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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36022 times)

Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #345 on: February 21, 2014, 02:12:14 pm »

Only problem with ebbor's plan is that having power line in the middle of the road is bitch to repair, you have to close down whole road. Putting cable line next to smaller road meant for maintenance of it and the main road would work better. With that change +1.
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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!

10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #346 on: February 21, 2014, 02:39:52 pm »

The road shouldn't be longer than a km or so. I'm hoping for a few hundred meters really, and turning it in a pressurized, overhead system. Besides, as that power line will run our entire base, I think any problem with it would justify closing of the road.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #347 on: February 21, 2014, 03:14:32 pm »

Check the order of the multiple actions per slot; the second will only be done next turn if the first completes in a fair margin, and even then be at a progress penalty.

Do you want to dig into the mountainside of the nearest low spur which the ship stopped at the foot of, or the higher section a few hundred metres away?
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #348 on: February 21, 2014, 03:40:09 pm »

Depends. How small is the closest spur. If we can't fit a decent sized complex in it, take the highest spur. (All our equipment + 100 people habitation)

And let's switch engine disassembly with road construction.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #349 on: February 21, 2014, 04:47:13 pm »

The nearest one could fit all the equipment and the people in it, but setting up reactors or major industry as well would take much more space.  It is connected to the rest of the mountain, though.  You can also of course dig down.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #350 on: February 21, 2014, 04:49:32 pm »

Let's take the nearest one. Major industry and reactors can be set up in the other peaks. For now, we can rely on the ship's fusion generators.
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 22 - Febuary 2091
« Reply #351 on: February 21, 2014, 05:20:52 pm »

Thats true enough.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #352 on: February 21, 2014, 07:49:57 pm »

Update 23 - March 2091

Quote
Minor repairs to the cryobay. Shut down the sections lost beyond recovery, and sever them from the grid. Don't want an electrical fire. 7 Manpower.
52 DCMS + (5 -20 = 0) 3 Manpower = 52
The damaged cryobay is "repaired", with the breached areas being shut down and severed from ship systems, and any leaks in the area patched.  There was some trouble, with some minor injuries and somebody nearly falling out of the breach, but no serious problems occured.



Quote
Begin engine dissassembly.Gather a small amount of simple materials first, then secure all advanced parts that might be easily damaged by extreme weather. 12 Manpower.
60 Powersuits + (82-20 10 Manpower)122
Between the powersuits and many helpers, the engines are partially disassembled, and quickly.  The exterior coil shields are discarded, being just large pieces of damaged ceramic, but the actual coils are retrieved.  While most of the material is not usable for any real purpose, some is, and the rest can be smelted down easily enough.  No Advanced parts were used in the engines.
+ .1 Basic Parts
+ .5 Common Materials
Engine exteriors removed.

Quote
Construct a heightened (40 cm) road/path from the cargo airlock towards the compound (mining site) entrance. They should be able to use the digging debris for this. Be sure to leave a small trench in the middle where we can put the power lines to the compound. 12 Manpower.
(92-30) Powersuits + (60-50) 9 Manpower = 72/80 Held up due to lack of materials
The road is begun after the engine disassembly, and work goes quite quickly: 45 meters of packed rubble road is made in just a week, when progress is held up by the fact that there is no more mining debris to use.  Attempts to break up surface rocks prove unproductive, and only about a third of the road is completed by the end of the week.
Road to Digsite at 25/80

Quote
Dig into the mountainside, steadily going upwards at a light inclination (2-3%). Once the miners are deep enough, they branch of a large room to the either side. Both rooms should be large enough to host our production line. Focus on finishing one room first. 2 Manpower.
9
A location is selected roughly 160 metres away from the ship to begin digging an underground base.  Despite the convenient location, little progress is made, with one of the mining vehicles at one point getting stuck and needing the other to drag it out.  This lack of mining also leads to a lack of rubble for road construction.
Underground Base Stage 1 at 9/80

Despite the constant, hard work of the past month, the crew are in high spirits and ready for more, hopeful despite the mission's inauspicious beginning.
+5 to a random roll in April 2091



Actions:

