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Author Topic: Outpost: Exodus [Suggestion Game] : Update 14  (Read 23474 times)

10ebbor10

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #135 on: January 27, 2015, 03:31:59 pm »

Quote
You can assume that the crew is competent enough to deal with day to day problems.
So, anything specific?
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VoidSlayer

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #136 on: January 27, 2015, 04:46:50 pm »

Choose Crew leader : A
Name : Galina Orlov

Orders, if any, for the flight:  Concentrate on moral and teaching practical skills needed for building on the new world in the machine shop and rec commons.

Do shut down (except the MCF) and full diagnostic checkup three times during the trip(about every 10 years).

evilcherry

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #137 on: January 27, 2015, 08:27:45 pm »

Morale is paramount. Everything can be pieced together. So A, and just hope she (if Galina Orlova's her name) and her subordinates reads technical documents of the ark frequently enough to negate the problem.

*Surnames should agree in gender if Galina is a slavic person, I'm afraid, so Orlova instead of Orlov.
« Last Edit: January 28, 2015, 12:34:22 am by evilcherry »
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tryrar

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #138 on: January 27, 2015, 11:38:40 pm »

Choose Crew leader : A
Name : Galina Orlov

Orders, if any, for the flight:  Concentrate on moral and teaching practical skills needed for building on the new world in the machine shop and rec commons.

Do shut down (except the MCF) and full diagnostic checkup three times during the trip(about every 10 years).
+1
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

evilcherry

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #139 on: January 28, 2015, 12:44:41 am »

Oh and if possible, move the satellite out to get the vacsuits in.

*Just for calculations, we can keep at most 23 out of suspended animation as long as the life support is working.
« Last Edit: January 28, 2015, 12:48:07 am by evilcherry »
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Nunzillor

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #140 on: January 28, 2015, 01:09:58 am »

Hey... did I read that right?  Did we decide to put containers full of highly pressurized gasses in the hallwayS?
« Last Edit: January 28, 2015, 01:24:44 am by Nunzillor »
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VoidSlayer

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #141 on: January 28, 2015, 03:32:22 am »

Hey... did I read that right?  Did we decide to put containers full of highly pressurized gasses in the hallwayS?

I DONT KNOW WHAT I AM DOING

In the unprotected hull also.

10ebbor10

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Re: Outpost: Exodus [Suggestion Game] : Update 6
« Reply #142 on: January 28, 2015, 03:36:10 am »

Nope, the ones in the unprotected hull were overridden and replaced with spacesuits.
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10ebbor10

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Re: Update 6
« Reply #143 on: January 28, 2015, 05:14:30 am »

Update 7
2060. Deep space

The Outpost Mission prepares to leave the Moon, setting course to a new planet. The Ark vessel will launch a few weeks behind them, allowing some radio contact during the early parts of the voyage. The moon base itself is deserted, every last soul is either working on the Ark, or has returned to Earth to shelter for the coming apocalypse. Slowly, the Outpost's Ion engines clear it from the lunar base. First, a low swing by Earth, then a gravity boost through the inner solar system, and after that, course for Epsilon Eridani, likely never to return.




2050-2055

Crew: ( 7 - 15 (crowding) + 5 Recreational commons + 5 Medical Bay +10(Ark Radio contact)) = 12 -7 to morale modifier
Ship: ( 84 - 20 (base unreliability) + 14 (crew) + 5 (Damage Control) = 83 +1 to maintenance modifier
Actions : None [As I said, you can assume your crew to be competent and do basic things themselves. No need to set generic priorities]

Even though there's still much contact with Earth and the Ark ship at the moment, the realization that they're leaving the solar system, never to return weights heavily on the crew. The crowded corridors and high number of active population do not help much either, though the abundant facilities, crowded as they may be, help prevent the problem from escalating out of control. Tensions have formed amongst the crew however, and might results in problems further on.

The team is professional enough not to let these things interfere with their jobs (for now), and the large amount of available personnel ensures that they can more than keep up with required maintenance.



