Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 41

Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37930 times)

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #375 on: December 13, 2015, 12:46:46 am »

I mean, taking some skin samples and biopsies with the consent of all wakeful crewmembers shouldn't be too bad, and would give us useful data. Of course, nowhere near as much as a vivisection, but hey.

Another possible research path, to limit the badness of a vivisection, is to research man-machine interfaces to the point where we can put the vivisect-ee's brain in a robot and cut his body up for SCIENCE.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #376 on: December 13, 2015, 02:11:20 am »

Or you know, we have a bio-lab, so we can just clone some tissue and throw that in cryo for a while.
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #377 on: December 13, 2015, 02:11:45 am »

Kinda combined the ideas for the mining.  Time to dig deep and strike the earth wait what was the planet's name again?

Spoiler (click to show/hide)

Turn 8 October 2110 - The storm breaks

* Construct and build a medium mineral processor in one of the domes (54+10+5+30-20) 89/200 completed in dome 2

Work on the mineral processor starts off following the now standardized system, picking up parts off the factory right as they are built in time for the next operation.  The system slows down considerably while fabricating the more complex parts of the ore separator and the Bot is left standing around for quite a bit of the month. 

This is the first complex machine designed and built completely on planet and a more organized way to coordinated manufacturing and placement is considered, along with dedicated transportation systems.

Industrial Coordination (bonus to conversions) can now be researched.
Transportation Solutions (bonus to prototyping new transportation systems, free transport system designs) can now be researched.

* Install biodiversity bay in medium cargo bay. (77-5+10) Success

Clearing out the medium bay proves rather simple, scrap metal, crates and packing plastic are swept up and the banks of computers, cryogenic tubes and seed banks are neatly place along one side of the bay away from the entrance.  A work area is set up to help sort and extract components, although it is far from a real research center.

It becomes clear that the large cargo bay will require significant work before being useful in the same way, possibly even more work then building an entirely new dome.  Overall there is quite a bit of excitement over the prospect of new foods and growing some solutions to problems, although it is all a bit overblown without building a life sciences lab.

The mud from the entrance is also cleared away to move the other components out, although it is clear this will be a repeated task.  Many are calling for them to just give up and turn the whole bay into something that can be accessed only from inside the ship, like a lab or an axuillary medical treatment center.

Biodiversity bay accessible, bonus to most life sciences research.

Medium cargo bay half filled.  A small, limited life sciences lab or other smaller installation could be placed inside as well.



* Install our Multi-Chemical Production Facility kit in one of the domes
(60+10-10) Success

High winds and rain dog the efforts to move parts of the kit across the open air and into domes.  Piping and pumps are sturdy and easy to haul.  Transport of the more complex parts needs more steady handling and the high winds and rain prevent that from happening.  The suddenly they stop altogether.

The weather satellite is busy cataloging what happened while the mechs hurry the components across in what they think is a brief interruption.  Work can finally begin in earnest and the chemical processor is installed in the third large dome.  Power up testing and checklists need to be run through but the system should be up and running at the end of the month, it is hooked up to the ship's life support air and water systems as well as the rainwater capture pump system.  A small hole is opened in the top of the dome flush with the surface for a vent directly to and from the outside air.

The clash of the two weather systems not only stops here but the abated weather spreads outwards along the coast.  Thin showers intermittently hit the ship for the rest of the month and the tropical storm system breaks down completely before hitting.

Multi-Chemical Production Facility kit installed in dome 3.

* Dig deep! (68+10) Progress 68/100 large underground dome

Surface sampling is downright out given the conditions seen at the beginning of the month so a plan to follow the hardened minerals further down is put together.  First a dome will be completed at the end of a gradual downward slope, then further mine shafts can be dug out.  This falls in line with the previously developed plan, two of the areas which would have been huge domes may become excavated areas depending on what is found, while the large dome can branch off into a central ring of small and medium underground domes.

The access shaft proves as difficult as the surface excavation, with varying materials slowing progress, however just a few meters below the rock evens out into the slate, the dark red-black harden material and a new black-sliver compact sand.  While the varied materials are still a challenge they are more evenly spaced and part of the cavern is mined out.  Concerns are raised about the stability of the different rock formations together and plans are made to reinforce several areas with steel, concrete or heat welding before long term use of the area.

Black-silver sand analysis now available.
Slate and Dark Red-Black minerals are now sufficient for production as long as mining continues.


