Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

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


Pages: 1 ... 16 17 [18] 19 20 ... 46

Author Topic: The Dark Star (space game) - Planning thread (It begins! Link on latest post)  (Read 85527 times)

LuckyKobold

  • Bay Watcher
  • I don't kill people but when I do it's slow.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #255 on: January 10, 2015, 11:01:45 pm »

We need to have at least one hook structure on the ship!

Pencil_Art

  • Bay Watcher
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #256 on: January 10, 2015, 11:02:22 pm »

................

Maybe you could be..... constructive?
Logged

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #257 on: January 10, 2015, 11:03:39 pm »

Might not be a bad idea to have a vaguely aerodynamic design, if there's air or any other atmospheric gasses on the other end of the Black Star. And part of me, even though its probably not a good idea, likes the idea of having a sharp pointy end we could ram into things.
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #258 on: January 10, 2015, 11:09:39 pm »

Might not be a bad idea to have a vaguely aerodynamic design, if there's air or any other atmospheric gasses on the other end of the Black Star. And part of me, even though its probably not a good idea, likes the idea of having a sharp pointy end we could ram into things.
Actually. An aerodynamic design is a Good idea at relativistic speeds. The normally sparse particles of hydrogen that saturate the interstellar void become the equivalent of landmines. Thats part of the reason I insist on a shield.

But we wouldn't use a pointy end. We would use a domed end. And we would /Never/ ram into things.
Logged

LuckyKobold

  • Bay Watcher
  • I don't kill people but when I do it's slow.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #259 on: January 10, 2015, 11:12:19 pm »

Yes building a giant Hook is constructive but we should have some repair drones to repair ramming damage.

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #260 on: January 10, 2015, 11:13:55 pm »

Ramming damage = fucking demolished.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #261 on: January 10, 2015, 11:16:19 pm »

Yes building a giant Hook is constructive but we should have some repair drones to repair ramming damage.
You're going in solitary as soon as the AI has an IC reason to put you there.

And no. A hook is stupid as fuck.
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #262 on: January 11, 2015, 02:44:19 am »

All I have so far:

Spoiler (click to show/hide)

3 Thrusters and 6 Reactors so far. Critique away!
Logged

blazing glory

  • Guest
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #263 on: January 11, 2015, 02:46:41 am »

Magma reactors! Brilliant!
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #264 on: January 11, 2015, 02:47:43 am »

I recommend multiple floors. Engines built into the ship. Not attached to the sides.
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #265 on: January 11, 2015, 02:52:41 am »

Okey-dokey. Magma just representing reactors as I have no idea what kind(s) we will be using.
Logged

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #266 on: January 11, 2015, 02:54:19 am »

If the hydrogen is such a problem why don't we make it into an asset and have a forward collecting dish to collect it to power the engines. Then we wouldn't have to waste as much space on shields.

Also, I'm in favor of throwing Kevak in the bring for being a spoil sport for no good reason.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #267 on: January 11, 2015, 03:00:27 am »

If the hydrogen is such a problem why don't we make it into an asset and have a forward collecting dish to collect it to power the engines. Then we wouldn't have to waste as much space on shields.

Also, I'm in favor of throwing Kevak in the bring for being a spoil sport for no good reason.
Good luck putting an AI controlling the ship in the brig.

We need a shield. It's not optional unless you want to fry.
Logged

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #268 on: January 11, 2015, 03:03:30 am »

AI are replaceable.

Future tech plus planets that are totally different from earth. There's probably a material that resists radiation better than lead.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: The Dark Star (space game) - Planning/Pre-game/Interest thread
« Reply #269 on: January 11, 2015, 03:32:47 am »

Give a theoretical material capable of the radiation resistance you suggest. Mind you, it'll near certainly weigh more then lead. And take up more space then a shield generator and projectors.. Mind you said generator has been theorized and is going to be in use for experimental satellites irl by 2023.

And AI's aren't really replaceable, specially if the only major source of sapient AI's hates you.

Also guess what AI are immune to? Acceleration and deceleration. Guess what organics aren't immune to? High g acceleration and deceleration.

This is a colab mission. If the AI really needs to have several crewmen detained because they don't know how space works and attempt to sabotage the mission, I will be sorely disappointed.
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 46