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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36074 times)

Nunzillor

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Re: Outpost 5 - Suggestion Game - Update 20 - Planetfall
« Reply #300 on: February 15, 2014, 04:16:50 pm »

Okay, I guess repairing damage is more important than surveying with the ship crew at this current time.
« Last Edit: February 15, 2014, 04:23:06 pm by Nunzillor »
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Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 20 - Planetfall
« Reply #301 on: February 15, 2014, 06:03:03 pm »

+1 for stopping the fires and then fixing biodome breach ASAP. Then examine damage to content of cargo bay.
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

RulerOfNothing

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Re: Outpost 5 - Suggestion Game - Update 20 - Planetfall
« Reply #302 on: February 16, 2014, 08:52:14 am »

I support:
- checking damage to that cryobay
- extinguishing any fires in said crybay
- fixing the breach in the biodome
- checking damage to cargo
(in that order of priority)
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #303 on: February 16, 2014, 08:16:05 pm »

Update 21 - Post-Landing Actions
Febuary 2091

Quote from: Orders for immediately after landing
- Split up into three groups, head to the lower fuel tanks, right cryobay, and biodome, and secure them.  Emphasis on controlling fires and preserving lives.
 - Wake ten more people
 - Disconnect the damaged engines from the power and fuel lines, and asses cargo damage, when possible.

Worried first about the fire in the cryobay, but also wanting to ensure that the other problems did not become critical, the crew quickly divides into teams and heads out to each of the hull breaches.  One person remains in the bridge, monitoring the computers, as three head to the biodome, two to the engine section, and the remaining nine grab fire-supression equipment and head to the right cryobay. 

(02 +5 Rugged Construction +5 Smart Central Computer +5 Expert Crew) = 17 severe critical fail mitigated
They are about to enter when they recieve a warning from the bridge - the fires have spread to the next two sections of the bay.  The computer has sealed the bulkheads and is doing its best to depressurize the areas, but the fires are still spreading.

Instead of trying to enter the already burning sections and put them out, the fire control team decides to have the surrounding areas depressurized and locked down, and stand by there preventing any further sections from being compromised.  While the fire does break through the various barriers a few times, generally around power conduits or air vents passing through the walls, nothing catches and only superficial damage occurs to the rest of the ship.  Still, on inspection of the damaged areas, over four thousand people died - fortunately they were all in coldsleep and could not have been conscious, but it does not seem a good start to the mission.

Right Cryobay still breached, but all fires extinguished.  5/10 of its sections are destroyed.

(73 +5 Rugged Construction) = 78
The team sent to the biodome finds it in surprisingly good shape.  While the windows are cracked out, they are still mostly there and the hull is not damaged; while it is not pressure-tight, it can be made so easily enough, and the hydroponics systems are disarrayed and thrown around a bit but there is no irreplacable damage.  The team seals up the shell and fixes the hydroponics; while the systems will take a good purging and probably never be quite right, the biodome can still produce as much food as it was rated for.
Biodome repaired

With food production at full capacity, the first ten Outpost crew are woken from cryosleep, including the Outpost commander...
Triggers Event - "Hero" Selection, and start of the Outpost phase

The team sent to the check the fuel tanks finds no fires or penetrating damage, and so just checks some seals and moves to disconnect the engines, reinforced by a group from the cryobay once the fires are out.
Engines disconnected.

(81 +5 Rugged Construction) = 86
The remainder of the firefighting crew moves to the cargo bay to inspect the damage caused by landing on it.  Luckily, it seems that damage was minimal - while the bay itself was slightly sheared, the cargo remained mostly intact and the only significant damage is to some equipment in the General Laboratory.  The bay doors are cleared and prepared for opening.
General Laboratory disabled until it is Repaired with .1 units Advanced Parts and .1 units Basic Parts



Event: "Hero" Selection

Before the mission was launched, the leader of the Outpost was selected from among the Lunar Base commanders.  All of them were skilled not only in the knowlege of whatever field they were in charge of, but in organization and leadership skills, and in generally being able to successfully run the outpost.  The Outpost commander is:

[ ] Admiral Wright.  Despite having been a popular hero of a ship captain, and being appointed mainly as a token leader to the token navy, the Wright is quite competent at leadership and organization.  Besides that, he is popular with the crew - having "saved" them from dying in the Cataclysm, charismatic, and has internalized the naval discipline.  While he may not add any particular skills to the Outpost's operation, he should be able to keep that operation going well.
        ++   Morale
        ++   Leadership
        +    Organization

[ ] Admiral's Second-In-Command.  As the one who handled the day-to-day operations and high-level logistics of the navy, as well as the Lunar Base operation during ship construction, they are an expert in organizing large operations.  Also, their time running the Navy led to a strong understanding of the many maintainance requirements of the complex equipment being used, and how to meet them even without necessarily having the recommended time and tools.
        ++  Organization
        ++  One free Repair action, even without proper facilities and tools.

