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Author Topic: Build a Colony: The Tragic tale of Rearden's Arms  (Read 45294 times)

escaped lurker

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #450 on: December 23, 2013, 07:26:48 am »

Pretty much what ebbor said - one point of interest thou;

Do the robots need just to remain static for recharge, or is shut-down required? Might need to let them recharge in shifts, lest we want to enter rambo-mode with hank... (which actually sounds not all-that-bad on paper, but quickly might turn bad in action)
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Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #451 on: December 23, 2013, 07:56:28 am »

Do the robots need just to remain static for recharge, or is shut-down required?
Let's say, If they are static it's just a 5 turn recharge time. If you use a cord they need to shutdown for 2 turns, for software maintenance. And it will take them another 5 turns to fully charge since they will be on in that time. Netting 7 turns of charging at -0.1 power a turn.

How about Nightvision moduls for our Drones? What would it need to researche/build them?
Let's say 2 man-turns. You can make a module with 1 electronics either when you are manufacturing the robot or to retrofit to an existing robot. If you do it when you make the robot I'll count the bot + the module as just one item made instead of two.

Der Metzger

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #452 on: December 23, 2013, 09:10:33 am »

Quote
Researchers:
     - Research lanterns
     - Examine the corpse
Oil rig: Resume production
Mining rig: Resume digging
Robot 1: Create 6 extension cords. That should allow us to use all our robots  and the mining rig without need for downtime for recharging.
Robot 2: Drag the corpse inside and butcher it.
Robot 3: Create 6 lanterns
Us : Reverse engineer another weapon, I suppose

+ make Electronics
+ retrofit 2 Drones with Nightvison
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #453 on: December 23, 2013, 09:34:00 am »

We don't have the time to do that. Really, we don't have the time to research it, yet alone install it.
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The Froggy Ninja

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #454 on: December 23, 2013, 09:55:00 am »

Research a laser machine gun

Tomcost

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #455 on: December 23, 2013, 09:57:37 am »

Research a laser machine gun
We should start by reverse-engineering some stuff first.

Like, the Emag Rifles.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #456 on: December 23, 2013, 10:11:44 am »

Besides, a laser machine gun is pretty useless. I mean, the point of a laser is to fire a single continues beam. Hard to improve the fire rate on that.
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GreatWyrmGold

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #457 on: December 23, 2013, 10:16:28 am »

Have one or two bots fill in the mining rig's ditch thing behind it. That thing just looks ugly.
No, why would you do that. It's completely counterproductive, and a waste of robotpower.

Researchers: Resume research
Oil rig: Resume production
Mining rig: Resume digging
Robot 1: Create 6 extension cords. That should allow us to use all our robots  and the mining rig without need for downtime for recharging.
Robot 2: Drag the corpse inside or burn it. This is going to attract predators
Robot 3: Fabricate some containers to put the concrete in. We don't want it to be ruined by the morning dew.
+1 to all.
Especially the part where we ask Gamerlord to explain his curious action.

Research a laser machine gun
We should start by reverse-engineering some stuff first.

Like, the Emag Rifles.
That is the more sensible option.
Laser machine gun. Seriously?
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #458 on: December 23, 2013, 11:09:14 am »

Agreeing with Wyrm.
Lasers with recoil or shooting like a MG make no sense in realworld applications as far as I can tell...

Once we get the Emag rifles and everything else researched lets research night vision, so that way we can have NV scopes and chips to let drones see at night.

Heck, its probably just a case of software telling whatever it is how to understand the images.
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Evil Lincoln

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Turn 13
« Reply #459 on: December 27, 2013, 05:27:15 am »

Turn 13
The Colony: (you might want to just follow this link instead since it's a big image: http://i.imgur.com/Qv5SSZg.png)

Spoiler (click to show/hide)

You start up the wheels of industry again. You have one bot begin manufacturing patrol cords and containers, one bot refining the  materials needed to manufacture the items. The last bot you tell to shave the fur from the dead bullwart and loominate it. The bot only manages to drag the corpse over to the loomery though.

You start reverse engineering the e-mag rifle. It should only take another turn.

You consider designing a laser weapon with a higher rate of fire then the rifles you have access to. The current rifles are only air-cooled so a considerable amount of time has to be left between shots in order to allow the heat to dissipate.  By designing a better system of cooling you could create an almost 'machine gun' type effect.

The clones finish devising an electric lantern design.

The sky fills with orange light as the sun sets.

You receive a transmission from what you believe is a materials wholesaler operating out of an orbiting station.

