Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6

Author Topic: Kerbal Colonization Program  (Read 6702 times)

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Kerbal Colonization Program
« Reply #30 on: June 27, 2015, 10:27:05 pm »

B
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #31 on: June 28, 2015, 07:23:41 am »

A-I

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Kerbal Colonization Program
« Reply #33 on: June 28, 2015, 06:37:38 pm »

B
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #34 on: June 28, 2015, 07:19:45 pm »

((B won, 4-3.
Last turn before the final PC slot closes.))

Exciting news, kaptain! The planet has cities!

This supports the many civilizations theory of planetary development. These don't seem very smart, unfortunately, since we can't find any presence of a space program. We tried radioing them, but the antennae didn't survive the voyage. We can't say much more about them for sure, since we spent most of our time on those surveys.

Our first proposed landing zone, in the bay, would take us directly to a major city. We could land out in the bay, to minimize the damage done by crashing.

We can't find any cities on the small continent, probably because it looks fairly barren. We did find a single small coastal port-town on the western cape. It's pretty far away from our proposed site.

Not only do we get to explore as new system, we get to meet aliens! I'm thrilled to serve here under you, kaptain!


Spoiler: Resources (click to show/hide)

Spoiler: Planet stats (click to show/hide)



I) There's a big continent. It looks to be mostly green, with some mountains scattered around. There's a nice equatorial bay, with river access to a few mountains nearby. It's surrounded by flatlands. Warning: The locals have a major city here.
II) Deeper inland on the first continent, also on the equator, is a large forested valley with plenty of mountains nearby.
III) There's a smaller continent. There's a big plateau near the middle, which should make launching more craft easier. Agriculture will be difficult. We should have an easy time avoiding the notice of the locals.
« Last Edit: June 28, 2015, 07:44:53 pm by Nirur Torir »
Logged

The Froggy Ninja

  • Bay Watcher
  • Crying on the floor due to losing my entire hoard.
    • View Profile
Re: Kerbal Colonization Program
« Reply #35 on: June 28, 2015, 07:34:57 pm »

III Fewer locals and more mats.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Kerbal Colonization Program
« Reply #36 on: June 28, 2015, 07:40:59 pm »

Go with III.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #37 on: June 28, 2015, 07:46:55 pm »

Flavor text edited. It is now slightly more emotional than "Oh, and we found some aliens or something, maybe, I dunno, let's go see what's on TV."
Logged

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Kerbal Colonization Program
« Reply #38 on: June 28, 2015, 07:47:45 pm »

III
Logged

RulerOfNothing

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #39 on: June 28, 2015, 07:51:03 pm »

III
Logged

Ozarck

  • Bay Watcher
  • DiceBane
    • View Profile
Re: Kerbal Colonization Program
« Reply #40 on: June 28, 2015, 08:20:28 pm »

III

Gosh. I'd like to land in the wilderness on the main continent near the high quality minerals, but yeah, looks like III is our best bet. Anyone bring a horticulturalist? or an agriculturalist?

Peradon

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #41 on: June 28, 2015, 08:23:07 pm »

I would have said II, but hey, Majority rule....
Logged
Ya'll need Jesus. Just sayin'.

Ozarck

  • Bay Watcher
  • DiceBane
    • View Profile
Re: Kerbal Colonization Program
« Reply #42 on: June 28, 2015, 08:57:06 pm »

I we knew anything about the natives, and they were non-hostile, I'd certainly go with II.

Can we get a sense of the natives' likely response to Kerbals falling from the sky? It's not like this is going to be a one-time occurrence around here.

Shadestyle

  • Bay Watcher
  • Adorable
    • View Profile
Re: Kerbal Colonization Program
« Reply #43 on: June 28, 2015, 09:14:24 pm »

Spoiler: If it isn't too late. (click to show/hide)

III

*EDIT* Changing to farming related skill.
« Last Edit: June 28, 2015, 09:29:16 pm by Shadestyle »
Logged
You are now having excessive amounts of fun

evilcherry

  • Bay Watcher
    • View Profile
Re: Kerbal Colonization Program
« Reply #44 on: June 29, 2015, 01:35:45 am »

*Do we have a night view of the cities? At least we can know if they can into space in 20 years or not.

III for our safety.
Pages: 1 2 [3] 4 5 6