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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37827 times)

TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #15 on: October 10, 2015, 04:10:50 pm »

Destination:C
Colony Profile:A+E
Ship Profile:A(trust me, when playing 10ebbor's and running my own, space was at a real premium. Two free expanded superstructures off the bat is not to be underestimated)
+1. I'd rather go with destination B but C seems to have won by this point.
Also, I'm working on a list. May take a while, though.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #16 on: October 10, 2015, 04:23:37 pm »

Well, no matter what else, we need to grab a MFFK. It might be expensive, but it is worth every penny when you can make just about anything you can think of.
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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.

escaped lurker

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #17 on: October 10, 2015, 04:46:22 pm »

Quote
I truly like the "Landing Craft" option; it allows us to get the settlers down there in safety, and leaves us with a flight-capable sattelite, to which we have access. If both planets at Procyon 2 are habitable, it would allow for easy settlement of both, and even if not, we can use it to establish mining colonies, should the need arise.

The Landing craft is on the colony ship, not the outpost, so it'll be a while before we get access to it. In addition, unless we have infrastructure ready it seems unlikely that we can refuel the ship in time before drag overwhelms it and drops it down to the surface. After all, it is quite big and has to be in low earth orbit for the shuttles to work.

Actually, right now, while it would seem to be one of those "Advance Craft & Colony Craft" kind of games, and multiple mentions point to that, I have yet to see any "concrete evidence" in term of game rules or somesuch, that would truly indicate as much.

Either way - yes, you sure do have a point. While some satelites orbit - like earth's moon - are getting away from the planet's gravity field, there are multiple objects / moons in our system, which are on collision course to their planet, or en course to be reduced to dust / rings.

Thing is, with current tech, we could hardly achieve travelling to another system. Thus, your assumption that the shuttles range would be so low, as that the craft would need such a "dangerously" low orbit, as that drag would affect it as much so very soon, is, well, flawed.

Or rather - your assumption that we need such a low orbit, is most likely based on the current shuttle range, which is not in correlation to the "future" shuttle range?


Then again, I have no true knowledge of astrophysics, and unless you do - and even if - this topic is very much left to VoidSlayer's interpretation.
(Or rather, to even begin any calculation on this matter, we would need to have any kind of vague weight value attributed to "mass", as that is currently the only comparable measurement that we have in this game. [Not that it would help all that much, considering how mass and weight are dependant on what elements make up that mass, but, y'know, it would be a start]{And then, we would need to take a look at what "Tech Level" we have right now...})
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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #18 on: October 10, 2015, 04:54:20 pm »

Here's a preliminary /WIP list I've drawn up before going to bed. There are 22RUs left over; I assumed vessel A was chosen. This is literally copy & pasted from my notes so forgive me if it's hard to read. Maths should hopefully be correct but I haven't double-checked so I may have erred somewhere. I haven't done much maths on the fuel but what I did leaves me to believe we should have a small reserve when we get there (B, though C shouldn't be too much worse) if we coast for long enough.
Spoiler (click to show/hide)
Feel free to criticise/change as appropriate, I've probably missed something. My reasoning will come later.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Nunzillor

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #19 on: October 10, 2015, 05:30:10 pm »

Destination:C
Colony Profile:A+E
Ship Profile:A(trust me, when playing 10ebbor's and running my own, space was at a real premium. Two free expanded superstructures off the bat is not to be underestimated)
+1
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #20 on: October 10, 2015, 06:39:03 pm »

A minor change from other games, if you are not recycling waste you might see food production drop a bit to compensate.  Meat vats and hydroponics kits are poor at processing raw waste.

Whatever life support systems you take along will do a bit but will need to be expanded.

Also those darn color tags hit the 40000 word limit so I had to split the cargo list further up.

Current Vote is"

Planet: Procyon 2 - 5
          Epsilon Eridani - 2

Ark:
A - 5 Survival
B - 1
C - 2
D - 1
E - 5 PR
F - 0
G - 1

Ship Choice:
Outpost ship 5
Cargo hauler 1
Generation Ship 1

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #21 on: October 10, 2015, 07:15:41 pm »

Full Cargo List

Spoiler: Ship Modifications (click to show/hide)
     

Spoiler: Provides Power (click to show/hide)

Spoiler: Vital Subsystems: (click to show/hide)
Spoiler: Other Subsystems: (click to show/hide)

[Cargo List]

Spoiler: Resources (click to show/hide)
Spoiler: Satellites (click to show/hide)
Spoiler: Industrial Cargo (click to show/hide)

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #22 on: October 10, 2015, 07:16:21 pm »

Spoiler: Life support Cargo (click to show/hide)
Spoiler: Power Sytems Cargo (click to show/hide)

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #23 on: October 10, 2015, 11:52:54 pm »

Here are my must haves for the build:

MPD Thruster and MCF Reactor. These are the most efficient options, and will let us be very fuel efficient while providing maximum thrust (an alternative build would be using two Ion Engines instead for even better fuel efficiency at the cost of a build slot, and less thrust). Of course, we'll need more advanced parts for maintenance so these don't break, but that's worth the tradeoff.

