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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36099 times)

10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 14
« Reply #210 on: February 08, 2014, 10:18:49 am »

I'd say option 1. Let's not take risks, and not deplete our medicine reserves.
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escaped lurker

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Re: Outpost 5 - Suggestion Game - Update 14
« Reply #211 on: February 08, 2014, 11:22:02 am »

I'd say option 1. Let's not take risks, and not deplete our medicine reserves.

Hmmm.. sound. Sold. +1

I'd rather have them working on a functioning antiviral, than anything that may turn out useless / riddled with side-effects. If you do such a job, you do it right. (Unless doing so would prove fatal - lucky us it is "only" the flu... thou the spanish flu was devestating to fatal, the space one really does not seem to be...)YET °_°!!
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 14
« Reply #212 on: February 08, 2014, 01:35:11 pm »

Update 15
Heart of Gold, 2087

Quote from: Orders for Update 2015
[X]Continue virus deactivation research and then begin vaccine production.

During the next week, only one more person falls ill, though surprisingly nobody gets better.  Unfortunately, that person was the doctor leading the efforts to create a vaccine; while by the end of the week the content has been tested safe, there is not enough to use it on anyone yet. 

The week after that, the last one for which there is a supply of the antiviral, five of the remaining eight crew fall ill.  However, six others recover, and the vaccination is administered to the remaining few.  The first person sick has not showed any signs of a recurring infection, so the vaccination is expected to be effective.  At no point did the amount of healthy crew fall below the number needed for operating the ship and taking care of the ship, and while maintenance efforts suffered greatly, there is no sign of any problems with the ship.



Quote from: Orders for turn 16
Choose 1:
    [  ] Keep the remaining sick crew warm and hydrated, but let them fight off the virus on their own for the most part.
    [  ] Try to use other drugs to help them recover.



Update 14 Status: 2076

Crew Lifesupport: 25
Required Crew: 2
Crew Awake: 15
Crew Sick: 6
Crew Cured: 9
« Last Edit: February 08, 2014, 01:37:39 pm by Draxis »
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #213 on: February 08, 2014, 04:41:14 pm »

First option.
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WhitiusOpus

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #214 on: February 08, 2014, 04:48:58 pm »

Quote from: Orders for turn 16
Choose 1:
    [X] Keep the remaining sick crew warm and hydrated, but let them fight off the virus on their own for the most part.
    [  ] Try to use other drugs to help them recover.




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Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #215 on: February 08, 2014, 05:51:14 pm »

+1 for #1

Is it possible to use two (or more) antibiotics/antiviral medicine on patients from now on? Should make it bit less likely for bugs to develop resistance or immunity...
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Then you get cities like Paris where you should basically just kill yourself already.

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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #216 on: February 08, 2014, 05:53:26 pm »

We really should try to keep med use down. We dont have infinite supplies yet.
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Nunzillor

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #217 on: February 08, 2014, 06:04:38 pm »

#1 +1
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #218 on: February 08, 2014, 06:06:04 pm »

Is it possible to use two (or more) antibiotics/antiviral medicine on patients from now on? Should make it bit less likely for bugs to develop resistance or immunity...
The problem right now isn't that the virus has developed an actual resistance to it, which as I understand would make it useless, but that something about the "tactics" or number of enzyme receptors or something has just made this particular strain less effected than most.

Of course, at this point, you will be using more than one, if any, because you are out of the most effective one is gone... and using too many of these, which are abstracted, will start costing Advanced Medical Supplies, although in very small amounts.
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Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #219 on: February 08, 2014, 06:16:20 pm »

Of course, at this point, you will be using more than one, if any, because you are out of the most effective one is gone... and using too many of these, which are abstracted, will start costing Advanced Medical Supplies, although in very small amounts.
So untill we get some serious production going on that won't be an option. Still, starting that kind of treatment (I don't remember what fancy name it was called) after whatever bug we're dealing with has started to developed resistance is already too late, since the whole point is to prevent the bug from developing resistance to a single treatment in the first place by using several at the same time.
« Last Edit: February 08, 2014, 06:20:30 pm by Mr. Strange »
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

