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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37823 times)

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #30 on: October 12, 2015, 04:37:35 am »

Team Name:Cobras

Ship Name:TSS Asimov
+1

Quote
Build:Atmospheric Conversion
Build:Standard Command Center
Due to lead time, it would be better if we were to build one of the 12 month items now, if we want too. We can only research one of them (unless we pick the research bonus).

In addition, I'm not so sure about the standard command center. That maintenance bonus from the optronic thing is quite nice.

Quote
Research:MCF Reactor Reliability(ruggedize the MCF reactor as much as possible)
Seems OK.

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Event:A+D
I'm  not sure about taking resources. If we take the Optronic Autopilot we get more worth, and I think it gets installed immediatly saving us a build slot.

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

The sats and lab are not time critical. I think we can wait with those so that we might perhaps upgrade them later.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #31 on: October 12, 2015, 04:46:05 am »

Problem is that with the build list I've come up with, we can't afford the sats without taking the RU, which means the sat launcher would be pointless. I can change it if you can come up with something better, but if we take the sat launcher now and no other RU boosting event happens, then we've wasted part of this event.

(Currently, my build order would have to sacrifice all our spare food, water and air as well as most of the basic and advanced parts to afford the two sats without taking option A)
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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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #32 on: October 12, 2015, 05:03:24 am »

Well, without the list it's quite hard to make changes to it.

On a side note, I'm seriously considering taking more than 2 choices.

I mean, we can take 4 total while still coming up neutral on all event rolls. Going lower would be a bit risky, but it might well be worth it. I'm especially interested by the possibility of doubling our research opportunities.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #33 on: October 12, 2015, 05:07:03 am »

Here's my build list:

AFC 10 RU Mass 15 Size 5
Command Center 10 RU Mass 1 Size 2
MCF Fusion Reactor 10 RU Mass 3 Size 5
Magnetoplasmadynamic Thruster 10 RU Mass 10 Size 4
Closed Loop Life Support 40 Ru Mass 5 Size 8
Multipurpose Care and Habitation Bay 18 RU Mass 12 Size 12
He-3 Fuel Tank 8 RU Mass 12 Size 8
Cargo Bay 4 RU Mass 2 Size 43
Heavy Bot Mech x2 16RU Size 6 Mass 6
My First Factory 40RU Size 10 Mass 20
Life Sciences Lab 20RU Size 10 Mass 15
Optronic Central Computer 10RU Mass 2 Size 2
Hydroponics Kit 7RU Size 6 Mass 5
Bio-Recycler Kit 3RU Size 2 Mass 4
Digging and Drilling Vehicles 2RU Size 4 Mass 4
Exoskeleton Constructor Units 2RU Size 3 Mass 2
Basic Parts x5
Advanced Parts x5
Food x2
Water x2
Air x2
Vac Suits
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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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #34 on: October 12, 2015, 05:27:43 am »

Mass 145

5*sqrt(145/60*11.50) = 26.3 years

I hope my math is incorrect, because if isn't, your ship will run out of fuel way before arrival.

On that note, I think the solution might be to take a risk and pick 5 items. That would give us 50% rather than 35% of a critical event failure. Though the failure will be worse.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #35 on: October 12, 2015, 05:53:35 am »

Mass 145

5*sqrt(145/60*11.50) = 26.3 years

I hope my math is incorrect, because if isn't, your ship will run out of fuel way before arrival.

On that note, I think the solution might be to take a risk and pick 5 items. That would give us 50% rather than 35% of a critical event failure. Though the failure will be worse.

Yikes. Yeah, we'll likely need a much bigger fuel tank, probably double-sized at least. With 32 units of fuel, even with the extra 12 mass, we would only add 1 year to the travel time and have around 8 units of fuel in reserve. If we can get a custom sized tank, 30 units would be less massive and still provide a good enough reserve.

As for the event, what 5 things would you go for?
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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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #36 on: October 12, 2015, 05:59:22 am »

Well, 1*resources, 2*Research, Sat launcher , Command center.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #37 on: October 12, 2015, 06:23:55 am »

Well, 1*resources, 2*Research, Sat launcher , Command center.

I can support that, though I'm wondering if we really need 2 research actions a turn
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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.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #39 on: October 12, 2015, 08:42:44 am »

Alright, thinking it over I don't think we need 2 research slots per turn. If we just take the one for this turn and use it to also boost MPD thruster reliability/efficiency then we can either not take the penalty or also take the Lab.

So:

Event:ABCDE, use E extra slot to perfect MPD Thruster with priorities being first, reliability, second, efficiency, and third, thrust.
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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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #40 on: October 12, 2015, 12:28:14 pm »

Having multiple research slots is quite neat actually. It allows us to do a lot of things, upgrade or attempt to upgrade pretty much every piece of our equipment, and all that.

I don't think the lab will be that useful. I mean, you're only taking 15 colonists, we'll be short on manpower as it is.
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TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #41 on: October 12, 2015, 01:10:39 pm »

Spoiler: Vessel stats (click to show/hide)
Spoiler: buildlist (click to show/hide)
Well, 1*resources, 2*Research, Sat launcher , Command center.
+1, though replacing the sat launcher with a build slot for more cryopods could be a good choice.

Quote
Team Name:Cobras

Ship Name:TSS Asimov
+1.

Build: Multipurpose Care & Habitation Bay
Build: Cargo Bay (4RU/mass2/size43)
Research: Magnetoplasmadynamic Thruster Improvements. Prioritise reliability, fuel efficiency & thrust in that order
Cargo Orders: My First Factory Kit.

All could work equally well in both builds proposed so far. Other research ideas of mine include mass saving (we could probably make a big saving on things like the Life Sciences Lab by cutting bits which don't require advanced material / rare materials & finish them on site), basic technology power plant designs / technology which we can build on site (probably solar panels but could be worth a shot), small group psychology research among other things. I'm sure we'll be able to think some up.

EDIT - on second thoughts, removed Central Computer as it's not time critical, and removed mass limit on cargo as we'll have more fuel left over than I thought (though we should still try to keep mass low).
Also, we could probably decrease the size of one of the fuel tanks if we do keep mass low, we might even be able to remove it and sneak in some more Cryopods if larger ones become available.
« Last Edit: October 12, 2015, 02:31:45 pm by TopHat »
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Haspen

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« Last Edit: October 12, 2015, 01:50:02 pm by Haspen »
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #43 on: October 12, 2015, 02:27:55 pm »

We already chose a destination (would be a bit mean to go let the Ark go in a different direction.)
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #44 on: October 12, 2015, 04:35:22 pm »

Checking my power curves we can't actually take the lab with my build, so I +1 10ebbor's list.

As for that build order tophat, we don't need the cargo bay yet so I'd like to take something for survivability.

Build:Reinforced Hull(more universally useful)
Build:Multipurpose Care and Habitation Bay
Research:MCF Fusion improvements(I descending order of importance:reliability, efficiency, cost)
Research:Magnetoplasmadynamic Thruster Improvements(In descending order:reliability, efficiency, thrust)
Cargo Orders:My First Factory Kit
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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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