attract a bunch of people.
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intelligentmoron

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #3 on: February 23, 2013, 11:06:22 pm »

How much would it cost to buy equipment to themally depolymerize bulk organic matter (i.e. shrubery, grasses, etc.) and then use that to make plastic?  Then we take those plastics and make inflatable habitats out of them.  We make a whole town for colonists that way and attract a bunch of people.
Awww plastic? I was hoping for a steel city of doom and oppressiveness :(
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Gamerlord

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #4 on: February 23, 2013, 11:26:11 pm »

How much would it cost to buy equipment to themally depolymerize bulk organic matter (i.e. shrubery, grasses, etc.) and then use that to make plastic?  Then we take those plastics and make inflatable habitats out of them.  We make a whole town for colonists that way and attract a bunch of people.
Awww plastic? I was hoping for a steel city of doom and oppressiveness :(
Steel would be too expensive. Let's start with plastic, then maybe rebuild it later.

Morrigi

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #5 on: February 23, 2013, 11:30:46 pm »

How much would it cost to buy equipment to themally depolymerize bulk organic matter (i.e. shrubery, grasses, etc.) and then use that to make plastic?  Then we take those plastics and make inflatable habitats out of them.  We make a whole town for colonists that way and attract a bunch of people.
A standard type 1 manufacturing unit would be capable of this and much more, and would mass just under 600 kilograms. It would be able to produce roughly 5 kilograms of material an hour at a cost of $22,000, if given proper feedstock and power. Manufacturing units are capable of both creating building materials and producing complex items, though they are less efficient at both tasks than dedicated machines.

A dedicated molecular converter could manage twice this output for the same size and cost, but would be unable to produce complex items. Vice versa, a dedicated automatic workshop would be able to produce twice as much mass of complex items, but would require processed feedstock.

EDIT: Other stuff moved to first post
Shipping costs are still $0.60 a kilogram, unless... alternative measures are taken.
« Last Edit: February 25, 2013, 03:18:46 pm by Morrigi »
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Doomblade187

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #6 on: February 23, 2013, 11:31:35 pm »

How much would it cost to buy equipment to themally depolymerize bulk organic matter (i.e. shrubery, grasses, etc.) and then use that to make plastic?  Then we take those plastics and make inflatable habitats out of them.  We make a whole town for colonists that way and attract a bunch of people.
Awww plastic? I was hoping for a steel city of doom and oppressiveness :(
We can get Warhammer 40kish later. We have to start out small.
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jaass

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #7 on: February 23, 2013, 11:33:52 pm »

Can we get a basic list of supplies and technologies, plus prices?
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Morrigi

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #8 on: February 23, 2013, 11:35:14 pm »

Second post edited. Anyway, if iron of some sort is found, we can have plenty of steel, though tougher materials like metal, stone, glass, and metalloids require twice the power to process the same job.
 
List of stuff incoming, brace yourselves.

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GreatWyrmGold

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #9 on: February 24, 2013, 12:07:23 am »

A roughly earthlike planet in an irregular orbit about a red dwarf star. Lets say the orbital period is around 2 earth years so every 2 years it experiences an immense increase in temperature as it approaches the star and then a decrease as it goes away from it lasting around six months from start to finish.
Due to these wild shifts in temperature it is mostly inhabited by primitive plants, shrubbery, fungi, etc and the majority of animals hibernate during the cold periods. During the warm periods as it nears the sun large, monolithic herbivores scramble to clean the surface of as much plant life as possible before the next cold period and viscious swarming predators seek to eat their fill of meat as well.
The planet becomes geologically unstable during the warm periods also as gravitic forces increase leading to increased geologic activity.
The upside to this is the relative safety of the cold periods and vast abundance of near-surface metals brought about by the constant geological upheaval
I like this idea. If it doesn't violate the laws of physics.

Oh, and...steel is metal...
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intelligentmoron

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #10 on: February 24, 2013, 12:12:00 am »

I like this idea. If it doesn't violate the laws of physics.
pffft laws, more like suggestions if you ask me.
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Morrigi

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #11 on: February 24, 2013, 12:14:33 am »

Stuff moved to OP.
« Last Edit: February 27, 2013, 02:58:08 pm by Morrigi »
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jaass

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #12 on: February 24, 2013, 02:48:31 am »

Androids, Servitors, and Crew price and tech level
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Funk

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #13 on: February 24, 2013, 07:48:53 am »

how are Androids and Servitors powered and how much stuff will we need to build them?
and can we get the prices for:
solar panels
geothermal Generators
a nuclear reactor(pref breeder type) ?
mining tools(explosives,vehicles,ore sorters and so on)
plant scale defensive weapons

i say we aim to start with tents and build a mining camp and geothermal heated base to hide out the warm time in.
then we have 2 years to mine all the new ores and stuff.

or we just raise a clone army and conquer some where nicer to live.
« Last Edit: February 24, 2013, 07:54:58 am by Funk »
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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kingfisher1112

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Re: Federal Solar Alliance Colonization Initiative: A Suggestion Game
« Reply #14 on: February 24, 2013, 09:49:00 am »

My proposal is this:
A mineral rich ice planet, with hardy breeds of plant. Temperatures can dip as low as -40 degrees Celsius, with the wind making it worse. However, a powerful sun means that the flora is abundant, even if it lacks large trees. The wildlife is dangerous, however, to an unarmed or unarmored person. Simple guns could take them down.

INVENTORY:
Provisions for our 40 Colonists
100 days of MREs: $14.560
100 days of water: $32.000
Total: $46.560
Living Quarters:
5 Prefab Buildings: $3000
Equipment:
15 Assault Rifles: 6000$
3 4 man tents: 160$ ( Loaded in back of truck)
1 Type A Generator: $? ( In back of truck)
3 Type 2 Generators: $?
1000 Kgs of Fuel. 6000$
1 Type 1 Manufacturer: $22.000

Vehicles:
2 Scout Bikes $3600
1 Light Truck $9600

Total: 100.360

Phew, that was some work. Damn maths. This is the bare minimum methinks.
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