Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 27

Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36069 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #45 on: January 06, 2014, 02:12:38 pm »

Problem is, that removes a lot of flexibility our possible ship design. I mean, I was contemplating switching out the smart command center for a traditional one (more than enough crew to do stuff) and I was also planning on upgrading the engines. Possibly without RU investment, but it should have significant benefits. And we're pushing against the limit, already, so we can't delay construction.
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #46 on: January 06, 2014, 02:49:49 pm »

Fair enough. How about we try our luck with building one for now and hope for the best then?

Expansion, med-bay, machine shop, closed loop life-support

If it works like I would hope, we might not need the third expansion - else there will be no drawback either.


On the matter of the bridge, having a smaller dedicated crew has its uses. If we can support more people than needed, how about one a two guys on maintenance-duty, checking that the bolts still hold everything together? Or waking - on demand - the good doctor for that backpain that crept up, the psychiatrist for the slight depression that developed, or that other egghead for those small fluctuations that started in engine #3? Such measures might seem a tad extensive, but certainly will rigg the game in our favour...  :P
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #47 on: January 06, 2014, 02:58:08 pm »

For once, asking for confirmation if doing as displayed above works as I would intend.

And yes, I thought that most of those crewies would come from the military - baring maybe the odd specialist. I highlighted discipline in the flavour-text, so those would have to cope with this being a military operation of sorts, and thus should create no fraction either. As I dont know how many civs work up in space, nor their ratio towards the present military, it boils down to "whatever works best"
Those module additions don't bring you above the 60% limit, but if you were referring to the idea of having the two superstructure expansions being more efficient - that would be a different project than being able to install a third.  You could do it, and it wouldn't cost much, but it would be significantly less likely to succeed, as the base designs of the Outpost ships have been already studied extensively by Earth's best engineers, and the design of your ship differs mainly only through an expanded engineering section and the cryobays being bolted on.  The superstructure expansions weren't affected by those changes, so they are already pretty well optimized.
Or waking - on demand - the good doctor for that backpain that crept up, the psychiatrist for the slight depression that developed, or that other egghead for those small fluctuations that started in engine #3? Such measures might seem a tad extensive, but certainly will rigg the game in our favour...  :P
That would be doable, but it takes over a week to wake someone safely from cryosleep; it can be done in as little as three days, but there is then a significant chance of them dying or getting brain damage.  That system would be useful in the long run, but if an emergency did develop it would be better to just have more crew awake.

Most civilians who worked in space left on the Arks, but there are still more on the Base than actual naval ship crew - there are almost 6000 naval personnel, but only a few hundred worked on ships.  Most of the population consists of workers and administration staff from Lunar Base, other orbital platforms, or the complex around the main Earth-based naval center.  The established system for crewing the ship is to rotate any experienced spaceship crew with a good record through in staggered, 5-year shifts.
« Last Edit: January 06, 2014, 03:07:16 pm by Draxis »
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #48 on: January 06, 2014, 03:27:44 pm »

So, just so that I get this clear, there's no damage done by doing the superstructure upgrade this turn?

On a side note, how many spots are there in cryo. I know we're taking 40 000 people, which is small  compared to all previous ships, but it's still interesting to know how much back-up we have in the cryosystem.
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #49 on: January 06, 2014, 03:33:35 pm »

No damage is done, unless the possibility of improving it later and missing out on the improvement is considered damage.

There are a reasonable amount of spots in cryo; far more than enough for the ship's crew, but not enough that you have significantly less than 40,000 people.  Somewhere around 200, probably.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #50 on: January 06, 2014, 04:18:49 pm »

But adding a third part wouldn't be an improvement of the previous two, right?
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #51 on: January 06, 2014, 05:00:34 pm »

It would not.  Basically what I'm saying is, any research improving the "Extended Superstructure" modification would not retroactively affect ones already in place.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #52 on: January 07, 2014, 01:22:47 pm »

In that light, can we get an agreement for a proposal. I stand behind this one, but I'm perfectly willing to accept compromises.

Quote
    Ship modifications: (choose up to 4)
        - Expanded superstructure (This is a necessity. )
        - Expanded superstructure (This is a necessity.)
        - Close loop lifesupport and hydroponics
        - Damage Control & machine shop

    Science/Engineering Project: (choose 1, say how much RU to spend)
        - Superstructure Expansion (Basically, recalculate stuff so that we can attach a third expansion, even if that weights more than the previous two) [10 RU]

    Cargo purchase: (choose any number)
        -  Nothing

Event: Mission Destination
    Choose one:
        ( ) Star A
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #53 on: January 07, 2014, 01:32:03 pm »

Sure enough +1

I previously was under the impression that we might upgrade and thus make do with two expansions - but that seems out of the question now. Further planing after we get those research-results....
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 1
« Reply #54 on: January 07, 2014, 06:31:44 pm »

Update 2
April, 2052.  Lunar Base. 