My First Factory Kit and Life Sciences lab. These two together are pretty damn expensive, but the ability to produce anything wqe can design, as well as having a seed bank, a med lab, and a medical facility all in one package is well worth the cost. (Taker this scenario: we not only would be able to easily provide any sort of plant for a hydroponics area, but we can also adapt them to local conditions! Meanwhile, the factory is cranking out parts for the kits, and building more digging vehicles and construction suits as well as vehicles designed for local conditions.)

Other than those 4, I'll be down for whatever (these 4 together are only 81 RU(+1 for the needed second cargo bay to fit the rest of the stuff we need)
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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.

TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #24 on: October 11, 2015, 05:24:43 am »

Tryrar: I agree with everything except the reactor. The reactor is the single most important bit of kit we'll be taking (it'll have to last decades without being turned off for proper maintenance) and the MCF is both more likely to malfunction and harder to repair when it does. Not worth the extra fuel efficiency IMO, even though I'm struggling to make it work. I'd rather spend a research slot trying to make the thruster more efficient. Speaking of which:
@GM are ultra-large fuel tanks (10RU/mass15/size10/20fuel) also available or would we have to research one?
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #25 on: October 11, 2015, 05:52:10 am »

The fuel tanks can be scaled up as a single install, you do not get any more efficiency in the design though.

Opening turn post will be much later in the day.

If there are any questions about the Outpost phase information I listed feel free to ask.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #26 on: October 11, 2015, 07:19:05 pm »

Turn 1  Jan 2080 -Apr 2080

The teams sit down to haggle over who gets which ship.  Fortunately it seems each team has a different idea and wants a different ship.

Outpost team Sea Hawks has a plan to operate a small crew with a largely robotic workforce, taking the Cargo Hauler and planning on using a simple life support system and food stores with only a few crew members awake.  They plan on taking all the advanced materials they need to build out an army of mechanical works as they settle Epsilon Eridani.

Outpost team Tigers plans to take the Generation ship, make make it true to it's word, expanding the life support and using slow engines as they head out to Sigma Draconis.  Most of the crew will remain awake except for a core of experts, while in transit they plan on raising a generation of children specially trained for the tasks ahead and mentally adapted to the harsh conditions.

That leaves the custom built Outpost ship for your team.

The Ark infrastructure is put into overdrive, outfitting redundant systems and packing in backup repair materials.  The ground teams go over the cryogenic theory with a fine tooth comb and put in place new protocols for the sleepers while the rotating awake crews are trained, drilled and tested for mental and emotional fortitude.

Other parts of the factories are turned over to making the radiation shielding, hydroponics equipment, He3 drop pods and other vault materials.  The eyes of the world turn away from the stars and down to the ground as the Ark's are launched, the Outpost missions forgotten in the mad dash to complete the new homes.  Out of public scrutiny, the vital construction begins.

The other ships are quickly gutted and a significant portion of the orbital manufacturing is secretly turned over to your use.



Unnamed Outpost Profile

Planet: Procyon 2

Ark: Survival: +5 to Ark rolls
      Public Relations: +10 to event rolls

Ship Choice: Outpost ship

240 RU available

Ship Profile:

Size 0/110
Mass 40
Cargo Hold 0/20
Cryogenic pods: 15
Electricity demand 5 MW

Installed Systems:
     2xexpanded superstructure (included in profile)
     Medium Cargo hold 0/20 (included in profile)

Event roll (92+10) Critical Success

Ignored by the eyes of the world, you quickly take whatever you can.

Choose 2, you may take more then 2 for -5 to event rolls each:
A. +20 RU, may be taken twice
B. Optronic Auto Pilot Mass 2 Size 2 Electricity 3 MW(Requires trivial manpower for oversight while providing a +10 bonus to maintenance and relevant emergency tests)
C. Optimized Lab Size 5 Mass 10 10 MW(Equivalent of a Prefabricated General Laboratory installed in the ship.)
D. Optimized Satellite Launcher and Storage Mass 4 Size 9 (space for 4 satellites)
E. Extra Research slot for turn 1, may be taken twice to give the bonus to all remaining turns
F. Extra Build slot for turn 1, may be taken twice to give the bonus to all remaining turns

There will be a half turn if you take option E or F to make use of them.



Orders Needed for turn 1

Outpost team name:

Outpost ship name:

Build Slot 1:
Build Slot 2:

Research:

Event selection (Choose 2 or more):
« Last Edit: October 11, 2015, 07:22:45 pm by VoidSlayer »
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #27 on: October 11, 2015, 10:52:57 pm »

Team Name:Cobras

Ship Name:TSS Asimov

Build:Atmospheric Conversion
Build:Standard Command Center

Research:MCF Reactor Reliability(ruggedize the MCF reactor as much as possible)

Cargo Orders:My First Factory Kit, Life Science Lab, Weather Sat, Survey Sat

Event:
A+D
« Last Edit: October 11, 2015, 10:55:15 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.

Gwolfski

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #28 on: October 12, 2015, 01:21:14 am »

i have been reading the other outposts, and i suggest a ton of spare parts of all types.
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Eventually when you go far enough the insane start becoming the sane

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #29 on: October 12, 2015, 01:26:03 am »

i have been reading the other outposts, and i suggest a ton of spare parts of all types.

On my build list :D
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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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