* Continue cryo research (60+10-30) Slow Progress

While the primary concern of the doctors is not addressed, the suggestion of taking limited samples from non-invasive tissues from the cryogenic frozen is taken up as an avenue to research the theoretical problems.

Skin samples and hair follicles are removed from several patients and the cryogenic frozen after a general meeting to discuss and vote on the matter before the entire awake crew.  Though of dubious investigative use thanks to a long time out of the pods, the most of the crew choose to have the same area of skin and hair removed in a show of solidarity with their frozen friends and colleagues. 

Only a few samples are actually collected from the pods this month as there is still much to be done in determining the best way to analyze the samples.

+5 to ongoing cryogenics investigation research (+15 total)

* Design modular 50 MW geothermal plant (62+10) Progress

The first thing which becomes obvious is that new heat resistant tools for digging will need to be developed to reach down into the layers of rock needed for the plant.  While the sensors on the drilling machines will greatly help constructions and they can survive the temperatures for limited times, simulations quickly prove that they would burn out eventually.  Something similar to an oil well drill is developed, it would be reusable, and can be moved to different areas to drill additional holes while the digging machines do the bulk of the work at the surface.

The tools are decided on, a plant starts being developed and then it is realized they need slightly different specialized tools to help in the construction.  Several redesigns end up without a functioning plant being developed this turn.

+15 to ongoing work.

* Focus effort on the 150 MW canyon design (88+20+20) Success

Natalia lays the groundwork for not just the 150MW design but several extra options to provide additional power and control over the water flow.  It is estimated that two separate power stations of similar design can be built here, one shorter and one on a slightly taller dam, with a total power output of 300 MW.  Plans are drawn up for a larger system to plug the start of the canyon to control water flow and create a great reservoir which given weather systems should allow almost unlimited water for generating power.

She even designs a smaller modular dam system which can be place around the edges of the canyon and valley to further control the water and prevent it from leaking out elsewhere.

It is clear that while metal could be used in most of these, concrete or large blocks of quarried stone would be much more practical for the main structure.  While the smaller first stage 150MW plant would need relatively little material and be mostly carved into the canyon, other parts to expand and strengthen the system will almost certainly need a large amount of moved earth and stone.

When the final designs are unveiled several of the crew are unimpressed.  Most of them are actually presupposed from the VR building frenzy that overtook the ship in the final decade of travel...

150 MW canyon plant designed 500 work 2 basic parts(unless MFFK used) minor resource hog, unless stone/concrete is accessible
150 MW second stage canyon plant designed800 work 2 basic parts(unless MFFK used) resource hog, unless stone/concrete is accessible
Canyon/Valley Flood Control Dam designed 1200 work resource hog, unless stone/concrete is accessible
Valley flood control modular gap dams (dedicated survey needed for estimate)

Note: All parts are not needed to begin benefiting right away.
Note: Each power plant and the dam would need 1 manpower each for reasonably safe runnng.

* Continue hydrological and mineral survey (9+10+15) Simple Failure

Contact is lost with both satellites this month for unknown reasons.  While some of the group continues pouring over existing data, the rest try again and again to reconfigure the commsat to get in contact.  Eventually contact is made and a hard reboot restores functionality, although some data is lost in the process, and the month is a total waste.



Work on the dome systems have brought the base about halfway to the canyon and decisions need to be made on where the next phase of expansion will be.  Further projects will start to be more difficult due to distance to both recharge and restaff the vehicles, but a connected underground base to nearby the hydropower site would help speed up the project.

Alternatively new CCdomes could be built in an inner circle closer to the ship, not suffering from distance issues.

The underground mining also needs to be directed once the large chamber is excavated.  Should the team dig out away from the base into huge caverns meant primarily for ore acquisition or inwards to complete a series of core medium and small spaces around spiraling access shaft.  Further large caverns could also be dug out.

Concerns are raised that the back of the ship is looking quite denuded.  While the resource rich core of the thruster is still there the steel, aluminum, titanium and other structural materials are quickly being used up.



The weather stays clear for almost half the month, while there is some serious concern about there now being too little rain the river seems to be flowing steadily still.



Turn 9

Expansion plans:  Choose one or more or give priorities.  Or something.
        A. Extend CCdomes to the canyon (about 4 more)
        B. Build inner CCdome ring (above central spiral area, part of long term plan)
        C. Begin mining and deep mineral exploration in huge caverns on the outside of the colony ring system (underground, split off from the large cavern.
        D. Begin excavation of inner spiral access, small and medium cavern spaces
        E. Other plans, hey they are flexible

Actions:

You should probably staff and decide what to do with the chemical plant.

