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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36080 times)

10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #105 on: January 26, 2014, 02:59:17 am »

Well, no. I removed it because I had actually miscalculated how much resources we had left. I mean, we could buy the optronic computer, but that would mean no extra spare parts or even additional fuel.

So if you want that computer, this is what we need to be running with.

Quote from: Three Engine version (with optronic systems)
Phase 1 Turn 1 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Atmospheric Flight conversion
         - Smart Command Centre
         - 9*fuel tanks (Total fuel 72)
         - Improved Ion drive

    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Expert crew cataloging

    Cargo purchase: (choose any number)
         - Automated sludge processor
         - Automated production line
         - Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
         - Optronic computer
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate


[/quote]
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #106 on: January 26, 2014, 05:22:43 am »

Quote
Well, no. I removed it because I had actually miscalculated how much resources we had left.
Really? I calculated the 60RU cargo list on the basis we were taking 10 fuel tanks, so we should have 90 RUs left anyway, as the 'extra' fuel tank has already been factored in.

I take your point about the spare parts though. What about replacing the Mining Bots with D&D vehicles? Should look something like this:
Spoiler (click to show/hide)
I think that the Computer will be much more useful than the mining bots.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #107 on: January 26, 2014, 05:39:29 am »

Ow, you did. Well, that's great. Anyway, I like the proposal, so I'm just going to rerun the numbers and see if everything works out.

RU: 2 RU left
Space: 2 space left
Engineering orders:  2 engineering orders left

So, technically, if we're lucky with next turns random event we might be able to get the sensor array in, otherwise we just add some more fuel.

Quote from: Three Engine version (Final edition?)
Phase 1 Turn 1 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Atmospheric Flight conversion
         - Smart Command Centre
         - 10*fuel tanks (Total fuel 80)
         - Improved Ion drive

    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Expert crew cataloging

    Cargo purchase: (choose any number)
         - Automated sludge processor
         - Automated production line
         - Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
         - Optronic computer
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate

Spoiler: Cargo list (click to show/hide)
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #108 on: January 26, 2014, 09:08:05 am »

Alright, unless the plan suddenly starts changing again I'll update in about an hour.  If there are any more changes, make them soon.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #109 on: January 26, 2014, 09:16:40 am »

Anyway, question I maybe should have asked earlier. Fuel use is a linear function compared to power output, right?
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #110 on: January 26, 2014, 09:17:46 am »

Yes, but fusion reactors can't go below 50% power.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #111 on: January 26, 2014, 09:24:47 am »

I don't think we're going to go below 50% actually. On another note, how well can the reactors handle a shutdown and restart. I mean, it probably consumes a lot of power, but I think periodic shutdowns to do maintenance would be very beneficial.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #112 on: January 26, 2014, 09:41:48 am »

They can do it just fine, as long as they do actually receive maintenance before starting up again - not doing so risks electrical damage and possibly fires.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #113 on: January 26, 2014, 11:22:26 am »

Update 5
October 2052-January 2053.  Lunar Base. 

Quote from: Three Engine version (Final edition?)
Phase 1 Turn 4 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Atmospheric Flight conversion Cost 10 RU. Mass 15 units. Size 5.
         - Smart Command Centre 30 RU. Size 2, Mass 2. Electricity 3 MW
         - 10*fuel tanks (Total fuel 80) 2x10 RU. Size 2x10, mass 3x10.
         - Improved Ion drive Size 3. Mass 7. Electricity 6 MW. Thrust 9.

    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Expert crew cataloging. RU 0.

    Cargo purchase: (choose any number)
         - Automated sludge processor Cost 2 RU, Size 2, Mass 1.
         - Automated production line . Cost 20 RU, Size 4, Mass 7.
         - Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
         - Optronic computer  Cost 10 RU. Size 2. Mass 2.
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate

As most of the ship's front is finished, the hull plating is now being added - aiming for a form which will allow some atmospheric control.  No outpost ship is exactly graceful, and this oversized one less than ever, but it should be able to reliably keep the bottom side down and the landing site within a few kilometers of the target, at worst.  Some cargo is now being produced, to be loaded into the ship's cargo bays just before launch.  The first of the engines is being installed as well, and the huge fuel tanks carrying fuel for the reactors - at this point, everything except for the command center is in place for launch.

         - Expert crew cataloging. RU 0.
(96)  During the early planning period, as construction was just beginning, everyone with space-flight experience was required to go through a set of physical, psychological, and practical tests, and everybody who scored highly across the board was marked as potential crew material and set to training.  Now, nearly a year later, the Base's Chief of Personnel and their assistants began working to determine which of those should actually be woken during the journey. 

They find that of those who entered the training program, almost all are highly competent and disciplined, though somewhat fatigued, thanks to the efforts of the program's director, who apperantly requisitioned every ship which was not in use hauling materials to the shipyard to simulate various scenarios, and even sent the future crew with the engineers working on the ship's critical systems to learn how the ship worked and how to make it do so.  The Chief of Personnel helps to organize them, and work out a waking schedule which will avoid any known conflicts between the crew members or any "changing of the guard" scenarios which could lead to disorder and failure to keep the next group informed.
       
