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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36056 times)

Draxis

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Outpost 5 - Suggestion Game - Update 26 - June 2091
« on: January 02, 2014, 10:43:30 pm »

 
MISSION: OUTPOST 5
 Based on the Outpost 3 and Outpost 4 games, by SakSak and Trent01 of SB, respectively.
Most of the credit goes to SakSak; both I and Trent01 have pretty much ripped off his system and setting, with few changes.
 

           
In the Sol system, one multiverse away, mankind first spread amongst the planets with relatively primitive technology. The first colony to Mars was kept supplied by nuclear pulse drive ships known as Orion drives. By the time the turn of the millenium came, asteroid mining was becoming economically viable using first generation ion engines, and plans for a manned scientific outpost on Titan were completed. Industrial production of nano-scale materials was being looked at, AI research while basic was providing promising vision within a few decades, engine technology was improving to allow for STL interstellar mission. Anti-matter was being synthesized federation wide at particle accelerators in milligram qualities per year, to study containment, transportation and first-generation proof-of-concept type power generators. And despite Einstein's cruel trap appearing inescapeable, plans to slowly spread to surrounding systems were being made.

However, a glorious future was ground to a halt, as in 2040 it was discovered that life in system as a whole was doomed. The system was about to be engulfed by a storm of extra-solar radiation of rapidly increasing lethality from a supernova in relatively short order, from the direction of Wolf 359. Plans and technologies were developed, forecasts made. And the end result looked bleak. Propability of all life dying to the last bacteria within the system was rated at over 30 percent. Propability of mankind surviving as a technological civilization: zero.

It was estimated mankind had only ten to fifteen years to evacuate, depending on vessel speeds, to anywhere over 7 Light years away from the approaching doom, preferably slightly further.

So, humanity chose to abandon the cradle. Four separate Outpost missions were launched into four nearby starsystems beyond the destructive effects of the supernova, to be followed by four different Ark-missions, so that the fate of humanity did not rest on the success or failiure of any single vessel. The intention was to launch an Outpost vessel carrying industrial assets, and land on the target planet. The Outpost vessel will then be disassembled to prepare a colony, so that the Arks - each carrying as many humans as possible and little else - can arrive safely.

The Outpost missions faced a seemingly insurmountable challenge. They had scant years to prepare as best as they could for the incoming, hopefully millions strong, humans. Billions would die back on Earth due to lack of transport capacity. Thankfully, the population at large did not realize this until the Outpost vessels were nearly complete, and tirelessly worked towards building equipment and ships, in the false hope that they all would be saved. Practically all non-vital infrastructure on Earth was repurposed to build the Ark-vessels. Monuments were torn down and smelted for the great scaffolds to be used for the ships. The colony on Mars was abandoned years ago, to conserve resources. Most of the world's excess food production was been processed into liquid nutrients to allow for supplies to the massive cryo storages of the Ark vessels - despite only a fraction being needed for the actual number of ships. The (much expanded) International Space Station became part of the Outpost 1 shipyard. There were no storages left to raid.

Conditions at the target planets are entirely unknown aside from estimated gravity and presence (or lack) of an atmosphere. The availability of construction materials beyond base metals cannot be guaranteed. Due to the extremely tight schedules in evacuation, reliability of equipment packed and even the vessels themselves is unknown to a degree rarely seen in the products of an industrialized society.  Despite this, the Arks and Outposts left over 10 months ago, leaving the Sol system behind them in chaos.

All hell broke loose on Earth, once people realised that United Federation leading council had been feeding them lies for over a decade, and that all their efforts have managed to potentially save only a few million people, as opposed to the billions living in Sol system.

Back on Earth, the Fedaration government practically collapsed, as billions were faced with their certain deaths, and the fact that they had been deceived. In space, however, the Fedaration navy (such as it was) mostly managed to maintain cohesion, under their charismatic Admiral.  He has a plan for ensuring that himself and those few people he can reach will make it out of the system.

The remnants of the Fleet manage to get nearly 50,000 people onto Lunar Base, the support base for the Ark shipyards, and construct a massive coldsleep bunker designed to let as many as possible survive the first Wave of the radiation burst. The infrastructure for the Outpost missions is scrapped, except for one scaffold out of of eight, and the resources are put into the industry of the base, or stockpiled - in short, preparations are made to construct the vessels needed to save the population on Lunar Base.  When the time came to go into the bunker and wait, enough had been done to make that goal possible - not that it would be easy, or a sure thing.  Yet, no other options remain, if they are to survive at all.

