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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37848 times)

Tomcost

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #480 on: January 16, 2016, 10:11:59 am »

So, just to discuss, which should be our priorities next? The damage to the cargo bay makes it necessary to eventually move everything out of the ship. Also, there is the issue with morale, and living space. Maybe the meat vat will compensate for some morale, but I fear that eventually things will get hairy, and we may need to use the VR CAD for morale.

So, what should we aim for?
-Finishing enough carvern space to house most of the ship systems
-Move everything there.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #481 on: January 16, 2016, 10:22:24 am »

If we want more crew, we need something to dump waste.

Also, we'll need to upgrade our powersystems within the next few years.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #482 on: January 16, 2016, 10:33:04 am »

Pretty much yeah. When the Bradbury is finished I also want to mount a small expedition to to a precise survey of the site for the initial 150mw dam, as this is also part of transitioning to the base-unless of course we want to do the base geo plant. Either way, it needs to be done so we can disassemble, refurbish, and move the reactor cores out of the ship to a new location.
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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.

Gotdamnmiracle

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #483 on: January 17, 2016, 08:40:14 pm »

Ptw.
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #484 on: January 17, 2016, 11:49:22 pm »

 I support plan Ebbor. However, I still vote for Xiao Hong Che, those maint bonuses are really nice in my eyes.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #485 on: January 18, 2016, 12:30:46 am »

I'm heavy on Leonel Morgan. +5 to everything racks up, and I'm afraid we are not going to explore too much next year.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #486 on: January 18, 2016, 02:36:16 am »

Okay, alternative proposal.

Luckily, next turn we can finally change our focus card. I have come to dislike the Brave New World one. The construction penalty is extremely strong, while the benefits are in effect , quite neglible.

Spoiler (click to show/hide)


Sorry, what is the MCV?  If that is the vehicle, did you want to use the extra resources to finish the meat vat right away?

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #487 on: January 18, 2016, 03:05:11 am »

Two times yes. I believe.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #488 on: January 18, 2016, 03:36:44 am »

Yup, I believe the plan is to finish the Bradbury with the exos and use parts to finish the meatvat.


On a side note, we definitely want to get started on housing if we want to wake up more people once the meatvat's running. Don't we have a free large dome or am I senile?
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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.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #489 on: January 18, 2016, 01:54:37 pm »

Okay, alternative proposal.

Luckily, next turn we can finally change our focus card. I have come to dislike the Brave New World one. The construction penalty is extremely strong, while the benefits are in effect , quite neglible.

Spoiler (click to show/hide)


February 2111

*  Armor factory dome (7-5+30-20=12) Critical Failure armor dome can not continue

Taking the factory off ongoing projects was considered controversial, but using it to build it's own protective shell was seen as a necessary step.  Too much depended on the advanced manufacturing capability, without it nearly a hundred years of industrial advancement would be lost.  Work began simple enough, a thin frame buttressed against the existing dome while the multi-layer plating was being churned out.

Shortly after the first plate was welded to the side a loud crash was heard.  The all too familiar rush to the dome revealed a large hole in the dome, rainwater seeping in and the metal framework twisted half out and half in.  The control room, manned at the time, looks crushed as the first response team enters; however, the well crafted workstations themselves had caught the roof and although the crew member inside suffers a mild concussion quick response from the medical team on site prevents any long term injuries.

The same can not be said of the factory dome itself.  The rest of the month is spent patching the dome and looking over the factory for any damage.

Natalia and the risk assessment team come to a simple conclusion; the entire enterprise was a mistake from the start.  The design set out for the dome is still too heavy to be properly supported and constructing a dome of this type over the existing dome would have always been impossible.  New surface armored domes could probably be built with the same design, but an entirely different system would need to be thought up for up-armoring the existing inflatable dome.

Crew member injured for 3 months mitigated by medical facility.

Dome and factory have minor damage, -5 to actions until repaired.

Armor project prototype impossible, build an entirely new dome or design something else.

*  Assemble the Bradbury MRV 55+10=65 completed

While distracted by the needs for emergency repairs to the factory, the exo suit team still finds time to put together the modular components for the first Bradbury.  The rather simple designs set out for the first missions makes this a lot easier, along with the fact that most of the highly complex parts were already fabricated.  The first celebrator ride in the 6x6 vehicle marks the fastest anything has traveled on the planet since the ship landed.

It handles well thanks to an even weight distribution and extra care taken to the suspension.  Some are concerned by the fast depletion of the batteries compared to solar recharge, particularly during heavily overcast times.  Despite this the expected range is a hundred times further then anything else that is available.  At the end of the month it sees some use hauling rock out of the cave system and performs well.

