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Author Topic: Outpost Delta Turn 13  (Read 33706 times)

Andres

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Re: Outpost Delta Turn 11
« Reply #540 on: February 16, 2015, 05:33:20 pm »

The main limiter to us waking people up now is food and water, is 24% oxygen toxic?

It is probable the 'plant' life is actually fairly different then earth plants, we need to know more.

An alternative base could be a giant spiral going down near the rift, then make a city and farming area down on the jungle flood-planes.
The atmosphere analysis said it was safe for humans to go out in it naked. This was proven by our crew members actually going out there for R&R. (They weren't naked, though.)

Perhaps we can design the Life Sciences Laboratory as our engineering project?

NO BUILDING ANYTHING NEAR THE GIANT CANYON OF DEATH WHERE ONE CRITFAIL WILL KILL US ALL. Also, trying to farm in the JUNGLE is not a good idea. We're currently sitting in grassland which is the best and easiest place to do farming due to its flatness.

Can we have the truck used as an exploration vehicles? 45km/h is still a lot faster than any human, after all.
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tryrar

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Re: Outpost Delta Turn 11
« Reply #541 on: February 16, 2015, 05:35:48 pm »

Design some mountable truck-based scanning equipment, and yes you can use it for ore survey and exploration(I even have a couple designs in mind for it in case anyone thought of that)
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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.

Andres

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Re: Outpost Delta Turn 11
« Reply #542 on: February 16, 2015, 06:13:16 pm »

I was thinking we use it to drive around looking for animals and stuff.
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tryrar

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Re: Outpost Delta Turn 11
« Reply #543 on: February 16, 2015, 06:15:30 pm »

I was thinking we use it to drive around looking for animals and stuff.

Oh. Well, it can do that too :P(anybody can theoretically simply go on a hike and examine things, but you'll need equipment if you want actual detailed results)
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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.

Aseaheru

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Re: Outpost Delta Turn 11
« Reply #544 on: February 16, 2015, 07:02:13 pm »

So, shall we have Anna on the scanning gear
The scanning gear is useless now since it was only good for atmosphere
I was talking about the ground scanning gear, the atmos stuff is made.

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Andres

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Re: Outpost Delta Turn 11
« Reply #545 on: February 16, 2015, 07:20:48 pm »

So, shall we have Anna on the scanning gear
The scanning gear is useless now since it was only good for atmosphere
I was talking about the ground scanning gear, the atmos stuff is made.
Coming up with ground-scanning gear is engineering, not manufacturing, meaning she won't get a bonus. It's better if she went exploring with the truck to counteract its penalty.
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Andres

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Re: Outpost Delta Turn 11
« Reply #546 on: February 16, 2015, 07:56:24 pm »

Since it looks like we're not getting a new blank action sheet, I've decided to make one myself.

Manufacturing & Building
[]Exosuit Constructors(one destroyed, -5 to bonus)

[]Damage Control & Machine Shop

[]Small Cargo Truck


Mining


Engineering
[]VR CAD


Repair & Maintenance
[]Damage Control & Machine Shop


Science


Scouting & Exploration
[]Small Cargo Truck


Other
[]Raw Manpower

[]R&R



Below is the stuff I think we should do.

Spoiler: Proposed Actions (click to show/hide)

^^Up there are my proposed actions: what I think we should do.
« Last Edit: February 17, 2015, 04:56:47 am by Andres »
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tryrar

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Re: Outpost Delta Turn 11
« Reply #547 on: February 16, 2015, 08:03:42 pm »

Sorry, was at the store :P

Also, the prototype penalty only goes away after the first couple rolls, representing extensive field testing(0so two months). Good thing is the penalty is cut in half the second month. The scouting action will work for this
« Last Edit: February 16, 2015, 08:06:42 pm by tryrar »
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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.

Andres

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Re: Outpost Delta Turn 11
« Reply #548 on: February 16, 2015, 08:13:09 pm »

Ok, I changed my actions accordingly.
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VoidSlayer

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Re: Outpost Delta Turn 11
« Reply #549 on: February 17, 2015, 03:11:49 am »

Not sure what to do with Lisa and the raw manpower.