Any life sciences research at this point would be a manpower action with a slight bonus.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #378 on: December 13, 2015, 02:17:03 am »

Or you know, we have a bio-lab, so we can just clone some tissue and throw that in cryo for a while.

I am afraid you sprung for the low cost alternative according to my records... no cloners in the base set.  You can build them though!

Good news is you could take the last surviving orca and sheep embryos in this solar system and experiment on them!  No orca's or sheep in the future settlement though.  Before you get on em about too small populations of animals, the plan is that once there is a viable breeding stock genetic diversity can be artificially introduced.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #379 on: December 13, 2015, 05:16:50 am »

On a side note, when can we except to get another resource overview? I'm not entirely sure what resources and projects we have available at the moment. Also, a bit unclear about the current layout of the base.

On that note, what manpower does the Multi-Chemical plant require. Can oversight be done by the Colony Computer?

Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #380 on: December 13, 2015, 10:08:44 am »

I'd say E. What I have in mind is we start on the spiral access, but one of the domes be another Large dome with a large secondary surface access that will act as a vehicle bay as well as a general maintenance area. Around the spiral shaft is also where we'll build the med area and eventually the life sciences lab using the components of the bio bay(I mean, the cargo hold is definitely a temp solution :P)

Anyways, we need an updated colony status before we can start planning since I'm also lost as to what projects we have and what action we now have with all our additions

Logged
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

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #381 on: December 13, 2015, 12:03:27 pm »

Id say D and B are what we focus on.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #382 on: December 13, 2015, 01:21:18 pm »

Id say D and B are what we focus on.

Good idea, with the slight modification that one of the domes should be a large dome with a wide surface access
Logged
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

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #383 on: December 13, 2015, 02:02:30 pm »

may i suggest reinforcing/developing a way to reinforce the caverns we dig?
Logged
Eventually when you go far enough the insane start becoming the sane

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #384 on: December 15, 2015, 02:21:34 am »

Team Cobra Outpost

Maps: Not to scale blah blah blah
Spoiler (click to show/hide)

Psychology Card: New world, new solutions
Team Leader: Natalia Delacruz

SSN Asimov (gray)

Optronic Autopilot with backup system (Satellite uplink controller and backup systems) 3MW
Cryogenic pods (29 persons)
Large Closed Loop Life Support /w hydroponics. (30 awake / 150cryosleep) 10 MW
Multipurpose Care and Habitation Bay 8 MW
Recreational Commons 1 MW
Large Cargo bay  /w industrial cargo handling system. Warning : Damaged.  Breached
Medium Cargo bay /w industrial cargo handling system
    Biodiversity Bay Setup
Double Core Expert Tested He-3 MCF Fusion generator 35-150 MW electricity .0086 fuel per MW per year
   Reactor 1 offline damaged
   Reactor 2 43/75
Ruined Magnetoplasmadynamic Thruster (scrap)
He-3 Fuel Tank (2.3/24 fuel)
Reserve He-3 Fuel Tank (2/2 fuel)
Reinforced Hull (damaged)

Unnamed Base

Surface Domes: (teal)

Large Habitation dome - Sealed Nitrogen/Oxygen atmosphere - My First Factory Kit

Upper level subsurface domes: (navy blue)

Large Prototype CCdome - Sealed Nitrogen/Oxygen atmosphere -
        Algae Tank life Support Sytem (medium)
        Optronic Colony Computer (medium)
                Project Legacy (small) (integrated) (damaged, -40 to further repairs, new computer needed)


CCdome 1 - Large -
        Medium Mineral Processor (medium) - 89/200

CCdome 2 - Large -
        Multi-Chemical Production Facility (medium)

Four Large CCdomes - 2/4 done - (200/200 Mining) (53/300 Construction)

Underground level 1 (Yellow)

Underground Large Cavern 1 (68/100)

Resources:

Nitrogen/Carbon Dioxide atmosphere (not researched) (limitless)
Rainwater (not researched) (trivial amounts + river)
Scrap Magnetoplasmadynamic Thruster (advanced materials) (sufficient, for now)
Damaged Reinforced Hull (mostly common materials) (Diminishing, amount usable limited by need to continue protecting the hull)
Greenish sand (not researched) (abundant)
Slate debris (not researched) (small but sufficent)
Banded Iron debris (not researched) trivial amounts)
Dark Black-Red mineral (not researched) (small but sufficent)
Densely packed dark sand (small but sufficent)