[ ] Lunar Base Commander.  Having been in command of the shipyard facilities on Lunar base both for the production of the original four missions, and for the Outpost 5 mission, they are experienced in the logistics and organization behind industry, as well as its implementation in an environment of limited resources.  They were originally planning to return to Earth to die after the departure of the original Outpost series, only being convinced to remain and work on Outpost 5 by through all the Admiral's effort.  They remain guilty about having "abandoned" the billions who died on Earth, and will likely hold theirself responsible for any catastrophes which occur on the mission.
        +   Organization
        ++  +10 to one Production or Repair action per turn.
        ++  One free Construction or Production action, even without proper facilities and tools.
        --  Own morale, not entirely stable

[ ] Chief of Engineering.  As one of the original designers of the Outpost series, they were selected for their knowlege and experience in, well, engineering.  While skilled at both directing the designing and building of things, and at doing these things with minimal resources, they are not the best at dealing with the actual people of the Outpost.
        ++  One free Engineering action, even without proper facilities and tools.
        ++  +10 to one Engineering or Maintainance and Repair action per turn.
        -   Organization
        -   Morale

[ ] Chief of Personnel.  The one who did everything from working to keep morale up, to selecting the starship crew, to organizing the work teams for Heart's construction.  Previously a boss on the Lunar Base excavations a decade before the Cataclysm, they were promoted due to their abilities to motivate, organize, and train the workers at the base - not to mention the eye for mining allowing them to safely run full-scale operations with nothing bigger than jackhammers and wheelbarrows.
        ++  One free Mining action, even without proper facilities and tools.
        +   Morale
        +   Leadership
        +   Organization

The free slot thing basically means that that person is good enough to let a manpower action with nothing but handtools and muscle function like the ones provided by, say, a digging/drilling vehicle or a machine shop.



Update 20 Status: March 2091

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

Required power: 52 units.
Maximum power output: 150 units.
Total fuel: 25.5 units

Lifesupport: 25
Required Crew: 2
Crew Awake: 25

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



Quote from: Orders for Update 22
    Hero name, and which one:___________________________
« Last Edit: February 18, 2014, 10:22:16 pm by Draxis »
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Ukrainian Ranger

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #304 on: February 16, 2014, 10:01:22 pm »

[X] Admiral's Second-In-Command

Maintenance and repair is something that needs to be done every turn
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #305 on: February 17, 2014, 01:41:06 am »

I'm pretty sure that standard maintenance is done every turn, and the maitenance and repair actions are mainly for exceptional conditions.

Besides, shouldn't our Damage control shop give us a maintenance action

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escaped lurker

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #306 on: February 17, 2014, 02:00:47 am »

I tend to agree with ebbor - while maintenance and repair were the daily bread on the ship, we now have far less extreme conditions to brave. Sure, something will always break and be in need of replacement, but hopefully it won't be on such a large scale as we have had untill now.

That said, that fire sure burned us - pun not intended. Well, half of our charges survived.
Edit: Missread that as half of the whole Cyro burning down. My bad.

I actually really like Admiral Wright. His boni are nothing to scoff at, especially that ++ Morale boost.

The Chief of Personnel is a more industrious option, and while he will be sure to pull his weight at first, I see his abilities loosing their charms in the long run.

The Chief of Engineering would be a very nice starting-out choice. With all the building we have to do, his abilities would guarantee that we get onto our feet again - in an industrial sense - sooner, rather than later. While him not being a wo?/man of charisma, I would wager that the fast advance of our primary goal should be able to offset this. I also don't see us not building stuff any time soon.

Quote from: Orders for Update 22
Mr. K - [X] Chief of Engineering

(Yeah, just Mr. K - "The" Mr. K [Don't ask - just what popped into my mind])
« Last Edit: February 17, 2014, 02:27:06 am by escaped lurker »
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RulerOfNothing

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #307 on: February 17, 2014, 02:11:07 am »

We only lost 4000 people though. And my vote is for the Admiral.
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Nunzillor

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #308 on: February 17, 2014, 03:18:05 am »

I like the look of that chief of personnel.  When are we going to stop mining for raw materials?  I would think never.  And bonuses to organization and leadership should let us do everything faster, no matter what stage the game is in.

The chief of personnel gets my vote.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #309 on: February 17, 2014, 09:15:46 am »

I'm pretty sure that standard maintenance is done every turn, and the maitenance and repair actions are mainly for exceptional conditions.

Besides, shouldn't our Damage control shop give us a maintenance action
Both are true, though the Damage Control shop also functions as a machine shop for helping out with manpower or production actions.  Not sure yet to what degree exactly.
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Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #310 on: February 17, 2014, 01:17:13 pm »

[X] Chief of Engineering, Provost Zakharov
I'll still go with the spartan way, Admiral Wright. Management by perkele example and decent organization skills will come in handy under stressfull conditions.
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #311 on: February 17, 2014, 01:40:24 pm »

Yeah, I'll second that.

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TopHat

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #312 on: February 17, 2014, 02:01:39 pm »

[X] Chief of Engineering (don't mind name).
Engineering is really, really useful, as is maintainance. Morale hit can be easily dealt with later.
(I mean, we could just have him design an improved rec-centre or something later)
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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.

escaped lurker

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #313 on: February 17, 2014, 02:42:44 pm »

[X] Chief of Engineering (don't mind name).
Engineering is really, really useful, as is maintainance. Morale hit can be easily dealt with later.
(I mean, we could just have him design an improved rec-centre or something later)

You know, that actually is the plan - pretty much.

Maybe the folks won't be as happy with this Egghead at the front, and maybe the joint will run into some troubles with organization - but in a few months, we will be weeks ahead of schedule - and in a year a few months.

Point is, the Chief of Engineering is like a good saving accounts - the interest multiplies with itself. We will get back to jobs 8/5 jobs and suburbs with red lawns for everyone decades sooner, than we would with anyone else.

I'm not saying Wright would be a bad choice - he will be great for a stable game. But this Specialist here will get the gears turning just that much faster.
« Last Edit: February 17, 2014, 02:46:45 pm by escaped lurker »
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Mr. Strange

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Re: Outpost 5 - Suggestion Game - Update 21
« Reply #314 on: February 17, 2014, 03:38:25 pm »

Unless he has schedule too, so designing things means he can't be doing the Outpost Leader job he was hired to do. I don't think rec-centre compensates for poorly organized work schedules and inability to deal with people in a way that doesn't involve yelling and threatning to throw people out of the airlock.

Once again, pick the leader to convince others to do their best for the outpost. One guy can't do everything alone.
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!
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