Now, after the First Wave, the systems of the bunker have woken first of the essential staff, and even as they begin the process to wake those designated to work on the construction of the new spacecraft, the leaders are meeting to decide their course of action...


This game is a Quest (a form of Suggestion game) where you control the actions of the fifth Outpost mission.  The game is divided into three phases: the Pre-Launch Phase:, the Ship Phase, and the Outpost Phase.  In the Pre-Launch Phase, you build the ships, select a destination and choose cargo to take on the mission.  In the Flight Phase, you deal with any events that happen on the way to the destination - these are generally bad, and there will be more chances for things to go wrong the longer the trip is.  In the Outpost Phase, you will control the colonists after landing, trying to survive and build up a base to support the people from the Ark(s) when they arrive.

It will differ from the previous incarnations in a few ways: there will be a more formal resource system in the Outpost phase, and many changes between O3 to O4 will not be used. Also, the players will have some control over the design of the Ark(s), and those choices will affect how much resources the Outpost will have available.

I recommend reading the previous Outpost games, or at least the first, if you have the time - they are very good reads.  However, I will give advice based on what happened in them if it seems needed, so nobody needs to read them just for insight into this game.


Update directory:
Update 0: Awakening
Update 1 - Destination? Event
Update 2
Update 3
Update 4 - Weapons? Event
Update 5
Update 6

Update 7 -  Launch!

Update 8
Update 9 - Turnover
Update 10
Update 11
Update 12
Update 13 - Space Sickness
    Update 14
    Update 15
    Update 16
Update 17

Update 18 - Planet Choice
Update 19 - Toriga I Orbit
Update 20 - Planetfall!
Update 21 - Hero Selection

Update 22 - Febuary 2091
Update 23 - March 2091
Update 24 - April 2091
Update 25 - May 2091
Update 26 - June 2091
« Last Edit: March 06, 2014, 10:10:43 pm by Draxis »
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #1 on: January 02, 2014, 10:43:56 pm »

Update 24 Status: June 2091

Spoiler: Heart of Gold (click to show/hide)

Spoiler: Aboveground Base (click to show/hide)

Spoiler: Underground Compound (click to show/hide)

Required power: 59 units.
Maximum power output: 150 units.

Lifesupport: 25
Crew Awake: 25

Spoiler: Planetary Map (click to show/hide)
Spoiler: Area Map (click to show/hide)

Road to Digsite: 25/80

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 Production Action from the Automated Production Line. 2 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
1 Science Action from the General Laboratory.  -10 noncritical to all rolls, unless very basic. 3 Manpower.
Action from the Large Sonar Mapper.  Allows the detection of changes in rock form or composition for up to 150 metres underground. Very bulky and hard to move. 8 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: 59/150 used.  Uses .04 He-3 Fuel /month.

Resources:
1.6x  Basic Parts
3.7x  Advanced parts
1.0x  Advanced Medical Supplies
2.0x  Pressurized Air
25.34x He-3 Fuel

Bonuses:
Admiral Ellis Wright: Organization+, Morale++, Leadership++
+5 Rugged Construction of the ship.

« Last Edit: March 06, 2014, 10:10:00 pm by Draxis »
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #2 on: January 02, 2014, 10:45:37 pm »