.5x Advanced Medical Supplies
2.9x Basic Parts
4.8x Advanced Parts
1x Advanced Materials
2392 person/months X Food
2x Water
1.5x Air Reserves
5x Vac Suits

Required power: 43 MW
Maximum power output: 150 75 MW (Note: Minimum power output is 37.5)
Total fuel: less then 4.3 (Current consumption .37 per year | 11 years left at current consumption)  [I am gonna calculate fuel used every year all at once not every gd turn]

Construction packets :

Vehicles

1*Powered Exo-skeleton Constructor Units
1*Powered Exo-skeleton Constructor Units [One]
1*Digging & drilling vehicles
1*Heavy Bot Mech

Crew:
27 awake
Effective manpower 25
1 restrained (cryo)
4 wounded (cryo)
21 cryo

Life support (for awake crew):
Air recycling and temperature control: 53
Water recycling: 23+chemical plant (currently strained)
Food production and waste recycling: 23 (reserve rations mixed into food)

Ark : Survival
Ark Arrival : Jan 2118

Possible Projects:
Hydroelectric stations and dam.

Additional CCdomes: Inner circle near ship, extend outer circle towards canyons or mountains.

Underground base plans completed, any dug out underground areas will follow plan.  Huge, large medium and small caverns can be built, small and medium will create a central access point.

Drainage and rain collection can be added to any base project.  Dedicated storage tanks can be built (just specify size).

Uparmor surface dome.  Can build new surface armored domes.

Research and Development:
Local area geological and hydrological survey (-20) (+15)
Cryogenics Investigation (-30) (+10)
Industrial Coordination (bonus to construction conversions) (-20)
Transportation Solutions (bonus to prototyping new transportation systems, free transport system designs) (-10)
Geothermal Survey (wide area) (-20)

Warning:  Food reserves being used.
Warning:  Water reserves being used
Warning:  Slight crowding in ship




Posting this now, even though it is only half finished, I am gonna go over and look at discrete resource amounts and crew numbers and such later.

Edit:  Okay this should be mostly updated, there were some more projects and research but you can basically propose what you like.  Also I am not going to relist all the materials you have not yet researched, but you can do that as well.
« Last Edit: December 16, 2015, 06:02:51 pm by VoidSlayer »
Logged

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #385 on: December 15, 2015, 05:48:56 am »

Is the current date included in the update and I'm just missing it? Because otherwise knowing the Ark arrival date isn't very helpful without knowing how long from now that is.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

evilcherry

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #386 on: December 15, 2015, 05:57:20 am »

Actually... Why Concrete Dams? Why not earthworks reinforced by concrete? We can use our mining vehicles there - or even better, mine and move the low-grade debris there.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #387 on: December 16, 2015, 06:11:52 pm »

Okay, updated the info. 

You could use the digging machines to support construction with earthworks, but what you have found so far is mostly sand, dust and rock, some of the resource hog and construction costs can be converted into "mining" though.

A very basic understanding of the atmosphere and ground shows that farming with traditional plants will be virtually impossible.  There is no soil which would have to be built up and the atmosphere has no oxygen so the plants would suffocate, they rely on having a reserve of oxygen in the air for respiration.

Some anaerobic photosynthetic microbes could be introduced to the environment, thanks to their inclusion in the bio-bank, but covered/underground hydroponics or bio-domes seems to be the best solution until you can do some heavy experimental agricultural gene splicing.

Or you can reprocess waste into "food?" with a chemical machine of some kind similar to what could be brought along.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #388 on: December 16, 2015, 06:36:21 pm »

Actually, what I wanted was updated action cards so I know what we can do this turn. (Mainly what the chemical facility gives us)
Logged
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.

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #389 on: December 16, 2015, 07:03:27 pm »

Do plants need gaseous oxygen? The element needs to be present, but they use carbon dioxide, not pure oxygen.

Well, if plants don't grow here, we obviously need to look into either making them do so, or setting up an enormous hydroponic farming complex. For that matter, installing houseplants as widely as possible can only help us.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com
Pages: 1 ... 24 25 [26] 27 28 ... 41