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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36092 times)

Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #90 on: January 24, 2014, 04:54:11 pm »

Stored in airlocks/ corridors. Can we do that ?
6 RU, Size 6, Mass 6:
6*Air tanks & vac suits

Note: As much as I would like it to be different, by my count we only have 38 units of free space left, rather than 44
Note 2: I'm also not sure if the RU count is correct, because we have a surprisingly large amount of RU left. Could be just me though, I haven't adjusted for some minor cost efficiency measures I did, and there's the +10 RU random event bonus.
It seems you should have only 240 RU left and 38 space, sorry about that.  Fixing.
You can put up to 6 Size of cargo into the corridors, but it will inhibit fast movement if that becomes necessary.  Stuff packed in the corridors is also more likely to suffer damage on landing, although something like vac suits is pretty durable against impacts and vibration.
 
I'd say use the saved RUs on an Optrionic Central Computer, which should be extremely useful in the long run. (+30 to an engineering action, if it hasn't been changed and I remember correctly), as well as taking up a little less space.
I wasn't planning to change it, but looking at the description, I don't see where that +30 Engineering bonus comes from.  I'm changing it to two +10 bonuses, each applicable (the two don't stack) to any project which would reasonably be helped by having the Central Computer's power and versatility at its disposal, which could be pretty much anything which is planned; as well as the ability to pull out blueprints for many existing items with an automatic neutral success.

Also, our smart command center has an optronic computer. Not sure if we need a second one.
The ship command-center is designed for running several systems with insignificant error and no downtime for decades; the Central Computer is designed for coordinating hugely parallel systems with acceptable error with significant (if small) downtime, and having the power left on the side for major planning and engineering projects.  Either is of course adaptable, and can even be reassembled into something completely different - but their roles are not redundant.
« Last Edit: January 24, 2014, 04:57:34 pm by Draxis »
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #91 on: January 24, 2014, 05:16:14 pm »


But what if it breaks down. Sure, we have the damage control kit in the ship, but I rather have a spare for our production.
If it breaks down, we can fix it. And the probability of it breaking down the first time we use it (making a workshop should only take one turn, unless we get unlucky) is pretty much negligable. Heck, we could probably mock up some power tools with a manpower action or the mech, if necessary.
Quote
Also, our smart command center has an optronic computer. Not sure if we need a second one.
As pointed out by Draxis, they aren't interchangeable (easily, at any rate).
Anyway, even if we don't take the computer, we could still use the saved RUs to buy 3 additional crates of advanced parts, which I think is a much better investment.
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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 #92 on: January 24, 2014, 05:27:02 pm »

That doesn't apply anymore. There was a minor change in RU available, we have to rebuget everythibg,
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #93 on: January 24, 2014, 06:02:20 pm »

That doesn't apply anymore. There was a minor change in RU available, we have to rebuget everythibg,
Ah, didn't notice.
.
.
Unless my maths is off, that should leave us with 54RUs, or 60 if we dump the Detection away.
Spoiler: proposed cargo list (click to show/hide)
Alternatively, replacing the mining bots with a D&D vehicle team would net us enough RUs to double our spare part supplies. Worth consideration, at least.
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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 #94 on: January 24, 2014, 06:24:40 pm »

I arrive at 56 RU, because we have to dump a single fuel tank in order to fit everything in. Otherwise I'll agree with you on the cargo.

Quote
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)
         - I dunno. Expert crew cataloguing project, ensuring we have the best with us, and now who we need to defrost? [No RU left. If researching without RU gives nothing, have them look for parts or information that can be added to the databanks.]

    Cargo purchase: (choose any number)
         - See cargo list.       
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #95 on: January 24, 2014, 07:09:10 pm »


         - I dunno. Expert crew cataloguing project, ensuring we have the best with us, and now who we need to defrost? [No RU left. If researching without RU gives nothing, have them look for parts or information that can be added to the databanks.]
The crew cataloging project would be fairly good chance of success without RU.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #96 on: January 25, 2014, 06:00:50 am »

Well, here's the final proposal. It might be best to create the factory line and sludge processor now, so that we have time left if there's a problem. Other resources can wait till next turn, providing us with a buffer if something goes wrong.

Edit: If my calculations are correct (they probably are), then the improved ion engine allows us to use three, not four engines , and still be capable of arriving with significant fuel reserves.