Quote
        Ship modifications: (choose up to 4)
            - Expanded superstructure (This is a necessity. )
            - Expanded superstructure (This is a necessity.)
            - Close loop lifesupport and hydroponics
            - Damage Control & machine shop

        Science/Engineering Project: (choose 1, say how much RU to spend)
            - Superstructure Expansion (Basically, recalculate stuff so that we can attach a third expansion, even if that weights more than the previous two) [10 RU]

        Cargo purchase: (choose any number)
            -  Nothing

    Event: Mission Destination
        Choose one:
            ( ) Star A

Ship modifications: (choose up to 4)
            - Expanded superstructure (This is a necessity. )
            - Expanded superstructure (This is a necessity.)
            - Close loop lifesupport and hydroponics
            - Damage Control & machine shop

The destination chosed, construction begins on the ship in earnest.  Over next three months, most of the ship's substructure and mounts for the planned modules are put into place, even as the ground-based industry begins fabricating some basic modules.  Notably, both of the possible structural expansions noted in the original Outpost vessel design documents are begun.  However, not even then is there enough space, so a study is begun on possible ways to add a third area for expansion.

- Superstructure Expansion (Basically, recalculate stuff so that we can attach a third expansion, even if that weights more than the previous two) [10 RU]
(50) The biggest challenge is not keeping the load within structural tolerances, as the vessel's design well surpasses its requirements; the problem is keeping any possible load balanced around the center of thrust, and ensuring that atmospheric landings are possible.  With a good deal of work, the engineers of Lunar Base find a solution - they will build the expansion space into the void between the four cryobays, which has the benefits of being balanced in every direction, and also provides some extra stiffening to the ship's frame.  However, the added logistical requirements and structural parts will mean that the new expansion will be slightly more expensive, and considerably more massive, than any previous ones.
New Modification unlocked: Further Extended Superstructure. Cost: 25 RU. Mass 25 units. Increases available space by 30 units.  Allows the ship's internal volume to be expanded even if two Superstructure Extensions have already been made.

Random event roll: 31.  Everything goes pretty much according to plan, with a few minor delays.



Phase 1 Turn 2 status: April 2052.

Resources:327 RU.
Starship: unnamed, hybrid Ark-Outpost Ship
Total Size: 140 units
Structure mass: 60 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.

Total mass: 125 units.
Free space: 92 units.
Required power: 47 units.
Maximum power output: 0 units.
Total fuel: 0 units
Fuel remaining at destination: 0 units


Crew Lifesupport: 15
Required Crew: 1

Destination: Star A, distance 1.
Max. thrust: none
Acceleration profile: none
Flight time: infinite.
(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 3 orders: April-July 2052.
    Ship modifications: (choose up to 4)
        ( )
        ( )
        ( )
        ( )
    Science/Engineering Project: (choose 1, say how much RU to spend)
        ( )
    Cargo purchase: (choose any number)
        ( )
        ...
« Last Edit: January 14, 2014, 05:07:12 pm by Draxis »
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 2
« Reply #55 on: January 07, 2014, 06:37:44 pm »

I assumed you wanted the smaller hydroponics bay, since that was in the plan two pages ago; I can change it if that wasn't it, but in the future please specify. 

Any more information you think should be in the Status section?
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 2
« Reply #56 on: January 08, 2014, 02:11:48 am »

Yes, the plan was to have the small hydroponics bay.

And it would be nice if you could deduct the cost of everything already constructed from the resources, unless this turn didn't cost a thing.

Edit 1: If we want to buy the my little factory kit, we have to buy it now.
« Last Edit: January 08, 2014, 02:57:47 am by 10ebbor10 »
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 2
« Reply #57 on: January 08, 2014, 04:27:53 am »

If we keep to our current planing, we have 36 RU unalloted. Add 10 / 20 if we change to a lower command-centre.

The kit costs 25 RU more than the necessity-version. So within our scope. I do dislike it being prone to failures thou.

One question towards Draxis - can the factory churn out bots like the specific assembly-line could?
Methinks that we want to get some robo-force going soon-ish after landing, much less hassle, and rare resources needed, while being more effective...
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 2
« Reply #58 on: January 08, 2014, 04:32:45 am »

IIRC, the factory can build everything. But it tends to break down every so often.

On a side note, we will need spare parts and advanced spare parts. That will probably cost quite a lot. On another note, we have quite a few of redundant systems build into the ship already, don't think we need the hydroponics. We could go for a meat vat or the sludge compressor.

Edit: Having a lab would be nice as well.
« Last Edit: January 08, 2014, 04:36:56 am by 10ebbor10 »
Logged

Draxis

  • Bay Watcher
    • View Profile
Re: Outpost 5 - Quest/Suggestion Game - Update 2
« Reply #59 on: January 08, 2014, 06:43:04 am »

The factory could produce relatively easy-to-assemble parts for pretty much anything, or make smaller/simpler bots entirely, but is slower at it than the dedicated assembly line.
Logged
Pages: 1 2 3 [4] 5 6 ... 27