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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36117 times)

Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #150 on: January 30, 2014, 04:02:52 pm »

Update 8
2068, Deep Space

Quote from: Turn 7 Orders, taking effect in April 2053
     [X] see if they can utilize systems to design stuff without compromising operational security; (Using the VR as a virtual design environment). After that, let's see if they can refine our MCF fusion systems, based on the research we already started.
     
Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.

2053-2057:
Crew: (39 +5 Biodome +5 Expert Crew) = 49 No effect
Ship: (95 +5 Expert Crew +5 Rugged Construction) = 105 Not critical as such
VR Research: possible, but inconvenient. (52 +5 Expert Crew) = 57 Minor progress

With some software and control modifications, which go fine after some initial problems, the VR pod is set up to be used as a CAD system.  The more technical-minded among the crew (not that any aren't, but some more than others) work some on improving the designs of the MCF reactors, but with no significant success.  However, they do become familiar with the design and how it works, so future attempts will be somewhat easier.

Those tasked with maintaining the ship's systems, though, not only keep everything running well but work out systems and protocols to make any future maintainance efforts easier.  +5 added to the maintainance modifier, though not a permanent bonus - any future problems which lower the modifier will negate it.

2058-2042:
Crew: (74 +5 Biodome +5 Expert Crew) = 84 No effect
Ship: (78 +5 Expert Crew +5 Rugged Construction +5 Maintainance Modifier) = 93 +2 to Maintainance Modifier
VR Research: (15 +5 Expert Crew) = 20 No progress whatsoever

The crew, still in good spirits, continues with the rigourous maintainance programs, keeping the ship not only good as new but better in many ways.  The MCF design work, though, meets a major problem: the person who had been leading the efforts is cycled into cryosleep, and now nobody really knows what is going on.  He left his files, but no progress is made.

2063-2067
Crew: (81 +5 Biodome +5 Expert Crew) = 91 No effect
Ship: (08 +5 Expert Crew +5 Rugged Construction +7 Maintainance Modifier) = 25 -10 to Maintainance Modifier in combination with the fire
VR Research: (01 +5 Expert Crew) = 6 Really bad critical fail!

The crew morale is still high - despite the setbacks in the research program, everything else is going very well, and they consider it only a minor part of their mission anyway.  However, soon something happens which shakes that confidence - the VR pod being used for the MCF research somehow overloads and bursts into flames!  The flames quicky spread to the rest of the Rec Area, and risk breaking out into other modules through the conduits.  Fortunately, the crew's work on keeping the ship running pays off, as everyone in the Rec area manages to get out and control the blaze for a while by sealing and venting the room, as the rest come up with proper firefighting gear to extinguish the flames completely. 

The person in the VR pod at the time has severe burns, and has to be treated and put back into coldsleep due to permanent nerve damage.  Also, the Rec Area is mostly gutted, and the power surge which caused the fire also did minor damage to other parts of the ship's electrical system, though most of it is repaired easily.  Engineers are unable to determine the cause of the overload, but guess that it was likely the modifications to the input devices made for the CAD system shorting out.
-5 Morale malus until Rec Room is repaired, if ever
No more VR Research



Update 7 Status: 2068, Post-launch.


Starship: Heart of Gold, 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. Critical Damage
  • 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.
Rugged Construction: +5 to all rolls relevant to the ship being overengineered and tested further than usual.
Atmospheric Flight Capacity: While not graceful, the ship is capable of landing with relative precision and control for a multi-thousand-ton brick, on any planet with an atmosphere at least.
Wrecked Room: -5 to all morale rolls until the Recreational Commons is repaired.
Maintainance Modifier: -3

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 65 units
Fuel remaining at destination: 27 units

Crew Lifesupport: 25
Required Crew: 2
Crew Awake: 15

Destination: Star A, distance 1.
Max. thrust: 27
Flight time remaining: 38 years [/i](mass/thrust*distance*5 years)

Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.



Quote from: Turn 7 Orders, taking effect in 2063
     [ ] _____________________________
     [ ] Repair Rec Area Y/N (Costs .3 Basic Parts)
     ...