Draxis

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Re: Outpost 5 - Suggestion Game - Update 15
« Reply #220 on: February 08, 2014, 06:30:49 pm »

It hasn't started to develop resistance, it had it since it was discovered.  In any case, this most likely won't be coming back - once on the ground, diseases won't be an issue unless it is a special one or sanitation is particularly bad, due to less cramped quarters, better medical equipment, and me having more possibilities for what can reasonably go wrong.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 16
« Reply #221 on: February 08, 2014, 07:22:23 pm »

Update 16
Heart of Gold, 2087
Quote from: Orders for turn 16
    [X] Keep the remaining sick crew warm and hydrated, but let them fight off the virus on their own for the most part.

The remaining crew are left in the medbay, to recover from the virus themselves.  Three of them do.  Three of them instead develop severe pneumonia.  Of the three, one is successfully treated for it and remains stable, though not in great shape yet.  The other two reach the point where they can either be hooked up to lifesupport, put into cryosleep, or die.  They are put into cryosleep, and their replacements immunized on waking up.  At this point, everyone on board is doing fine, except for the one with pneumonia, and the crew can resume normal operation.



Quote from: Orders for turn 17
[ ] Write-in
...



Update 16 Status: 2076


Starship: Heart of Gold, 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: 40/40
    • 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 Central Computer.  Cost 10 RU. Size 2. Mass 2.
    • 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 2, Mass 2
    • Ore Processor. Cost 6 RU, Size 4, Mass 5.
    • 3.8x Advanced parts 3x4 RU. Size 1x4. Mass 1x4.
    • 2.4x Basic Parts 2.3 RU. Size 1x4. Mass 1x4.
    • Advanced Medical Supplies 2 RU, size 1. Mass 1.
    • 2x vac suits 1x2 RU, Size 1x2, Mass 1x2.
    • 2x Air tanks. 1x2 RU. Size 1x2. Mass 1x2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power. Modified with optronic components in the VR pod
  • 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
  • 3 Improved Ion Drives.  Size 3x3. Mass 7x3. -6x3 power. Thrust 9x3. Refitted the main thrust parts in 2074.
  • Focused Detection Array. Size 1. Mass 1. -2 power.
  • 4x vac suits in hallways. 1x4 RU. Size 4/6. Mass 1x4
Expert Crew Bonus: +5 to all relevant rolls in the Flight phase, due to high levels of training and familiarity with the ship in the crew.
Masterful Engineering Bonus: Effects of having 40 vacuum suits in the crew spaces minimised - only minor mobility issues remain.
Rugged Construction:  +5 to all rolls relevant to the ship being overengineered and tested further than usual.
Atmospheric Flight Capacity: While not graceful, the ship is capable of landing with relative precision and control for a multi-thousand-ton brick, on any planet with an atmosphere at least.
Smart Command Center:  The ship's central computer allows a high degree of automation, independent reaction, and resilience in the computer systems.  It helps with lots of things.
Maintainance Modifier:  -4

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 40 units
Fuel remaining at destination: 26 units

Crew Lifesupport: 25
Required Crew: 2
Crew Awake: 15

Destination: Star A, distance 1.
Max. thrust: 27
Flight time remaining: 14 years (mass/thrust*distance*5 years)

Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.
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Nunzillor

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Re: Outpost 5 - Suggestion Game - Update 16
« Reply #222 on: February 08, 2014, 09:02:12 pm »

Maybe we should devote all extra crew to maintenance for this turn since we were unable to perform maintenance while the crisis was occurring?
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 16
« Reply #223 on: February 08, 2014, 09:05:27 pm »

Yes, lets do so. And after that we can work on designing some form of modular building system that can survive weather extremes (basically, anything that could be seen on earth or mars), along with running the engine design thru the main computer.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 16
« Reply #224 on: February 08, 2014, 09:15:59 pm »

The computer referred to in the update is the Colony Central computer, currently in the cargo bay.  The ship computer is not appropriate for it, although there is a chance it would work.
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