Bradbury MRV completed.

*  Reinforce cargo bay 94 critical success any disaster averted, exact project scope created

The idea to use the digging and drilling machine radar combined with the ship's external sensors to try and get a better picture of what is going on inside the ship works much better then anyone expected.  The results are not so great.  Several areas with immediately dangerous damage are found and the worst have quick patches done.

It is clear that the ship did not survive the landing.  It is merely falling down very slowly.

The exact scope of what needs to be done is figured out, literally replace almost half the superstructure of the ship.  An estimate of 12 months is given for the project with about the same time frame for how long the thing will stay standing.

An alternative is given to do a controlled tear down of the area, removing the multipurpose bay and cryogenics tubes as well as parts of the life support system then gutting the whole center of the ship.  The primary issue is that given what is know about the dangers of cryogenics, at a minimum the crew inside would suffer injuries if moved.  Then again if there was a collapse, they would not survive either way.

Cargo bay collapse (38-10=28) failure, ongoing damage, averted by critical success

Ongoing damage penalty removed, failure averted.

Superstructure rebuild project 750 work.

Relocate and tear down project 250 work, need at least 2 large domes currently to relocate to.

Large Cargo bay supplies should be moved to a large dome.  Will take up the whole thing.  Simple task, have any construction slot do it.

Critical failure will result in destruction of one or more ship system.  And everything in the large cargo bay is also at risk, including the vehicles some of the times.


*  Design Multiuse vehicle bay and Damage Control & machine shop 58 success needs to be built/prototype

The design for the vehicle bay is pretty straightforward, several existing high density parking structures are used as a model and the plans for the machine shop is easily fitted inside.  The end result has parking for 6, a vehicle repair space and a separately sealed machine shop and workspace.

Ideas for more automated systems are thrown around to either improve performance or reduce labor needs, but the basic design is ready to be built.

Vehicle bay completed, will function as a Damage Control & machine shop as well as holding 6 vehicles protected from the elements and having a 1 manpower dedicated vehicle repair and maintenance slot. 

Building a new one will be a 175 labor project as it is generally low tech, if you take apart and relocate the existing machine shop it will be a 75 work project.


*  Industrial Coordination 17-20+20+10+20=47 no progress

The council agrees to Natalia's proposal quickly in an attempt to get her out of the room so they can discuss putting a leadership change to a vote.  While there has been some dissatisfaction with her leadership style they all agree that her expertise in leading the prototyping of new technology has been invaluable and to put off a vote until next year.

Then someone realizes that they agreed to have Natalia to work on a labor coordination problem.  Less then an hour later she is seen storming away from the colony computer cursing about how it keeps rejecting her innovative ideas.

Once the disasters start piling up she is far too busy to get back to the work but a report is complied by another designer on the benefits of having an overall manager for the entire colony construction and industrial infrastructure.  In particular having the factory concentrate on advanced materials could allow it to assist in many advanced projects at the same time.

Industrial Coordination:  This research will allow an Industrial management office to be constructed, small 1 manpower.  When worked all Conversion construction and manufacturing actions will add +1d100 labor instead of their bonus, with a minimum of their normal bonus.  The normal bonus will be used for the purposes of critical failures and successes.

For example the My First Factory Kit assisting the Exo Suits would produce 1d100+10+1d100(minimum 30) labor instead of 1d100+10+30, although the latter would be used to determine the results of failure or success.

In addition the Factory Kit conversion can instead be split up among up to 4 projects.  The bonus would be reduced to +5 but all four projects would act as though they could work with and create advanced technology.


*  Seal upper cave 18+5 23/50

The final large airlock is carefully removed from the large vehicle bay and installed in the cavern mouth while piping and wires are laid out across the ground.  Eventually the whole system will be able to connect underground but the surface connections are a necessity for now.

After the cave is sealed the bot checks the air composition and discovers that the whole area is not yet air tight.  It looks like the roof has micro fractures leading up to the sandy soil.  Not only will this take more time to cover, but the recently discovered calcium nature of the local slate means that fractures like these may further carbonate the clay damaging the structural integrity of the caves. 

For now the bot releases a tracing gas and begins tracking down and sealing the fractures one at a time.

*  Continue investigating Banded Iron 81+15+10=success Kaolin-Calcite clay, with impurities.

The geology team is very excited when the crack the formula for the clay found in the banded iron.  Not only do they discover a new type of stone chemical composition never seen on Earth, but the possibilities make creating concrete and a variety of other chemicals a realistic possibility.

