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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36106 times)

Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #120 on: January 26, 2014, 01:33:51 pm »

Perhaps an extra ship?  :P

Probably around 20-odd RU, judging that the rest of the time we got 10 RU.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #121 on: January 26, 2014, 03:31:03 pm »

A 100 would have been something more than RU, especially at this stage; maybe a transmission from the surface about some important item or information, a sudden scientific or engineering breakthrough or something which would have been helpful at the destination, or something to that effect.  I shouldn't have given RU twice anyway, but was just lazy the second time a roll around 70 came up.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #122 on: January 27, 2014, 08:49:33 am »

Anyway, opinions?
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #123 on: January 27, 2014, 01:16:17 pm »

I'd suggest replacing one of the air tanks for one of water, closed-loop life support isn't perfect and I'd like to have some backup water. It is a long journey.... Don't really mind though.
Otherwise, it all looks good. +1 to Ebbor's plan
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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 5
« Reply #124 on: January 27, 2014, 01:48:22 pm »

The closed loop system should be perfect, unless we're loosing air somewhere. And well, we're heading to a planet with confirmed liquid water ,IIRC.
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Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #125 on: January 27, 2014, 02:52:27 pm »

I agree with tophat on that one, some extra water would be nice.

Or we can just bring a tank each of o2 and hydrogen...
And arent we doing that?
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #126 on: January 27, 2014, 03:04:58 pm »

Well, preferably not hydrogen. Kind of explosive

 Anyway, we're heading to a planet with confirmed liquid water. Also, our recycling system should be perfect as long as we don't loose air.
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Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #127 on: January 27, 2014, 03:25:34 pm »

Well, lets hope we loose no air.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #128 on: January 27, 2014, 04:52:43 pm »

Well, as long as we don't screw anything up we shouldn't. Just requires a few good rolls.
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 5
« Reply #129 on: January 27, 2014, 05:20:56 pm »

55 years worth of good rolls, that is. Plus the landing.
Anyone want to bet how many people we lose?
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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 5
« Reply #130 on: January 27, 2014, 10:08:19 pm »

Update 6
January-March 2023.  Lunar Base. 

Quote from: Proposal
Phase 1 Turn 5 orders: January-April 2053.
    Ship modifications: (choose up to 4)
         - Improved Ion engine  (30 RU)
         - Improved Ion engine (30 RU)
         - Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW.
         - Aid Science and Engineering team, do what needs to be done. Disassemble self for resources if needed.
    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Find some solution to reduce hindrance/ damaged cargo from loose Vac suits. In fact, turn a liability into a benefit. Easy access to vacsuits reduce chances of violent decompression, provided you don't trip over them, or get them smashed into your face. [2 RU, size unit, if needed.]

    Cargo purchase: (choose any number)
        Cargo Bay:  (36RU)

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 3, Mass 2
Ore Processor. Cost 6 RU, Size 4, Mass 5.
Advanced parts x4 (12 RU, Size 4)
Basic Parts x3 (6RU, size 3)
Advanced Medical Supplies x1 (2RU, size 1)
2x vac suits (2RU, size 2)
2* Air tanks

Corridors/storage lockers (4/6, 4RUs)

4x Vac Suits (4RU, 4 size)

Launch in April

Ship modifications: (choose up to 4)
         - Improved Ion engine  (30 RU)
         - Improved Ion engine (30 RU)
         - Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW.
         - Aid Science and Engineering team, do what needs to be done. Disassemble self for resources if needed.


With only 3 months left before the final pre-launch preparations, the Base crew work hard to get the ship finished - assembling the remaining engines, mounting a large sensor pod behind the biodome, completing the control and lifesupport systems, and running as many system tests as possible.  Everyone not involved in these last stages of the project enters the completed and primed cryobays, the last of the cargo is loaded, and by launch time everything is ready. The random event roll was subsumed into this; you got an 80 so everything was done on schedule or before, and nothing happened of note.

