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How many players do we have?

Count me in!
- 13 (61.9%)
No, but maybe I'll watch
- 8 (38.1%)

Total Members Voted: 20


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Author Topic: The Dark Star (space game) - Planning thread (It begins! Link on latest post)  (Read 84473 times)

WillowLuman

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #165 on: January 09, 2015, 08:27:35 pm »

So, he'd be a biologist, then?
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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Gooderthangood

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #166 on: January 09, 2015, 08:30:58 pm »

So, he'd be a biologist, then?

I guess so.
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Tiruin

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #167 on: January 09, 2015, 08:31:36 pm »

!!!
Welcome to B12 Gooderthangood! (and the rest who are pretty new here)
Just noticed you in as a newbie and stuff. :P
First things off: Don't panic about your names sounding like charismatic megafauna of the mythological and fantasy type. Chill~
Most won't draw the line, as they've their own perception on things (like me, I usually delve into etymology and appreciate the word as-is)

Also furnishing my sheet off. Just finishing a bit of things with Hugo o-o
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Dorsidwarf

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #168 on: January 09, 2015, 08:34:18 pm »

Ship proposal:


1 x Bridge
2 x Dorms
1 x Bio Lab
1 x Tech Lab
1 x Archaeology lab
2 x Reactor
2 x Engines
1 x Space FTL Drive
4 x Hydroponics bay
1 x Shuttle bay
1 x backup reactor
1 x AI core
1 x Medical bay
1 x Brig cell
1 x Isolation chamber
1 x Smeltery
1 x Manufactory
UNDECIDED x weapons
UNDECIDED x shuttle craft

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Pencil_Art

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #169 on: January 09, 2015, 08:38:55 pm »

Where would everything be, though? Might need an ASCII map to do this. Would make things easier. After playing DF for a while, you get the hang of visualizing things when you look at their ASCII equivalent.
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~Neri

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #170 on: January 09, 2015, 08:53:59 pm »

Ship proposal:


1 x Bridge
2 x Dorms
1 x Bio Lab
1 x Tech Lab
1 x Archaeology lab
2 x Reactor
2 x Engines
1 x Space FTL Drive
4 x Hydroponics bay
1 x Shuttle bay
1 x backup reactor
1 x AI core
1 x Medical bay
1 x Brig cell
1 x Isolation chamber
1 x Smeltery
1 x Manufactory
UNDECIDED x weapons
UNDECIDED x shuttle craft
I recommend a second FTL, that thing is irreplaceable. Gotta have a redundancy. Don't need to power it ever. Also I suggest several storagebanks for computers, since the ship will have a considerably smoother function when the ship gets larger if the AI can make a few sub AI to control additional modules and have room to code another primary AI for any ships we build/acquire.

I recommend two or three isolation chambers, personally I would rather have a chamber for every crewmember, but that's not logistically reasonable.

Maybe a secondary brig cell. So we can store leeets say a mutinous crewmember and a hostile alien without the crew member being eaten.

At least two shuttles. Probably several load carrying drones, combat drones, and mining drones.

Weaponry, since the AI will be combat grade and capable of handling several at once, probably should have two or so particle beams for mid to longrange. Maybe a pair of missile launchers, can build missiles onboard. Salvage laser for salvaging. Drones can take care of mining. Maybe a railgun also. And four Point Defense turrets.

2 primary engines are fine, would prefer three though so we can turn even if maneuvering thrusters are dead., but we need maneuvering thrusters. on the sides, front, bottom, and top.

Two backup reactors, four online reactors.

Bulkheads throughout ship to rapidly seal hullbreaches.

Second biolab so risk of cross contamination is lessened. Also need a way to completely seal the biolabs so no pathogen outbreaks occur.

Personally I would prefer a second bridge for redundancy, even though the AI can control the ship and will likely handle most flight and combat, in the event that the ship is so heavily damaged that the AI is offlined, the primary bridge likely will be destroyed.

Personally I think a second Hydroponics Bay would be a good redundancy, but not really necessary.