Introduction: Outpost Phase
This is the real beginning of the Outpost phase.  Each turn will now last only one month, unless there are interrupts for some reason.  During each turn, a number of actions can be taken.  Most, but not all, of these fall into one of several categories:
 - Construction - This includes the building and unbuilding of structures.  From salvaging the ship itself, to making rooms and supports in a cavern, to carrying a piece of equipment from the cargo bay and assembling it, these actions generally involve heavy things and somewhat less than fine precision.  They also include major hauling projects.  Most construction projects can be done with sufficient manpower, but they can be quite large and difficult without heavy gear.
 - Production - The more refined counterpart of Construction, Production actions are for making things to put into the built spaces.  These generally come from a factory of some sort, though they can be done by hand with greatly varying levels of inconvenience.  Production slots stack the best - it is easier for two factories to build parts of something than for two teams to be digging in the same place.
 - Mining - These actions deal with all sorts of digging and mining.  They can include things like moving around the product of the mines, and shoring up the spaces opened, to some extent.  These, except for minor surface projects, are quite difficult or impossible to do with a Manpower action.
 - Repairs - While general maintainance will be done in the course of normal activity, some things require more time and effort.  If a powersuit is damaged, or a reactor is brought down for maintainance, or the air filter gets full of algae, these actions will be when repairs are made.  These can almost all be done with Manpower actions, and tend to be easier for it than things like Construction and Production.
 - Engineering - Production falls into an obvious category, but before things can be made, they must be designed.  Engineering handles the implementation of technology, designs/prototyping of new things, or modifications of existing machinery.  It is also relatively easy to force other tasks into the Engineering category (with some inefficiency).  Engineering can always be done with a Manpower action, but tend to be quite difficult as such.  Engineering slots don't stack very well.
 - Science - While Engineering is the application of knowledge to making things, Science is finding out that knowledge.  Science equipment tends to be specialised to a certain type of science.  It can be done with Manpower actions, but generally anything above the level of recording visible effects of physical actions will be extremely difficult.  Science slots hardly stack at all.

The oft-mentioned Manpower Action simply means to do something with general handtools and other common equipment.  It tends to be less effective, though some actions are perfectly suited to them.  Generally, there will be a lot more people assigned to these than there are to other actions.

Actions are used, generally, to complete Projects.  A Project has a number of attributes:  at least its cost, its modifier, and its workload.  The cost describes the resources needed to complete it, described in numbers of units.  The modifier represents its difficulty - most science projects have a strong, constant negative modifier, certain easy projects have positive modifiers, and doing things without the appropriate tools will incur a hefty negative modifier.  Workload represents how much work something takes to complete - the roll for whatever Action(s) are applied to a project have the modifiers applied, and be added to the current progress.  When progress exceeds workload, the project is considered complete.

For example, take the following:
Construction Project: Water Electrolyser. Size 2. 80 point project; takes .1 units Basic Parts and .3 units Common Materials. Uses 3 power.  Turns water into oxygen and hydrogen (which may or may not be retained) at a 3:2:1 ratio, max 3 units of water per month.

This project is Construction, because the electrolyser can be built from stock parts and sheet metal, cement, or whatever else is on hand.  It will consume .1 Basic Parts and .3 Common Materials from stocks when started.  Suppose the a Powersuit unit is used to build it.  There will be no modifier because the tools are appropriate - here, even better than needed.  If, say, a 30 is rolled, the project will advance by 30+0 points to 30/80 progress.  Next turn, a team of 3 workers with handtools (Manpower Action) is added to the powersuits to help make sure it is completed immediately.  They would add their roll to the powersuit's roll, at a moderate malus due to inefficiency and their being not ideal - though not bad - for the task.  If this whole system seems terribly subjective and arbitrary, that's because it is.

The result of the project will be a "Water Electrolyser" structure which takes up 2 space (a Small building or cavern), and consumes 3 power and a variable amount of water to produce oxygen and hydrogen.

Generally, a project's modifier cannot cause critical hits or fails, and a negative result due to modifiers won't actually remove progress.

Projects now take Resources.  Resources refers specifically to expendable materials stocked in limited quantities - economically scarce if that is helpful.  They tend to be pretty vague.
  • Common Materials.  Refined metals and ceramics, used as material for most production and making Basic Parts.  Also used as stock for building and such.
  • Basic Parts.  Made from Common Materials; used in making things with complex parts which are not prefabricated, and provides a bonus to appropriate production tasks due to skipping intermediate production steps.
  • Advanced Parts. Needed for production and repairs of Advanced technology.  Made from a variety rare materials, and will probably need a considerable production base to make.
Resources also includes things like fuel, food, water, and so forth.  The list will expand to any scare resource which comes into play.



Spoiler: Ship Modifications (click to show/hide)
Spoiler: List of Modules (click to show/hide)
Spoiler: Cargo List (click to show/hide)
« Last Edit: February 18, 2014, 10:21:54 pm by Draxis »
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #3 on: January 02, 2014, 10:47:42 pm »

Update 0 - Awakening
January, 2052.  Lunar Base.