Name:Cost:Description:
Helitite5Helitite isn't really good for anything but it's yellow and shiny.
Grey-Metal4Grey-Metal is used for almost everything
Relux6Typically Relux is saved for the armour plating of large machinery due to it's massive weight.
Latvium6Latvium is as strong as grey-metal but has half the weight making it ideal for aircraft and atmosphere capable spacecraft design.
Linconium35Linconium is used in the creation of advanced sensors and electronics.
Resonance Crystals25A catch-all term for crystalline rocks that can be used for high-tech machinery, most notably laser weapons, energy shields and anti-grav.
Silicon12Silicon is a key component in electronics.
Glass5Glass is glass.
Wood2Wood is wood.
Plastic3Plastic is plastic.
Electronics22Electronics are used in computery things.
Advanced Electronics55Electronics are used in very computery things.

1467 Credits | Power: 50/50(+20/-3.2)
Off-site parties:
Spoiler (click to show/hide)

Research:
Spoiler (click to show/hide)

Resources/Food:
Spoiler (click to show/hide)

Tools:
Spoiler (click to show/hide)

Weapons:
Spoiler (click to show/hide)

Robots/Clones:
Spoiler (click to show/hide)

Your Modules/Equipment:
Spoiler (click to show/hide)

Hero(es):
Spoiler (click to show/hide)

Glossary Posts

Spoiler: Author Notes: (click to show/hide)
« Last Edit: December 27, 2013, 05:58:32 am by Evil Lincoln »
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #460 on: December 27, 2013, 05:45:35 am »

Researchers:
     - Research night vision (Not that it is going to be extremely useful)
     - Examine the corpse / Research AI
Oil rig: Continue production
Mining rig: Continue digging
Robot 1: Create 3 more extension cords.
Robot 2: Process the corpse
Robot 3: Create 3 lanterns
Us : Reverse engineer another weapon, I suppose

How often do we need to sleep anyway.
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Der Metzger

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #461 on: December 27, 2013, 05:51:21 am »

Researchers:
     - Research night vision (Not that it is going to be extremely useful extremely useful for Drones on the outskirts of the Colony)
     - Examine the corpse / Research AI
Oil rig: Continue production
Mining rig: Continue digging
Robot 1: Create 3 more extension cords.
Robot 2: Process the corpse
Robot 3: Create 3 lanterns
Us : Reverse engineer another weapon, I suppose

How often do we need to sleep anyway.

+1 and fixed it
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Warning! May contain bad Grammar!

English is not my native Language, so please donīt burn me alive for my bad Grammar! You are free to correct me.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #462 on: December 27, 2013, 06:07:00 am »

Not really. 7 out of 12 night turns our robots will not be leaving the camp. The other 5 turns they probably won't be leaving either.

Edit: OOh, update edit.

Edit 2: Question, what is the difference between a resonance crystal and a crystal.
Edit: 2.1 : Ow, there is none. In that case...

Edit 3: Let's hail the material dealer. We have some opportunities here.


Researchers:
     - Research night vision (Not that it is going to be extremely useful)
     - Examine the corpse / Research AI
Oil rig: Continue production
Mining rig: Continue digging
Robot 1: Create 3 more extension cords.
Robot 2: Process the corpse
Robot 3: Process resources
Us : Hail the orbital mineral depot. Buy 20 units of glass from the depot. Everything else is mostly useless.

Really, creating lanterns using resonance crystals is a huge waste. We should order some glass. Ordering resources from the depot is mostly a waste of credits. For example, we can create the electronics for a bit less than 4 credits ourselves*, even if we were buying the resources from the depot.

*Though we can't let the drones do it for us, sadly. Either us or the science clones.
« Last Edit: December 27, 2013, 06:40:13 am by 10ebbor10 »
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Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #463 on: December 27, 2013, 06:52:58 am »

For example, we can create the electronics for a bit less than 4 credits ourselves*, even if we were buying the resources from the depot.

*Though we can't let the drones do it for us, sadly. Either us or the science clones.
The robots can make electronics at the manufactury now that you have the blueprint. The problem before was that you didn't have a blueprint for electronics so they had to be made by hand at the workshop, something the robots don't know how to do.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #464 on: December 27, 2013, 07:04:08 am »

Even better. Well, anyway. Scratch any complaints about the night vision then. At 4 credits a piece they'll be very useful.

Anyway, we should contemplate the construction of additional robots. We have the materials, we have the blueprints, and we have the fabricator.
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