There wasn't an interrupt for that fire because I combined it with the bad Ship-Events roll, the modifiers of which had it being contained with minimal damage.
« Last Edit: January 31, 2014, 11:44:07 am by Draxis »
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Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #151 on: January 30, 2014, 04:22:38 pm »

Eh, lets fix it.
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Nunzillor

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #152 on: January 30, 2014, 04:23:39 pm »

Suggest repair recreational area.

Awaken burned individual and a medical professional if one is not already awake.  Treat burns as best as possible, determine if burned individual can still be productive crew member.  If not, determine the amount of time necessary for recovery.

If recovery is not possible, euthanize secretly and dispose of remains discreetly.  No need to use limited resources to care for such liabilities.

Once problems are dealt with, restart VR research.
« Last Edit: January 30, 2014, 04:32:03 pm by Nunzillor »
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #153 on: January 30, 2014, 04:33:31 pm »

[] Repair Rec area Y/N Yes
[] Investigate further into cause of fire, and how to stop it happening again
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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.

Aseaheru

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #154 on: January 30, 2014, 04:34:37 pm »

Seconding above action. Bring on the next fuckup!
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #155 on: January 30, 2014, 04:40:56 pm »

To be clear, the one with the burns was stablized before being put into coldsleep - they just will lack the use of an arm without major reconstructive surgery, and nobody in the crew is capable of it.  A surgeon could be woken up, but it would be far easier to do it in the background after landing.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #156 on: January 30, 2014, 04:43:47 pm »

The crew are going to notice that, you know. There's only 150 people to cycle through, and a pretty strict schedule. Also, the ships logs should make trouble about cryopods being disabled, and airlocks being used. I say we leave him in cryo for the time being, if that won't worsen his condition.

Also, we don't get a bonus for having more than needed crew awake, our optronic computing systems, or the Rec room?

*Well, I understand if it's used for designing.

[] Repair Rec area Y/N Yes
[] Investigate further into cause of fire, and how to stop it happening again
+ Ship systems overhaul : Using 0.2 advanced parts, 0.2 basic parts. (Just once, not every turn)

On a side note, is there any reason why we went back in time for a moment there?

To be clear, the one with the burns was stablized before being put into coldsleep - they just will lack the use of an arm without major reconstructive surgery, and nobody in the crew is capable of it.  A surgeon could be woken up, but it would be far easier to do it in the background after landing.
Besides, Cryo isn't instantaneous, and freezing/refreezing can't be healthy.
« Last Edit: January 30, 2014, 04:49:25 pm by 10ebbor10 »
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #157 on: January 30, 2014, 05:19:29 pm »

The 2042 was a mistake. The Rec room prevents a malus to morale.  The crew awake was abstracted into faster responses to problems, better morale, and more man-hours available for doing things, since I don't know a good way to quantify it.  The Computer I just forgot, but wouldn't have had much effect here due to the good crew response; making a note of that.

+ Ship systems overhaul : Using 0.2 advanced parts, 0.2 basic parts. (Just once, not every turn)
At this point, there is very little damage to the ship thanks to those two very hign Ship rolls (built-up damage is abstracted into the Maintainance modifier).  The overhaul certainly would help, but not as much as it could.
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Nunzillor

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #158 on: January 30, 2014, 10:35:11 pm »

Alright.  Guess I need to keep my tendencies in check.  Just thought it would be interesting  :P.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #159 on: January 31, 2014, 09:24:44 am »

Oh well, in that case:

Quote
[] Repair Rec area Y/N Yes
[] Investigate further into cause of fire, and how to stop it happening again
[] Upgrade Rec area with 0.1 advanced parts to prevent further failures.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #160 on: January 31, 2014, 10:47:51 am »

Anyone else have an opinion  on the "Upgrade Rec area with 0.1 advanced parts to prevent further failures." action?
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escaped lurker

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #161 on: January 31, 2014, 10:54:24 am »

Anyone else have an opinion  on the "Upgrade Rec area with 0.1 advanced parts to prevent further failures." action?

Seconded by me. We want our crew happy, and if we only need to spend a few advanced parts to do so, I can't see any real downside.
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Nunzillor

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Re: Outpost 5 - Quest/Suggestion Game - Update 8
« Reply #162 on: January 31, 2014, 12:04:37 pm »

Do eet!
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 9
« Reply #163 on: January 31, 2014, 12:18:48 pm »

Update 9
2072. Deep Space

Quote
[X] Repair Rec area Y/N Yes
[X] Investigate further into cause of fire, and how to stop it happening again
[X] Upgrade Rec area with 0.1 advanced parts to prevent further failures.

Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.

[X] Repair Rec area Y/N Yes
[X] Upgrade Rec area with 0.1 advanced parts to prevent further failures.

Knowing the importance of keeping up morale, the crew repairs the Recreational Commons as soon as possible, even attempting to improve the VR pod with optronic components to make it more reliable.  They aren't sure if it helped, but the commons is soon up and functioning.
Recreational Commons repaired and upgraded with optronics in the VR system
-0.1 Advanced Parts
-0.3 Basic Parts


2063-2067:
Crew: (70 +5 Expert Crew +5 Biodome) = 80 No effect
Ship: (54 +5 Expert Crew +5 Rugged Construction -3 Maintainance Modifier) = 61 No effect
Fire Investigation: (34 +5 Expert Crew +5 Smart Command Center) = 44

The crew, remaining in high spirits despite the recent accident, keep working to prevent the ship's still-good condition from deteriorating.  They manage to do so, with all systems working as well by the end of 2067 as they did after the immediate fire repairs.

They also attempt to determine the cause of the fire; still nothing conclusive, but it seems like, from the remains of the VR machine, computer logs, and bystanders' memories, that the left control glove, modified for easier CAD use, started overheating without triggering an alarm, and then the main VR machine burst into flames.  They conclude that the problem was caused by the modification of the system in an unplanned way, followed by 15 years of use, resulting in an electrical failure somewhere.

2068-2072:
Crew: (87 +5 Expert Crew +5 Biodome) = 97 No effect
Ship: (11 +5 Expert Crew +5 Rugged Construction -3 Maintainance Modifier) = 18 -5 to maintainance modifier

The crew is still healthy, happy, and orderly, with no significant problems having come up over the last 25 years - to the suprise of many who are being woken.  However, the ship is starting to feel its age - the various wear and tear is starting to build up, despite the best efforts of the crew.  No major systems have been compromised yet, however.

2073-2074:
Crew: (53 +5 Expert Crew +5 Biodome) = 63 No effect
Ship: (65 +5 Expert Crew +5 Rugged Construction -8 Maintainance Modifier) = 73 +2 to maintainance modifier
Turnover: (46 +5 Rugged Construction -8 Maintainance Modifier) =  43 Engines are fine for now but wearing out significantly

Everyone has been working hard to keep the ship's age from making trouble, and it has succeeded - they manage to keep everything under control, and even patch up a few of the more severe problems.  The crew has a lot less free time at this point, but is still doing fine.

27 years into the journey, the time has come for the ship to turn around and start decelerating.  The engines are shut off and inspected in detail, and seem to be showing no signs of impending failure.  The magnetic coil farings are cracked in places, though, and the emitter plates corroded somewhat more than expected - the engines should still hold up for the rest of the journey, but it would be possible to quickly refit the more accessible pieces for extra assurance.



Update 7 Status: 2074, Turnover


Starship: Heart of Gold, 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.
    • 3.9x Advanced parts 3x4 RU. Size 1x4. Mass 1x4.
    • 2.7x 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. Modified with optronic components in the VR pod
  • 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.
Rugged Construction: +5 to all rolls relevant to the ship being overengineered and tested further than usual.
Atmospheric Flight Capacity: While not graceful, the ship is capable of landing with relative precision and control for a multi-thousand-ton brick, on any planet with an atmosphere at least.
Smart Command Center: The ship's central computer allows a high degree of automation, independent reaction, and resilience in the computer systems.  It helps with lots of things.
Maintainance Modifier: -6

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 65 units
Fuel remaining at destination: 27 units

Crew Lifesupport: 25
Required Crew: 2
Crew Awake: 15

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

Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.



Quote from: Orders for Update 10
    [ ]_________________________
    ...
    [ ]Superficial drive repairs? Y/N, costs .5 Basic Parts
« Last Edit: January 31, 2014, 02:13:48 pm by Draxis »
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 9
« Reply #164 on: January 31, 2014, 01:13:47 pm »

Quote
Superficial repairs: Yes
Afterwards: Restart VR design research. No pressure, but if they get finished with that, then there's a next task. 
         - Finish MCF reactor research
         - Design a water electrolyzing system
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