It is two weeks after the First Wave of the radiation storm has passed enough for the people inside the bunker to safely be brought out of cryosleep.  In that first week, the computer awakened the vital maintainance and medical personnel; over the last week, the commanders and first wave of industrial workers have been woken.  While early reports show that 80% of those in the Base, nearly 40,000 people, have survived, it is believed that the Second Wave of radiation will be even more intense, and that there is a 15-month window, at most, to evacuate fully or else people on the Outpost ship will start dying.

The leaders of the Base - ex-Admiral Ellis Wright, his second-in-command, the pre-Calamity Lunar Base commander, and the hastily appointed Chiefs of Engineering and Personnel - are meeting to determine their way forwards.  The main issue at hand is the design of the Ark - while the previous, massive Arks had little room for modification, with (relatively) so few people to carry, there is a lot more leeway in the design for this one.

The Admiral wants to do the same thing, though on a smaller scale, as the previous missions did - send out one Outpost ship and one very minimal Ark ship, which he says would allow the greatest amount of resources available to the Outpost team and allow the use of the many studies performed on the design of the previous Arks.

The second-in-command would prefer to make the Ark-ship better prepared to deal with any problems in flight, with greater backup systems, damage-control systems, and stores.  This would make it more costly, reducing the resources available to the Outpost mission, but would greatly reduce the chance of in-flight failure of the Ark.

The Base Commander says that it would be best to produce two Ark ships, each one minimal but just as capable as the previous Arks were. "Because we've all seen what having putting all your eggs in one basket leads to."  This would be more expensive than either of the two previously-proposed solutions, but be still more reliable that some of the colonists would make it through.

The Chief of Engineering has an innovative proposal - combine the Ark and Outpost ships.  This would let the Outpost commanders customize everything, would free up more resources due to no need for two ship-construction scaffolds.  However, it would also put all the eggs in one basket even more strongly than any other design, and all those cryopods would have to be somehow maintained until there was life-support for everybody in the planetary colony.

The Chief of Personnel says to make a single Ark ship, but to make it capable of establishing something of an outpost on its own - so that even if the Outpost mission fails completely, there is still hope for a few of those on the Ark.  Also, on the Ark's arrival, the Outpost would get a fresh supply of resources and production capability, which could help them adapt to the sudden increase in population.  Of course, it would be expensive - consuming about as much resources as the two smaller Arks despite the great redundancy in that plan.

Though nobody dares to bring it up, there is another possibility on everybody's mind.  While 40,000 isn't a big population, it is several times the highest estimates of the minimum sustainable population.  It would be possible, hypothetically, to leave some of them behind in coldsleep, tell the computer to wake them after the Second Wave, and hope for the best.  This would be devestating to morale, and almost certainly lead to the deaths of anyone left behind, but it would free up precious resources and increase the survival chances for whoever is taken.



In this turn, nothing really happens; you all get chances to ask questions and make plans, and choose which plan for the Ark Ship(s) will be taken.  The choice will affect the resources available to the Outpost mission, and the chances of the Ark mission's success.

Quote
Phase 1 Turn 0 Orders: January 2052.
Event: Ark Planning
    Choose one:
   ( ) Design A - single, minimal Ark ship.
   ( ) Design B - single, more reliable Ark ship.
   ( ) Design C - two minimal Ark ships
   ( ) Design D - single, combined Ark/Outpost ship
   ( ) Design E - single, reliable and well-supplied Ark ship
    Do or do not, and how many if so:
   ( ) Leave behind _________ people.
« Last Edit: January 04, 2014, 09:53:30 am by Draxis »
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evilcherry

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #4 on: January 03, 2014, 02:29:07 pm »

ptw, ftm.

10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #5 on: January 04, 2014, 05:58:40 am »

Quote
    Choose one:
   ( ) Design D - single, combined Ark/Outpost ship
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zomara0292

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #6 on: January 04, 2014, 06:49:21 am »

( ) Design C - two minimal Ark ships
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Re: Outpost 5 - Quest/Suggestion Game
« Reply #7 on: January 04, 2014, 07:12:24 am »

PTW
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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.