Making a hydroponics system might be a good idea, or maybe seeing about wind/solar/fusion generation.

Maybe raw manpower can start on exploring the land around us?

Or just drop into some more R&R.

Manufacturing & Building
[]Exosuit Constructors(one destroyed, -5 to bonus) Damaged

[]Small Cargo Truck (6 manpower) Anna
       Unload and Transport cargo pod contents +10 Morale +10 Anna manufacturing -20 Prototyping -10 Diggy Diggy hole

Mining


Engineering
[]VR CAD (2 manpower)
           Continue work on underground complex design (71/200)

[]Lisa Engineering action (1 manpower)
           ???


Repair & Maintenance
[]Damage Control & Machine Shop (3 manpower)
       Repair Exo suit

Science


Scouting & Exploration


Other
[]Raw Manpower (20 manpower)
          ???

[]R&R  (0 manpower)


[] Life support  (3 manpower)

tryrar

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Re: Outpost Delta Turn 11
« Reply #550 on: February 17, 2015, 03:55:09 am »

Do keep in mind you have a colonist who has burns on his body and needs treatment before he can get back to work.
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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.

Andres

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Re: Outpost Delta Turn 11
« Reply #551 on: February 17, 2015, 04:10:53 am »

Do keep in mind you have a colonist who has burns on his body and needs treatment before he can get back to work.
One of the guys in R&R in my plan can be the guy who's healing in the medbay.

Spoiler (click to show/hide)
-1. This plan is not as extensive as mine and less actions get done despite having no one in R&R.
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VoidSlayer

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Re: Outpost Delta Turn 11
« Reply #552 on: February 17, 2015, 04:30:23 am »

Do keep in mind you have a colonist who has burns on his body and needs treatment before he can get back to work.
One of the guys in R&R in my plan can be the guy who's healing in the medbay.

Spoiler (click to show/hide)
-1. This plan is not as extensive as mine and less actions get done despite having no one in R&R.

Ah sorry did not see your plan there, still, we need the cargo pod items for the digging machines.  It will also allow us to get the optronic computer up and running and have a seed bank to help with hydroponics/LSL.

I still do not understand what you think is going to burn in this reactor, we do not have methane or propane in the atmosphere, thank god, I mean we can burn the native grass/biofuel.  Solar/wind would also be a good supplemental power supply.

A better use of the auto success would be a deuterium/tritium extractor and fusion power plant, then we just feed in water and get energy.

Let's let the burned guy heal with full bed rest for the full month at least.

Andres

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Re: Outpost Delta Turn 11
« Reply #553 on: February 17, 2015, 05:02:02 am »

Ah sorry did not see your plan there, still, we need the cargo pod items for the digging machines.  It will also allow us to get the optronic computer up and running and have a seed bank to help with hydroponics/LSL.
If we send our truck that has a -20 to all actions and apply the -10 from Diggy Diggy Hole (even without it), we're probably gonna get a critfail that'll leave us either without D&D vehicles or without the optronic computer. Not worth the risk.

I still do not understand what you think is going to burn in this reactor, we do not have methane or propane in the atmosphere, thank god, I mean we can burn the native grass/biofuel.  Solar/wind would also be a good supplemental power supply.
DON'T QUESTION IT!!! Listen, we have the opportunity to get a reactor that takes in stuff that's in extremely plentiful supply and supplies us with things that are useful to us and we can get this FOR FREE. The only way this opportunity can be ruined is by saying that it can't be done and suggesting something else. Just go with it and we will be awesome.

A better use of the auto success would be a deuterium/tritium extractor and fusion power plant, then we just feed in water and get energy.
Lisa already designed that but tryar hasn't included it in the cargo/modules list.
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Aseaheru

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Re: Outpost Delta Turn 11
« Reply #554 on: February 17, 2015, 05:52:45 am »

Its a manufacturing action to bring cargo around places?
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