3 engines: Voyage takes 55 years (constant burn), more than 16 units of fuel remaining. Bonus: Only 1 reactor needed to power everything.
4 engines: Voyage takes 42 years (constant burn), more than 27 units of fuel remaining.

As an added benefit, dropping 1 engine also frees up some space, allowing us to take an 12 extra fuel. (Thereby negating the fuel efficiency loss from extra travel time completely)
If we're feeling really silly, we could even drop to 2 engines, but then we'd have more than 80 years travel time. We'd still have a significant fuel reserve though, especially if we filled up our remaining space with fuel.

Quote from: Four Engine version
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
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate

Spoiler: proposed cargo list (click to show/hide)




Quote from: Three Engine version
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.
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate


« Last Edit: January 25, 2014, 05:10:03 pm by 10ebbor10 »
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escaped lurker

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #97 on: January 25, 2014, 06:26:37 am »

I think we still might want to stick to four engines - the less time we take, the less chance of troubles occuring. A bad event easily could knock out an engine, and with 3 reduced to two, this could spell a long, troublesome journey...

Else, agreed on all fronts. Just make it clear that the weaponry is for unforeseen stuff, like, aliens. That and that there won't be nearly enough to suppress a big number, like the colonists would be.
« Last Edit: January 25, 2014, 06:45:57 am by escaped lurker »
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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #98 on: January 25, 2014, 06:38:46 am »

+1 to Ebbor's plan. EDIT - the 3 engine one
As for the 4/3 engines, I guess it comes down to this: An extra 13 years of travel time in exchange for about 27 RUs worth of cargo or research (With the other 3RUs going to the additional fuel).
I'm not sure, though I'm slightly leaning towards 3 Engines. 27RUs could buy a meat vat and an awful lot of spare parts, and possibly some emergency air and food, leaving us better prepared for the (larger amounts of) untoward events in flight.
« Last Edit: January 25, 2014, 07:15:16 am by TopHat »
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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 #99 on: January 25, 2014, 06:59:30 am »

While I doubt we're going to irreparably loose an engine, we could still survive that. Depending on how far we're in the journey, we have, at worst, 2 years worth of fusion fuel left on arrival. That should be enough time to create an alternate power supply.

On a side note, I'd like to take a prefabricated laboratory, rather than a meatvat kit. Sure, it takes a big gap out of the budget, but I think the ability to do research upon arrival will be very beneficial.

Anyway, system failures should be relatively rare. We have a durable construction, optronic computer system, redundant systems, redundant crew*, expert crew (probably), and can afford to implement some downtime for repairs. 5 Years downtime total accounts for 1 month every year, and should be more than enough time. Also, the duration is not much larger as the flight-time we'd had if we used 4 conventional engines.

*I'd say at least 15, possibly more if needed.



Anyway, the aliens excuse isn't going to work. This setting has seen no evidence at all of the existence of aliens. And well, stunners would work in suppression of revolts. Our life-support capabilities, especially in the early stages, aren't that great, so we rarely would have more than 100 crew for the first years.
« Last Edit: January 25, 2014, 08:04:09 am by 10ebbor10 »
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escaped lurker

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #100 on: January 25, 2014, 09:13:33 am »

I doubt the people know about the setting  :P
It is an easy security, against a viable threat. Besides, if we really want to pull something, we will be able to either way. We can just as easy manufacture cruder stuff on-site. We are saving their abandoned arses here, and now they suspect us of turning into stalinism because of a few weapons? Whose actions are hurting the sense of community here, I wonder...

But sure, a lab sounds very helpful - more so than meat-vats by far, actually.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #101 on: January 25, 2014, 10:12:31 am »

But sure, a lab sounds very helpful - more so than meat-vats by far, actually.
That means you're good with the three-engine plan?
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #102 on: January 25, 2014, 10:18:38 am »

Well, not really a viable threat. There's no indication that any aliens exist, and the chance that they do is extremely rare . It just makes you sound extremely suspicious.

Anyway, I'm in favour of the 3 engine plan.
« Last Edit: January 25, 2014, 05:11:51 pm by 10ebbor10 »
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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #103 on: January 25, 2014, 05:38:01 pm »

Hey, I swear there was an Central Computer it the 3-engine cargo list.
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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 - Update 4
« Reply #104 on: January 25, 2014, 06:06:59 pm »

He swapped it for the General Laboratory.
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