Need a Refinery. Preferably two.

Need like four or five cargobays.

Preferably secondary Smeltery and Manufactory.

Preferably an extra dorm just in case we recruit anyone or if one of them is destroyed in combat.

Secondary tech lab would be nice. Also should have its own storage banks.

We should have a number of redundant storage banks.

Archaeology lab should have the same sealing system as biolab. And probably a second one would be smart.

Atmospherics module for rapidly pumping or removing air from and to areas of the ship, useful for fire control, also useful for if we have an alien that can't breath standard oxygen, we can pump a room with their gas.

Various drones can just parasite off the main ship.

We need a launchbay for new drones though. Probably a Drone Manufactory specialized for drones built into it so we can build and launch mining equipment on demand rapidly. As well as retrieve air volatile samples and pathogenic materials.

Most drones after construction can just parasite off the hull. Just latch on and stay put.

Ship should probably rotate so some parts of it have gravity.

Should have fairly massive cooling fins.

A light shield is mandatory so people don't get fried by solar flares or get cancer from radiation. Doesn't need to be strong enough to stop physical objects. Would be preferable if it was.
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WillowLuman

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #171 on: January 09, 2015, 08:59:22 pm »

Shield, in this case, being a thin envelope of plasma that deflects charged particles and radiation through magnetism?
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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #172 on: January 09, 2015, 09:00:34 pm »

Yup.
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Dorsidwarf

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #173 on: January 10, 2015, 04:45:27 am »

1) We do not need 2 of the bio/archaelabs
2) I agree about the FTL
3) I think we could just about take 2 brig cells
4) The isolation rooms are for medical/mental emergencies ( Disease, Gibbering constantly, insistence everything is out to get them.)
5)Maneuvering thrusters, bulkheads, sealing systems are blatantly obvious. This is a list of prime systems and rooms.
6) Because of how reactors work, having lots of teeny tiny ones is dumb. We should ideally have the 2 main reactors, 1 backup reactor, and solar panels I.C.E
7) Secondary bridge is redundant, since if both it and the AI have been destroyed, we're all doomed because so will all the people who knew how to operate it.
8) We already have 4 hydroponics bays. That's our O2 and long-term food source, you know?
9) You already said extra storage when you demanded 5 cargo bays.
10) Atmospherics is handled on a room by room basis, ship carries large emergency N2 and O2 supplies in case of breach.
11)We don't need a drone bay, they can launch from the hangar.
12) I know that they aren't the same thing , but I included refinery when I said Smeltery
13) Manufactory can be doubled, sure
14) Manufactory produces our drones, they aren't special enough to need a whole section of the ship.
15) I'm specifically leaving details about ship structure vague. We can work that out later, and it's important to know what the ship does before deciding how it looks. But yes, it will probbably be a ring ship.

Space is the biggest premium on a spaceship.
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kj1225

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #174 on: January 10, 2015, 11:17:25 am »

On the point of a brig, Don't you mean the airlocks? One button and they're gone.
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Patrick Hunt

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #175 on: January 10, 2015, 11:41:12 am »

My characters a pirate who's spent most of his life on ships operating and fixing them himself. If we lose the AI ol Pan can operate any ships systems we need until we can fix it and jury rig up whatever's broken.
« Last Edit: January 10, 2015, 11:47:14 am by Patrick Hunt »
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LuckyKobold

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #176 on: January 10, 2015, 11:45:05 am »

We need to have a network of secret tunnels and passages.

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #177 on: January 10, 2015, 12:50:28 pm »

We need to have a network of secret tunnels and passages.
Yes. Great for anti boarding.

Also we need a large scanner array.
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LuckyKobold

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #178 on: January 10, 2015, 12:58:20 pm »

For Piracy! Don't forget the boarding hooks!

~Neri

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Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #179 on: January 10, 2015, 12:59:58 pm »

 Err..

Boarding is stupid in space.

You want to subdue the enemy.

Have drones shoot it.
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