2056-2060

Crew: ( 80 - 15 (crowding) + 5 Recreational commons + 5 Medical Bay - 7 (morale modifier)) = 68 No effect
Ship: ( 9 - 20 (base unreliability) + 14 (crew) + 5 (Damage Control + 1 (maintenance modifier)) = 9 Minor Crisis
Actions : Shut down and full diagnostic check-up : 97

Switching out of various crew members forcibly breaks up tensions, and despite of the (expected) loss of contact with the Ark and Earth, things seem to go fine. Though the general outlook is still rather grim, the crew remains professional and the situation doesn't further deteriorate. Following mission protocol, they shut down systems for the first of the 3 planned general check-up's. This timely intervention allows them to stumble into a problem before it became a significant crisis.

In order to check on the life support system without interrupting it's functionality, the system was shut down and maintained part by part, allowing redundant parts to pick up the slack. This increased stress resulted in a small failure of an already weakened oxygen feed line, slowly leaking pure oxygen into the room. The crew quickly evacuated and sealed of the bulkheads, but must now consider a new course of action.

The obvious solution would be to shut down the malfunctioning section to repair it, but with maintenance ongoing on it's redundant parts that would mean shutting down the entire life support system until either of both systems can be brought online. Atmosphere reserves would need to be utilized to keep personnel alive and functional till the work finishes.

There are two alternatives, one is to activate the gaseous fire suppression system, and work in suits to resolve the problem without shutting the unit down. The other is even simpler. Seeing the relatively small size of the leak, simply increasing ventilation speed should be sufficient to prevent dangerously high oxygen levels in the room without requiring much effort.

    - A) Shut down the entire life support system to repair it. (Success : ?  Results if success : Loose 0.2 atmosphere. Life support repaired)
    - B) Activate fire suppression, repair the system in vacuum suits. (Success: ? Results : -5 maintenance modifier. Life support repaired  )
    - C) Increase ventilation speed. Repair system before oxygen concentration reaches dangerous levels. (Succes: ? Results:  Life support repaired.)

The check-up also revealed faster than expected deterioration of one of the Autopilot's memory banks. Replacement would be easy as you have the spare parts. (Cost: 0.2 advanced parts)

Turn 6 status: January 2060: Final Launch Preparations

Starship: SSN Discovery
Total Size: 110 units
Structural mass: 10 units.

Installed components:
1 Optronic Autopilot.  Size 1 , mass 1 .  - 5 MW. (Fully automated Control Center)
2 Cryogenic pods Mk II (20 persons). Size 5 units, Mass 8 units. Electricity 5 MW
1 Large Closed Loop Life Support /w hydroponics. Size  8. Mass 5. Electricity: 10 MW.  (30 awake / 150cryosleep)
1 Damage Control & machine shop. Size 4. Mass 2. Electricity 1 MW
1 Medical Bay. Size 2. Mass 1. Electricity 1 MW.
1 Recreational Commons. Size 4. Mass 4 units. Electricity 1 MW.
1 Large Cargo bay  /w industrial cargo handling system. Size: 43. Mass: 2.
1 Small Cargo bay /w industrial cargo handling system Size : 11, Mass: 0.5
1 He-3 MCF Fusion generator /w external radiators Mk.2.  Size 8  Mass 5  Generates 75 MW. Uses 0.75 Fuel/year
1 Electrostatic Ion Engine. Size 3. Mass 5. Electricity 5 MW. Thrust 25
1 He-3 Fuel Tank. Size 8. Mass 12 (including fuel). Holds 16 fuel

Installed modifications:
2*Expanded Superstructure   Size -30 , Mass 15
Atmospheric flight conversion. Size 5 , Mass 15

Cargo : [Total Space : 49 /49]

1*Automated Bot Assembly Line: Size 4. Mass 6. Electricity 8 MW
1* Hydroponics  Size 6, Mass 5
1*Orbital Survey Satellite. Size 3, Mass 3
1*Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2
1*Digging & drilling vehicles. Cost 2 RU, Size 4, Mass 4
1*Optronic Central Computer. Cost 10 RU. Size 2. Mass 2.
3*Basic Parts Mass 1, Size 1
3*Advanced parts Mass 1, Size 1
2*Emergency Food :  Size 3, Mass 1
2*Advanced Medical supplies Size 1, Mass 1
1*Manufacturing equipment. Size 3, Mass 4.
1*Life Sciences Laboratory: Size 10. Mass 15.

Hallway space [4/5]
1*Air tanks & vac suits. Size 1, Mass 1.
2*Advanced parts Mass 1, Size 1
1*Air. Size 1, mass 1.