- Find some solution to reduce hindrance/ damaged cargo from loose Vac suits. In fact, turn a liability into a benefit. Easy access to vacsuits reduce chances of violent decompression, provided you don't trip over them, or get them smashed into your face. [2 RU, size unit, if needed.]
(51) While vacuum suits are fairly resistant to impacts and vibration, they are quite bulky, and to remain usable on short notice they must be stored in a way that leaves them somewhat in the way of many crew activities.  The of the 60 suits taken on board the ship, 40 will be packed into the crew spaces instead of the cargo bay for easy retrieval, cannot be simply crated down because of the close spaces of the corridors and the need for easy access.  A group of engineers is given some time and whatever scraps of material are left from the construction and told to figure out a way to store the vac suits conveniently.  They report back in late Febuary with their plan of action: build into the open conduit spaces running above many of the hallways small cable assemblies such that the suits will be affixed to the ceiling, but with the pull of a slipknot at each limb they can be brought down in seconds.  Of course, putting them back is practically impossible while the vessel is accelerating.

The Chief of Engineering is taken with the elegance of this system, but the Admiral's Second-in-Command is not.  He quietly orders a group of Navy personnel to confiscate the suits and Velcro them to the walls of wherever the crew will be spending lots of time.  Problems for having things in the hallways mostly removed - though the space is still that much more cramped, the suits should be always accessible and not floating around.



Phase 1 Turn 6 Status: April 2053.

Starship: UNNAMED, 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.
    • 4x Advanced parts 3x4 RU. Size 1x4. Mass 1x4.
    • 3x 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.
  • 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.
  • 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.

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 80 units
Fuel remaining at destination: 27 units

Crew Lifesupport: 25
Required Crew: 2

Destination: Star A, distance 1.
Max. thrust: 27
Flight time: 53 years [/i](mass/thrust*distance*5 years)

Recommended Launch Date: April 2053. LAUNCHING
Late Launch Date (chance of being caught in edge of radiation storm): July 2053.




Quote
Phase 1 Turn 6 orders: April 2053
    Ship's Name: _____________
    Crew to remain awake(2-25): _____________



I will be running the launch update in a day or two.
« Last Edit: January 28, 2014, 06:50:34 am by Draxis »
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escaped lurker

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Re: Outpost 5 - Quest/Suggestion Game - Update 6
« Reply #131 on: January 27, 2014, 10:23:38 pm »

At least 10 crews would be my suggestion - enough people that they won't bore each other to death, and a good number if problems arise.

As for the name, I'd say to let ebbor do that honour, for obvious reasons.
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RulerOfNothing

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Re: Outpost 5 - Quest/Suggestion Game - Update 6
« Reply #132 on: January 27, 2014, 10:24:54 pm »

Posting to watch. Also an awake crew of 10 sounds good to me.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 6
« Reply #133 on: January 28, 2014, 02:36:14 am »

((So it's 10 crew suits per space unit, not 5?. Well, it won't hurt to have spares, I suppose. Another note, I believe we have 25 crew life-support, not 15. Probably a typo in the update.))

Anyway, names. I'm not good with names. I might get back to you on that soon, or not. How about Heart of Gold

Anyway, I'd rather go for double the crew, ie, almost 20. While the ship practically runs itself, it's rather large so we need a lot of people to keep an eye out for stuff. Between all our entertainment options this shouldn't be a problem.

Also, I propose we implement 1 month maintenance stops every 5 years. That should be enough to keep everything running. Let's do reactor maintenance every 10 years. (Ie, during every stop we shut down one of the reactors, and maintain that. Next stop we do the other one.)  It might actually be a bit to much, but better be sure.

55 years worth of good rolls, that is. Plus the landing.
Anyone want to bet how many people we lose?
If it's less than 4000, I'm happy.
« Last Edit: January 28, 2014, 02:39:24 am by 10ebbor10 »
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RulerOfNothing

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Re: Outpost 5 - Quest/Suggestion Game - Update 6
« Reply #134 on: January 28, 2014, 03:18:24 am »

One thing we should keep in mind is how much the crew are going to age over voyage (since it's going to take over five decades to get to the destination). This depends on how many people under cryo can be thawed to serve as crew (as this will allow the crew to be rotated in and out of cryo and not age 53+ years), so we need to know about that.
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