Draxis

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #8 on: January 04, 2014, 01:04:36 pm »

Can I get another tie-breaking vote, to be able to run an update?
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Re: Outpost 5 - Quest/Suggestion Game
« Reply #9 on: January 04, 2014, 01:43:45 pm »

Quote
    Choose one:
   ( ) Design D - single, combined Ark/Outpost ship
+1
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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.

Draxis

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Re: Outpost 5 - Quest/Suggestion Game
« Reply #10 on: January 04, 2014, 03:31:42 pm »

Update 1
January, 2052.  Lunar Base. 

After some discussion, the design of a combined Ark/Outpost design was decided on.  This would lead to challenges not faced by any other Outpost missions, but would also allow far more resources available for dealing with them.  Within a week, the designs for the core structure are drawn up, and the fabrication of structure and the massive cryobays has begun.  Once again, the top leaders of the Base's crew are meeting, with more important decisions - what to put on the ship, and where to send it.

The unified ship will need, in addition to any provisions for setting up an Outpost, to carry four huge cryobays, the reactors to keep them active, and the fuel and engines to move its massive bulk out of the way of the radiation storm and into another star system.  Also, it will need more wakened crew at any given time, to help handle maintenance of the cryobays, and it will need more maintenance supplies and backup systems to ensure that all the bays remain functional until well after landing, when there is capacity for 40000 wakened people.  However, the industrial capacity freed up from making the Ark-ship means that two more ship modifications can be made every three months - up to a total of four - even alongside the construction of the cryobays.  Also, far more manpower and materials are available to construct the ship that would have been otherwise.



Considered destination systems:
System name, distance (where the closest is at distance 1)

 - System A, distance 1. A small red-orange star, class MV, it still manages to hold on to at least two planets - one small rocky one, close to the star, with a temprature just above freezing and lots of liquid water, and a small, freezing rocky planet.

 - System B, distance 1.2.  A binary system of one brown dwarf and one small red star; the red star has several small- to medium-sized rocky planets and one gas giant.

 - System C, distance 1.5.  Another binary system, composed of two class MV red-orange stars.  There appears to be, at least, one large rocky planet with ice on the surface, but more detail cannot be determined.

 - System D, distance 1.8.  A huge, trinary star system composed of three Sol-like stars.  There is too much interference from these stars to tell more from so far away, but there are likely many planets.

 - System E, distance 2.3.  A single star, about the same size and color as Sol but far dimmer.  At this distance, the only features that can be made out are at least two gas giants.



Phase 1 Turn 1 status: January-March 2052.

Resources: 400 RU.
Starship: unnamed, hybrid Ark-Outpost Ship
Total Size: 80 units
Structure mass: 30 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
Total mass: 90 units.
Free space: 40 units.
Required power: 40 units.
Maximum power output: 0 units.
Total fuel:
Fuel remaining at destination:

Destination: none.
Flight time: unknown. (mass/thrust*distance*5 years)

Recommended launch date: April 2053.
Late launch date (chance of getting hit with radiation): July 2053.



Quote
Phase 1 Turn 1 orders: January-March 2052.
    Ship modifications: (choose up to 4)
        ( )
        ( )
        ( )
        ( )
    Science/Engineering Project: (choose 1, say how much RU to spend)
        ( )
    Cargo purchase: (choose any number)
        ( )
        ...
   
Event: Mission Destination
    Choose one:
        ( ) Star A - small, cold system with a possibly Earth-like planet, and some others.
        ( ) Star B - small binary system with a gas giant and several rocks.
        ( ) Star C - binary system with at least one large ice-bearing planet.
        ( ) Star D - huge trinary system with an unknown number of planets.
        ( ) Star E - medium-sized system with multiple gas giants.
« Last Edit: January 14, 2014, 05:07:23 pm by Draxis »
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #11 on: January 05, 2014, 04:54:24 am »

Anyway, I vote we go for system A. It's close, it certainly has (habitable) planets, and has water. Meanwhile, we don't know anything about the other ships, and binary star systems aren't known to be very stable.