Hull Space [2/3]
2*Air tanks & vac suits. Size 1, Mass 1.

Total mass: 177.5 units.
Free space: 0 units.
Required power: 32 MW
Maximum power output: 75 MW (Note: Minimum power output is 37.5)
Total fuel: 16
Fuel remaining at destination: 3.1

Destination: Epsilon Eridani
Flight time: 34.4

Ark : Survival
Arrives in 36 years

Recommended launch date: January 2050. [Now]
Eleventh hour: March 2050 [Imminent]
Full storm : July 2050



Action :
Quote
Event selection :

   - A
   - B
   - C

Your crew leader is currently in cryo. You can awake her for a shift, if you wish. Under normal scheduling, she should do 2-3 shifts.

Pre-emptively replace autopilot memory banks : [Y/N] (0.2 advanced parts)

Orders, if any, for the flight:
« Last Edit: January 29, 2015, 09:50:30 am by 10ebbor10 »
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evilcherry

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #144 on: January 28, 2015, 05:45:27 am »

Seeing that we are short on air we better just turn on the fire suppressors. Make sure everyone do the job quick enough.

Or, if possible, since we are shutting down half of the life support anyway, is it possible to wait until the part is fixed? put a few people to sleep to reduce air consumption if possible.

10ebbor10

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #145 on: January 28, 2015, 05:57:08 am »

Seeing that we are short on air we better just turn on the fire suppressors. Make sure everyone do the job quick enough.

Or, if possible, since we are shutting down half of the life support anyway, is it possible to wait until the part is fixed? put a few people to sleep to reduce air consumption if possible.
One part is shut down and partially dismanteled. The other part had to work harder to make up for this, causing an already weakened part to fail.
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evilcherry

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #146 on: January 28, 2015, 06:33:45 am »

Seeing that we are short on air we better just turn on the fire suppressors. Make sure everyone do the job quick enough.

Or, if possible, since we are shutting down half of the life support anyway, is it possible to wait until the part is fixed? put a few people to sleep to reduce air consumption if possible.
One part is shut down and partially dismanteled. The other part had to work harder to make up for this, causing an already weakened part to fail.
How long does it need to assemble that part back? And is the fire suppression enough to last for that long?

VoidSlayer

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #147 on: January 28, 2015, 07:39:06 am »

Ongoing -5 maintenance sounds like a bad idea this soon out.

Whatever we do we should repair the Optronic autopilot.

Nope, the ones in the unprotected hull were overridden and replaced with spacesuits.

Well at least just the corridors will explode, not the outer hull.

Event selection :

   - C

Wake up crew leader for 1 shift.

Pre-emptively replace autopilot memory banks : Y

Orders, if any, for the flight: ???

10ebbor10

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #148 on: January 28, 2015, 12:29:35 pm »

Seeing that we are short on air we better just turn on the fire suppressors. Make sure everyone do the job quick enough.

Or, if possible, since we are shutting down half of the life support anyway, is it possible to wait until the part is fixed? put a few people to sleep to reduce air consumption if possible.
One part is shut down and partially dismanteled. The other part had to work harder to make up for this, causing an already weakened part to fail.
How long does it need to assemble that part back? And is the fire suppression enough to last for that long?
If it weren't long enough, then the option wouldn't be included. Then again, actions can always fail.
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tryrar

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Re: Outpost: Exodus [Suggestion Game] : Update 7
« Reply #149 on: January 28, 2015, 03:29:47 pm »

Ongoing -5 maintenance sounds like a bad idea this soon out.

Whatever we do we should repair the Optronic autopilot.

Nope, the ones in the unprotected hull were overridden and replaced with spacesuits.

Well at least just the corridors will explode, not the outer hull.

Event selection :

   - C

Wake up crew leader for 1 shift.

Pre-emptively replace autopilot memory banks : Y(also make a system backup)

Orders, if any, for the flight: Design a VR-CAD program so we can prototype things using the VR pods. Also create a program that creates, as realistically as possible, a wide variety of planets from small moons to super earths, with a extreme variety of atmospheres(or lack thereof). Combine these two and challenge the crew in their spare hours to come up with various ways to survive on any and all combination of planet and atmosphere(should reduce tensions and foster group cohesion as they have to work together on this).

Finally, keep up with general maintenance to keep heading off problems in advance of the planned shutdowns
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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