1 Production or Repair action from the Damage Control/Machine Shop, from anything which can be brought through the ship to it. 4 Manpower.
1 Construction action from the Powersuits. 2 Manpower.
1 Mining action from the D/D Vehicles. 2 Manpower.
1 Engineering Action - design only - from the VR pod in the Rec Commons.  Gains a penalty for very large or complex systems (like the new reactor design). 1 Manpower
Manpower: 23 Available

24 staff awake
-1 monitoring ship systems
35000 people in cryosleep

Life support: 25 (from ship)
        15 from CLLS
        10 from Biodome
Food production: 25 (from ship)
        15 from CLLS
        10 from Biodome
No food stores

Power: 37/150 used.  Uses .04 He-3 Fuel /month.

Resources:
2.2x  Basic Parts
0.5x  Common Materials
3.8x  Advanced parts
1.0x  Advanced Medical Supplies
2.0x  Pressurized Air
25.46x He-3 Fuel

Bonuses:
Admiral Ellis Wright: Organization+, Morale++, Leadership++
+5 Rugged Construction of the ship.
+5 to any random roll in April 2091
« Last Edit: February 22, 2014, 09:27:08 am by Draxis »
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #353 on: February 21, 2014, 08:02:51 pm »

so, just work on road, the underground base and recycling of materials for this turn then?
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #354 on: February 22, 2014, 03:26:00 am »

I suppose so. Though we might want to construct a dome before finishing the road, if we have the materials

1 Production or Repair action (Damage Control/Machine Shop) 4 Manpower.
         - Repair the General Laboratory
         - Aid in dome construction, if nessecairy
1 Construction action from the Powersuits. 2 Manpower
         - Construct up to 2 modular domes (Put them down near the road)
         - Continue the road
         - If not enough materials, continue engine disassembly
1 Mining action from the D/D Vehicles. 2 Manpower
        - Continue Compound Phase 1

Really, for now everything depends on a good mining roll, so I'd rather have a dome installed (so that we can install some small equipment), than the road finished. Having a general laboratory will allow us to do things independently from our mining activities success.

« Last Edit: February 22, 2014, 03:27:51 am by 10ebbor10 »
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TopHat

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #355 on: February 22, 2014, 04:35:06 am »

Shouldn't we have an engineering action from the VR pod? I mean, we did use it to design stuff during the journey.
And what should we do with the other 15 manpower? Distribute it among the actions as before, or do something else?
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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 - Suggestion Game - Update 23 - March 2091
« Reply #356 on: February 22, 2014, 04:45:36 am »

I knew I was forgetting something. Unless you know something interesting that can be done with a manpower action, I suppose we will just divide them.
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escaped lurker

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #357 on: February 22, 2014, 06:49:22 am »

While ebbors plan - as usual - is quite thought-trough and reasonable, I would like to voice a suspicion that might be hazardous to the whole matter.

The terrain here is barren rock; the only other things in the valley is the occasional red pool, ranging from puddles to large crevasse lakes.  The rock seems to be mostly granite or something similar, covered with the everpresent brown coating of dead algae - though much thinner here than in many places.

We are in an area that gets flooded at some point of the cycle. Which is bad, I would reckon. Let some people look into that asap, lest we build ourself a watery grave in that mountain.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #358 on: February 22, 2014, 07:26:27 am »

Quote
and the ground in the  lowlands is generally covered with dying algae dropped by the last storm.
That probably explains the algae in the highlands as well.

Also, way ahead of you.
There's a heightened road, that allows us to continue transportation even if the area floods (provided it d), and our miners are digging up into the mountain, not down into the ground. So unless the ground allows water to penetrate,  (Unlikely to happen, as it's granite, which isn't one of the more permeable stones.) our base should be safe and secure.
« Last Edit: February 22, 2014, 07:30:41 am by 10ebbor10 »
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RulerOfNothing

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Re: Outpost 5 - Suggestion Game - Update 23 - March 2091
« Reply #359 on: February 22, 2014, 07:57:02 am »

Of course, due to Toriga I's extremely long 'effective' period of rotation we're not going to see any flooding for the better part of a decade in the worst case scenario. That should give us plenty of time to survey the area to see how much of a problem this is actually going to pose.
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