This game is inspired by
Kerbal Space Program and 10ebbor10's
Space Race forum game. It will be simplified and abstracted. It will start out on the harder side of science, then probably shift until it's a more marshmallowly consistency. Players are not expected to survive a full term.
Players each take on an important role in Kerbal Space Program: Systems Engineers, Vehicle Engineers, or Kerbalnauts. Each player is assumed to lead one team of undefined size. Kerbals are not very bright at all. The play term is
9 years, at which point, if the player is still even alive, they will be added to the hall of shame and retired, as a waitlister is cycled in. Players may immediately rejoin the waitlist, and continue with a new character on the next turn if it is empty.
Sign-ups are NOT first come. The waitlist is. I will choose six players to start, hopefully two of each specialty. I'll try to keep a minimum of one of each specialty at any one time.
Name:
Specialty: (Systems Engineer, Vehicle Engineer, or Kerbalnaut. -1 to tasks unrelated to the chosen profession.)
Why you should be chosen for KSP, in 100 words or less:
Each turn, the players may choose to design (or improve) a vehicle, design/invent/improve a system for a rocket, or try to pilot a vehicle. Any player may do any tasks. Multiple people may fly the same vehicle for better rolls, space permitting.
Successes may grant more funding to KSP, which will in turn reward that player with more money to work with. A vehicle or part may be designed to be cheaper/more expensive, or an existing vehicle design may be made cheaper/more expensive. Changing the price in the design phase will have more of an effect, and the player will have more control over the results.
* is an arbitrary unit. When more is better, 4 is great and 5 is exceptional. You're better off without a high price or weight. - is for negatives.
Prototype Single Command Pod
Crew: 1
Control: *
Durability: *
Life Support: *
Weight: *
Price: *
Prototype Probe Core
Unmanned.
Control: *
Durability: *
Weight: *
Price: **
Prototype Small Liquid Fuel Engine
Control: -
Durability: *
FuelUse: *
Lift: **
Price: **
Safety: -
Weight: **
Mk I Small Jet Fuel Engine
Lift: **
Durability: **
Price: **
Weight: *
Prototype Small Solid Fuel Booster
Control: ---
Lift: ***
Durability: *
Price: ***
Safety: --
Weight: **
Special: Cannot be turned off
Prototype Small Liquid Fuel Tank
Fuel: *
Durability: *
Price: **
Safety: -
Weight: *
Mk I Small Jet Fuel Tank
Fuel: ***
Durability: **
Price: **
Safety: -
Weight: *
Mk I Small Jet Fuel Air Intake
Durability: **
Price: *
Weight: *
Special: Only works in Kerbaline atmosphere. Required for jet engines.
Mk I Wings
Control: **
Durability: *
Price: *
Weight: *
Prototype Rocket Body
Durability: **
Price: **
Weight: **
Mk I Support Strut
Durability: *
Price: *
Weight: *
Prototype Detachment:
Durability: *
Price: *
Safety: --
Weight: *
Mk I Retractable Wheels
LandControl: **
Price: *
Weight: *
Mk II Car Wheels
Control: ---
LandControl: ***
Price: *
Weight: *
Prototype Solar Cells
Durability: ---
Power: *
Price: ***
Safety: -
Weight: *
Prototype Liquid Fuel Generator
Durability: *
FuelUse: *
Power: *
Price: *
Safety: ---
Weight: *
Prototype Communications Antenna
Durability: -
PowerUse: *
Price: *
Weight: *
Having typed all that up, I'll now say that the exact stats don't really matter to me. Rather than adding things up and doing strange math, I'll roll for each of the vehicle's stats, and generally guess at what each stat should be after looking at the parts used and the roll. Obviously, lots of dangerous parts will probably make it explode on the launch pad, even with a good roll for design safety.
V1
Prototype Probe Core, Prototype Rocket Body, Prototype Small Liquid Fuel Engine, Prototype Small Liquid Fuel Tank, Mk I Wings, Prototype Communications Antenna.
Unmanned
Control: *
Integrity: *
Spare lift: *
Fuel: **
Safety: -
Size: *
Weight: *
Price: *
This rocket will land roughly in the general direction of the target it's fired at, if it doesn't explode on the launch pad or get intercepted by a bird.
It has enough fuel to reach a stable orbit around Kerbal.
Bill: I'll improve the efficiency on the small liquid fuel engines. I'll do so dangerously to get that bonus you should have added to the OP but couldn't find room for outside of this.
Clair: I'll design a new engine, the Clair-1 liquid fuel engine. I don't care about Jane's life, as she's not even real, so safety doesn't matter. Just make it fuel efficient. <PMed: I want it to explode if it's kept on a low burn for a while, like during careful maneuverings ... Jane insult my favorite fanfic.>
Denise: I'll fix up the Thunderbird's Safety. Do so safely, even if it means less of an effect.
Elizo: I'll design a rocket interceptor with the command pod, liquid fuel engines and tanks, wings, and a plane body. I want it capable of getting into orbit. Try to keep it light and fuel efficient. Make it expensive.
Fabio: I'll build a V1 out of cheap materials and launch it at our neighbors.
I also need the following settings:
Political Stability: WWIII / Hot / Cold-war / Warm / Neutral / Calm / Pacifistic
Random Events: Chaotic / Many / Some / Few / None
*Special* difficulty: Supreme System Overlord / <SEG-FAULT ERROR! SHUTTING DOWN!>
Let me know what I forgot to add here.
Waitlist:
1 - BFEL