The overall structure is a shale made up primarily of an aluminum silicate Kaolin mineral with a copper arsenic component mixed with Calcite and a few much smaller oxide and carbonate impurities.  The carbonate creates the near black color and the exotic crystal structure is responsible for the difficulty in separating the metals.  The same properties exist in the shale rock material already mined as well, meaning that most of the banded iron filler was likely local.

While the Calcite present will not be enough to get a large scale cement industry going it's presence creates several questions and possibilities.  One model shows that some form of calcite heavy mineral like limestone would have needed to form, erode into shale precursor mud, then the shale form.  This would point to the planet being at a minimum slightly older then previously thought.  In addition, calcium deposits on this scale normally indicate some form of sea life, although nothing similar to fossils have been seen and on a younger planet there are many alternative minerals that could have formed.

The most exciting possibility is that there may be veins of precipitated metal oxides in much higher concentrations somewhere between the layers.  In addition the copper arsenic can be immediately turned into arsenical bronze or purified, allowing a form of bronze even if tin and other materials can not be found. 

Unfortunately extracting aluminum from the mineral will remain an energy intensive process, it first requiring heating to remove silicon then going through a modified Hall-Héroult process.  Both steps take an enormous amount of energy and will put strain on any general purpose system.  A specialized smelter may help, but really an easier to work with material like bauxite will be needed for large scale aluminum use.

Slate researched, banded iron fully researched.

Copper and Kaolin clay materials available from both.  Calcite in small amounts as well as trivial amounts of sodium, barium, cesium, titanium and zirconium are available.  Aluminum can be processed but is so energy intensive it will require both the mineral processor and chemical production facility.

For concrete production both the sand and shale can be used as a aggregate while a form of cement can be directly created from the material, but it will be another energy intensive process.  A more pure form of calcium carbonate will be needed for large scale production unless an exotic cement is developed.

Exotic Steel can be researched at -20.  Currently there are simply not the elements to create construction grade steel.

If anyone knows more about chemistry, geology and material sciences please feel free to correct any glaring errors.  Most of these delays are me relearning this stuff.


*  Mining central access Spiral (49+10=59) 148/250 198/250

Work on the access spiral is much easier then thought, it appears at the selected spot the slate material is much deeper then other areas.  The work proceeds quickly and it should be finished next month.

Hit easy to mine area, +50 bonus work done.

And the meat vat is completed.  Meat production next turn, +10 food, assuming it is worked. Production is hurt by using poor raw materials for nutrients, algae and sewage waste.

The northern sandstorm continues to pick up strength and now covers almost a tenth of the planet's surface while the rain system to the south continues to drench the outpost all month.  A few days of high winds call for workers to take shelter but both systems miraculously do not hit directly.

Towards the end of the month a 4 inch light violet spot is discovered on the outside of the ship next to the large cargo bay "door" in an area that should be steel grey.  The possibility of some sort of alien microbe despite the inhospitable conditions is brought up and the crew is in turns excited and nervous.



It is clear to the crew in general that conservation of resources and too much of a focus on new ideas were hampering the implementation of existing technology.  A spirited debate on how to work with those issues followed.  In the end no one was really happy at the results.

New Focus Options:

Learn How to Live
Life is Important: 6 manpower life sciences slot at +0
Knowledge is Power: Other research actions at +10
Digging in the Mud: All Mining at -10

Dig Dig Dig
Dig! : Mining at +20
I SAID DIG! : 6 manpower mining slot at +0
Why am I up here? : Surface exploration and construction at -20

Duty and Community
Keep going Soldier: All morale penalties removed
All Work and No Play: -5 to all projects

If You Build It
Barn Raising: One construction action at +20
Industrial Priority: +10 to all other construction actions
And the kitchen sink: Resource inefficiency

Practical Applications
Still adapting: One engineering project at +20
Focused Industry: One construction project at +10
Blue Sky Thinking: -20 to all research



Turn 13 actions needed:

Purple Spot Response: 
     A. Burn it with fire
     B. Collect a sample
     C. Ignore it and go on with our lives
     D. Combination or something else.

New Psychology card needed, see above options:

Storm Response Plan, none, 1 or more then 1:
    A. Active weather tracking, 1 manpower, bonus to all responses
    B. Preemptive evacuation, 5%-10% work reduction, reduces weather related injuries
    C. Storm hardening, 2 manpower, reduces equipment failures
    D. Emergency Drainage, eliminates digging vehicles actions in an emergency, prevents flood and landslide damage.