Bonus gained - Expert Crew.  +5 to all appropriate rolls during the Flight phase.  Cannot negate or cause a critical roll, but can mitigate the effects of one.

(93) Take weapons crate  The adniral manages to convince the other Base leaders that carrying the crate would at worst be a waste of space, and at best serve to protect against any riots or other problems which may emerge; the vote comes out strongly in favor of taking the crate.  He then meets with the group who had been speaking against it, in an attempt to convince them as well.  They aren't really convinced, but they do agree to deal with it and follow the vote without doing or saying anything which would hurt relations between them and those in favor.

Random Event Roll: 70.   With the Outpost vessel nearly complete, the ships previously used in the crew training program are returned and disassembled.  +10 RU.



Phase 1 Turn 5 Status: January 2053.

Resources:108 RU.
Starship: unnamed, hybrid Ark-Outpost Ship
Total Size: 160 units
Structure mass: 105 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power. 1 crew.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.
  • Large Cargo Bay.  Cost 4 RU. Size 43. Mass 2. Cargo Space Filled: 14/40
    • Organic sludge processor Cost 2 RU, Size 2, Mass 1.
    • Automated production line . Cost 20 RU, Size 4, Mass 7.
    • Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
    • Optronic computer  Cost 10 RU. Size 2. Mass 2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power.
  • Biodome. Size 20. Mass 2.
  • MCF Fusion Reactor. Size 5x2. Mass 3x2. 75x2 to 37.5 power. Uses 1x2 to .5 Fuel/Yr.
  • Smart Command Centre. Size 2. Mass 2. -3 power. 1 crew.
  • 10 Small Fuel Tanks.  Size 2x10. Mass 3x10. Fuel 8x10
  • Improved Ion Drive.  Size 3. Mass 7. -6 power. Thrust 9.
Total mass: 238 units.
Free space: 8 units.
Required power: 58 units.
Maximum power output: 150 units.
Total fuel: 80 units
Fuel remaining at destination: -22.25 units


Crew Lifesupport: 25
Required Crew: 2

Destination: Star A, distance 1.
Max. thrust: 9
Flight time: 132.22 years [/i](mass/thrust*distance*5 years)

Recommended Launch Date: April 2053
Late Launch Date (chance of being caught in edge of radiation storm): July 2053.




Quote
Phase 1 Turn 5 orders: January-April 2053.
    Ship modifications: (choose up to 4)
        ( )
        ( )
        ( )
        ( )
    Science/Engineering Project: (choose 1, say how much RU to spend)
        ( )
    Cargo purchase: (choose any number)
        ( )
        ...



Those rolls.
« Last Edit: January 26, 2014, 12:16:28 pm by Draxis »
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #114 on: January 26, 2014, 12:04:43 pm »

Anyway, the resources haven't been updated yet, I presume? Oh, and we have life-support available for 25 people, thanks to our bio dome.

According to my calculations we have 108 RU left, of which 60 is committed to the engines. With the remainder of the proposed cargo costing 38 RU, it's merely a question of where we spend  the additional 10 RU we gained. We can either install the sensors, and take some more supplies, or we could upgrade back to mining robots. Anyway, my proposal is to go ahead with the sensor upgrade, and buy some additional 
supplies. We could off course, also go for an easier disassembly modifier, or buy some low cost gear.






Quote from: Proposal
Phase 1 Turn 5 orders: January-April 2053.
    Ship modifications: (choose up to 4)
         - Improved Ion engine  (30 RU)
         - Improved Ion engine (30 RU)
         - Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW.
         - Aid Science and Engineering team, do what needs to be done. Disassemble self for resources if needed.
    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Find some solution to reduce hindrance/ damaged cargo from loose Vac suits. In fact, turn a liability into a benefit. Easy access to vacsuits reduce chances of violent decompression, provided you don't trip over them, or get them smashed into your face. [2 RU, size unit, if needed.]

    Cargo purchase: (choose any number)
        Cargo Bay:  (36RU)

Seed Bank. 2 RU, 4 mass, 3 size.
D&D vehicles. Cost 2RU, size 4, mass 4
Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2
Ore Processor. Cost 6 RU, Size 4, Mass 5.
Advanced parts x4 (12 RU, Size 4)
Basic Parts x3 (6RU, size 3)
Advanced Medical Supplies x1 (2RU, size 1)
2x vac suits (2RU, size 2)
2* Air tanks

Corridors/storage lockers (4/6, 4RUs)

4x Vac Suits (4RU, 4 size)

Launch in April
« Last Edit: January 26, 2014, 12:23:32 pm by 10ebbor10 »
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #115 on: January 26, 2014, 12:17:03 pm »

Yeah, forgot to update that again.  Fixed.
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Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #116 on: January 26, 2014, 12:28:25 pm »

PTR/PTW
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #117 on: January 26, 2014, 12:29:34 pm »

On a side note, I wonder what we'd have received if we'd rolled a solid 100 on that event roll.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #118 on: January 26, 2014, 12:35:28 pm »

If you mean the Weapons one, probably an amazing speech leading to nullifying all possible morale problems for some turns.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #119 on: January 26, 2014, 01:03:15 pm »

I meant the free stuff roll. The one we get every turn.
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