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Author Topic: Build a Colony: The Tragic tale of Rearden's Arms  (Read 45272 times)

evilcherry

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Re: Build a Colony: Yet again
« Reply #30 on: August 14, 2013, 11:51:31 pm »

Not really a suggestion, but it sounds like the Robot route could led to more interdependence, while the clone route has lower startup cost but suffers from economies of scale.

10ebbor10

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Re: Build a Colony: Yet again
« Reply #31 on: August 15, 2013, 03:47:54 am »

Not really a suggestion, but it sounds like the Robot route could led to more interdependence, while the clone route has lower startup cost but suffers from economies of scale.
The problem with the clone route is that people proposed 200+ different genetic mutations to try out, which drowned out all other suggestions.

Note: Large hydroponics is listed as medium hydroponics

Spoiler: Suggestion List (click to show/hide)
« Last Edit: August 15, 2013, 07:55:17 am by 10ebbor10 »
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RulerOfNothing

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Re: Build a Colony: Yet again
« Reply #32 on: August 15, 2013, 03:51:46 am »

Not really a suggestion, but it sounds like the Robot route could led to more interdependence, while the clone route has lower startup cost but suffers from economies of scale.
The problem with the clone route is that people proposed 200+ different genetic mutations to try out, with drowned out all other suggestions.
While that was somewhat unfortunate, what's to say we won't get something similar with robots?
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Evil Lincoln

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Re: Build a Colony: Yet again
« Reply #33 on: August 15, 2013, 03:53:34 am »

Not really a suggestion, but it sounds like the Robot route could led to more interdependence, while the clone route has lower startup cost but suffers from economies of scale.
The problem with the clone route is that people proposed 200+ different genetic mutations to try out, with drowned out all other suggestions.

If it's really a problem they can go get their own thread or something. I don't really see that much of a problem with it anyway, you guys talk forever about any decision regardless of whether there are clones or not.

kaian-a-coel

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #34 on: August 15, 2013, 05:17:03 am »

I'd rather go with robots and pray that customisation suggestions wont drown the game into oblivion.
For the animal, I suggest the shark. Generic one. Possibly the blackfin, or the fox shark. Whatever.

I fully expect our takeover to involve "peaceful" exchanges of !!FUN!!.
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Gamerlord

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #35 on: August 15, 2013, 05:26:38 am »

Hammerhead shark for an animal.

Also, for equipment here's some simple guidelines I think we should follow:

-basic equipment from each category. we need to be flexible at first.
-equal amount of clones and robots to begin with, we can decide which is better later.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #36 on: August 15, 2013, 05:32:09 am »

-equal amount of clones and robots to begin with, we can decide which is better later.
That's problematic. Because for the clones, we'll need to build a cloner, extra food production and extra living space . For the robots, we need a fairly large manufactory, extra power supply and extra mineral resources.

Question: How much power does a robot need to charge up?
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Gamerlord

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #37 on: August 15, 2013, 05:39:04 am »

No no, I meant for us to take them with us premade and decide which is more useful later.

Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #38 on: August 15, 2013, 05:44:46 am »

Question: How much power does a robot need to charge up?
Let's say 0.1 per turn (for a total of 0.5)

kaian-a-coel

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #39 on: August 15, 2013, 05:52:19 am »

Here is a full robot list:

-large manufacture
-small hydroponics and harvester
-all the construction stuff (one of each)
-one small and one medium prefab
-two solar panels and one small capacitor
-all robot blueprints and unlimited software use
-mining rig, mobile oil rig thing, small smelter and refiner
-research station
-a buggy, one set of body armor, five laser rifles, one laser pistol
-six standard bots

total: 22 800 creds, 201 left.
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Gamerlord

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #40 on: August 15, 2013, 05:53:08 am »

Looks good to me, but we need to bring food for ourself!

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #41 on: August 15, 2013, 06:24:33 am »

Looks good to me, but we need to bring food for ourself!
We can gather on the spot before we get hungry.

Here is a full robot list:

-large manufacture
-small hydroponics and harvester
-all the construction stuff (one of each)
-one small and one medium prefab
-two solar panels and one small capacitor
-all robot blueprints and unlimited software use
-mining rig, mobile oil rig thing, small smelter and refiner
-research station
-a buggy, one set of body armor, five laser rifles, one laser pistol
-six standard bots
total: 22 800 creds, 201 left.
We don't need unlimited software licenses. We'd need to build 50 combat robots and 32 management robots before that becomes cost effective, and  by that time we can design our own software. Same for the robot layouts, I'd suggest only buying the standard edition, and forgetting about the cheap thing. Additionally I don't know  I don't know if we're such good researchers, so sparing some money to hire them might be in order.

We don't need a medium prefab either. After all, the only one who's going to need sleep is us. The robots can charge at the solar generator. Neither do we need the gravitic construction thingy. We can use wood or other stuff just as well, or print layer by layer. It's slower, but we only got 1 liquid cement thingy.

I don't know if a small capacitor will be good enough to see us through the night, so switching one of the solars to a combustion generator might be better. We're digging up oil and gas, after all.
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GreatWyrmGold

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #42 on: August 15, 2013, 06:31:09 am »

I'll agree with ebbor.
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #43 on: August 15, 2013, 06:35:42 am »

Oh, and a comms array is a must. Otherwise we can only communicate if the trading ship happens to pass over.
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Urist Mc Dwarf

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #44 on: August 15, 2013, 07:01:49 am »

Ebbor's idea is good to me
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