New bonuses and actions:

Natalia Delacruz - A star ship designer who was tasked to lead development of the systems used in the Ark and Outpost ships.  She oversaw the creation of the Ark cryo pods and Expert tested reactors before launch.  Some blame her lax leadership style for the failure of the drop pod project.  She has risen to the challenge of directing the outpost by concentrating on her specialization and delegating work.  In some cases the extra personnel assigned to tasks have been helpful, particularly in driving the dome construction.
  Skunkworks: +20 to one engineering or prototyping action per turn.  +10 to all other engineering or prototyping actions.
  Scheduling Nightmare: -10% rounded up manpower (-3 currently)
  Site Manager: +20 to one construction or industrial action
  Overstretched: +5 bonus to any action (besides manpower) at the cost of 1 extra manpower.  Up to 4 per project.

[0/1] Meat vat (will be put in passive actions if selected) 2 MW
    - Food for 20 10 people
    - Currently processing waste directly, reducing output.
    - Provides morale bonus

[0/2] Bradbury MRV
     Exploration action at +0
     Assist construction or mining 1 slot at +10 or 2 slots at +0
     Note: Eliminate distance penalties for short range ~10 km for any slots/exploration worked on
     Note: Reduced penalties for medium distances ~25 km
     Note: Can allow long distances which would otherwise be impossible ~100 km
     Note: Can reduce penalties for distant buildings and facilities.  You have none so this doesn't really apply yet.

Normal Actions:

Unassigned Slots 11 manpower available (27 base - 3 (leader) -6 assigned - 7 passive)
Spoiler (click to show/hide)

Available Projects
Spoiler (click to show/hide)

Assigned Slots 6 manpower
Spoiler (click to show/hide)

Passive Slots 7 manpower
Spoiler (click to show/hide)

Bonuses and penalties
:
Spoiler (click to show/hide)

Note:  Yes your leader is actually getting worse at scheduling.  Have fun!

Note:  You should have room for up to 37 people although water processing will be strained.

Note:  For the life of me I can not find the mineral processor slot thing, I need to go through and catalog the whole game.  If you can find it cool, I remember that it takes 1 manpower to provide a bonus and 2 for research though.

Note for new people:  Not limited to the listed projects, all suggestions welcome.

Note to tryrar: The meat vat is set up in one large dome, you should have one free.
« Last Edit: January 18, 2016, 02:09:35 pm by VoidSlayer »
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #490 on: January 18, 2016, 02:04:08 pm »

* Medium Mineral Processing Facility MPF

       [1 manpower] for general production; +5 to basic construction or +10 to advanced materials construction(these will be more difficult to make anyway) to one project
       [1 manpower] Eliminate relevant material related penalties to 2 projects.
       [2 manpower] Geology and Material Sciences science slot at +0

Here it is.

I got it from my action compilation.

http://www.bay12forums.com/smf/index.php?topic=153518.msg6713162#msg6713162

Also, you messed up the strikethrough.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #491 on: January 18, 2016, 02:07:37 pm »

Ah thanks!

Combine the two 1 manpower slot actions going forward.

* Medium Mineral Processing Facility MPF

       [1 manpower] for general production on up to two projects; +5 to basic construction or +10 to advanced materials construction(these will be more difficult to make anyway); Eliminate relevant material related penalties.
       [2 manpower] Geology and Material Sciences science slot at +0

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #492 on: January 18, 2016, 02:20:14 pm »

I think that Practical Applications look good, and for the other events, B than A.
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Ukrainian Ranger

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #493 on: January 18, 2016, 02:45:35 pm »

Practical Applications looks nice...

Can we live a year without research?

We can get +40 bonus construction for one project per turn and it looks huge. We need a Geothermal plant
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #494 on: January 18, 2016, 03:00:56 pm »

Psych Card suggestion :
    - If you build it: + 10 to all construction actions is strong (Consider, for a fact, that we have 4 (technically 5) of those actions lying around). In addition, I'm wary of not researching much for another year. We're almost through our obvious engineering projects, we might need to start researching soon.

Purple Spot Suggestion : B then A

Storm Suggestions : D and A

Spoiler (click to show/hide)

Edit: On a side note, now I'm wondering. How much time do we have before the Ark arrives?

Speaking of which, I propose we give our settlement a name. We haven't actually done that, I believe.

I propose "Aurora". The Latin word for Dawn, and, as a bonus, in Asimov's stories, it is the first planet colonized from Earth.
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