    Ship modifications: (choose up to 4)
        - Expanded superstructure (This is a necessity. )
        - Expanded superstructure (Less of a necessity, but I think we're going to need it.)
        - Ion Engine
        - Ion Engine
    Science/Engineering Project: (choose 1, say how much RU to spend)
        -
    Cargo purchase: (choose any number)
        - Factory kit (Long production time, seems usefull)
   
   
Event: Mission Destination
    Choose one:
        ( ) Star A - small, cold system with a possibly Earth-like planet, and some others.

Anyway, for some interesting suggestions:

- Asteroid hull. Literally, we drill a hole in a suitable asteroid, and dump the entire ship in that. Excellent protection against all possible types of microasteroids, and it comes with resources and such that can be mined as we progress. In fact, it probably contains He-3 as well, so we can afford the additional fuel expense.
- Orbital Detachable parts: Rather than landing the entire ship, you leave the main engines, some sensors, and most reactors in orbit. Information and power can then be beamed down if needed.
- Probably not going to work out, but anyway. It's possible that a robotic system, if properly sheltered, could survive this gamma ray burst event. If we design a Von Neumann machine, and give it proper orders, it could reactivate between bursts, gather resources from asteroids, and use those to construct supply ships (Asteroid + engine), which could overtake us if we're going particularly slow.
- I'm surprised that the Orion system is not included as a potential transportation system.

Question, how much time do we have, exactly?

I made a link for those of you who want to play with engine strengths without doing calculations all the time.

Edit 2: Is there any reason to use He-3 fuel. I mean, said stuff is massive, and takes lots of place. Using the calculator above I haven't yet found a way to get the ship to it's destination using any He-3 fuel using system. Even in minimum configuration ((Ie, cryopods, power for cryopods and engine, and the engine. Nothing else.)), the fuel takes up massive amounts of space.

Edit 3: I've confirmed all fuel consuming thrusters to be useless. The fuel is just too massive , and using them requires that entire parts of the ship have to be given over to fuel storage. The best solution appears to be to spam the Ion thrusters, and use one of the high efficiency fusion power plants. Which means that you spend about 300 RU on ion thrusters.  That or key to a 50 years voyage and using the radioisotopes.
On a side note, going for a 50 year voyage with radioisotopes seems a better solution.
« Last Edit: January 05, 2014, 05:37:33 am by 10ebbor10 »
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zomara0292

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Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #12 on: January 05, 2014, 09:23:22 am »

As long as we are properly shielded from outside space, which, unfortunately, is not my forte. Space, that is. Get me a good a little more information on the planets in the closest and second closest system. Even if a binary system tends to be more risky, the number of planets means a number or resources we can pull from, if not one or more habitable planet. Would it be to much to ask for 20 ru to go to that end? Ten per system?
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #13 on: January 05, 2014, 09:28:41 am »

As long as we are properly shielded from outside space, which, unfortunately, is not my forte. Space, that is. Get me a good a little more information on the planets in the closest and second closest system. Even if a binary system tends to be more risky, the number of planets means a number or resources we can pull from, if not one or more habitable planet. Would it be to much to ask for 20 ru to go to that end? Ten per system?
20 RU is 5% of our total RU reserve. Additionally, the systems are  20% / 50% further away.

Edit: But I'm waiting for the GM to confirm the fact that the numbers for fuel are indeed correct. Currently, using any He-3 using technology means dedicating more than 50% of your hullspace to fuel.
Edit 2: WE might want to develop a Bussard Ramjet, in order to gather fuel in flight.
« Last Edit: January 05, 2014, 09:42:22 am by 10ebbor10 »
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escaped lurker

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Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #14 on: January 05, 2014, 10:18:07 am »

How many pods are included in the pre-installed ark-modules?
Read it multiple times, can't seem to find it...

Basically agree with you, ebbor, but I would wait with the engines and research them for the time being. An upgrade or breakthrough there could turn our game around.

Must-have:
Seedbank - 2  RU, 4 M, 3 S
Oxygen Extractor - 5 RU, 2 M, 4 S
Hydroponics Kit (Colony)- 7 RU, 6 M, 5 S
X Habitation Domes
Some sort of Manufacturing / Mining Equipment
Command-Centre type X
Food, Water, Air Supplies
Life-Support-Systems (Ship)

Wishlist:
Recreation-Room
Rugged Construction / Reinforced Hull


So yeah. Factory-Kit would be real nice, not sure we can afford it thou...
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