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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37819 times)

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #570 on: February 25, 2016, 02:32:42 am »

Ok, the question now becomes do we go with full cement for the dams, or do we stick with using earthworks? That will dictate whether we go with the medium plant or wait until we have another free large dome and then build the large cement mill. Personally, I vote for the medium mill, since we CAN substitute earthworks for cement(and if we build properly they're almost as resistant to quakes as cement dams).

As for the events, I say we eat the morale penalty and get both completed this turn since they're so close, then go to a lighter schedule(which we can afford next turn) to counterbalance it-we can easily leave a 2-3 manpower slot of simply Personal Time. As for transportation, I vote rail. We're not going to get the ability to pave roads for a good long while, and a properly designed light rail system can work wonders moving goods and people from say, the dams to the base and back, or perhaps a more distant mining base delivering more bulk goods(the Bradbury could be for priority shipments). In fact, focus on including transport routes to and proposed and designed secondary facilities outside the main base.
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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 [Dusk]
« Reply #571 on: February 25, 2016, 03:22:17 am »

DP for a couple separate questions: what's the cost in terms of labor to upgrade our current MPF to the large version, and what would be the benefits of doing so? Also, when we do get reliable concrete, how will that affect the cost of surface & CC Domes?

Finally, what's the smallest dome the hydroponics could fit in, at least temporarily? Same question for the med bay, or any system still threatened by the collapse really.

Edit: One last thing: we still could go ahead and make concrete if we press the chem plant and MPF into duty right? If so, would that make building the concrete plant easier? Basically any way we can speed up getting the mill would be appreciated since concrete at this stage is a gamechanger.
« Last Edit: February 25, 2016, 03:24:54 am 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.

crazyabe

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Re: Outpost: Outcast [Dusk]
« Reply #572 on: February 25, 2016, 06:36:38 am »

Ok, the question now becomes do we go with full cement for the dams, or do we stick with using earthworks? That will dictate whether we go with the medium plant or wait until we have another free large dome and then build the large cement mill. Personally, I vote for the medium mill, since we CAN substitute earthworks for cement(and if we build properly they're almost as resistant to quakes as cement dams).

As for the events, I say we eat the morale penalty and get both completed this turn since they're so close, then go to a lighter schedule(which we can afford next turn) to counterbalance it-we can easily leave a 2-3 manpower slot of simply Personal Time. As for transportation, I vote rail. We're not going to get the ability to pave roads for a good long while, and a properly designed light rail system can work wonders moving goods and people from say, the dams to the base and back, or perhaps a more distant mining base delivering more bulk goods(the Bradbury could be for priority shipments). In fact, focus on including transport routes to and proposed and designed secondary facilities outside the main base.
+1
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tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #573 on: February 25, 2016, 06:53:09 am »

Actually, thinking on things I say we go for the large mill, the flexibility it gives is too good(plus, it wouldn't be THAT much more work to build the dome at the same time). This would also free up the chem plant to do chem plant things.
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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.

evilcherry

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Re: Outpost: Outcast [Dusk]
« Reply #574 on: February 25, 2016, 07:19:47 am »

Do elevators and funiculars qualify as rail?

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #575 on: February 25, 2016, 02:10:30 pm »

 Funiculars, yes. Elevators, no.

 And speaking of transport, Im currently thinking rail and ships.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #576 on: February 25, 2016, 06:31:15 pm »

Team Cobra Outpost

Dec 2110

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

Psychology Card: If You Build It
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 (maintenance bay removed, several cryo pods deconstructed)
Recreational Commons 1 MW
Large Cargo bay  /w industrial cargo handling system. Warning : Damaged.  Breached. Unstable.
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 48/75
Ruined Magnetoplasmadynamic Thruster (scrap)
He-3 Fuel Tank (2.3/24 fuel)
Reserve He-3 Fuel Tank (2/2 fuel)
Reinforced Hull (damaged)

Aurora 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)
       

CCdome 2 - Large - (full)
        Multi-Chemical Production Facility (medium)
        Multi-Chemical Production Facility (medium) 139/150

CCdome 3 - Large -
        16 person Living Dome 300/325

CCdome 4 - Large -
        Meat Vat (medium)
        Bio Recycler (medium)

Inner ring subsurface domes:

3x large CCdomes (dug out, need construction)

Underground level 1 (Yellow)

Large surface access cavern
        Vehicle bay and Damage Control & machine shop

spiral central access:

Four Small caverns

Three medium caverns
         General storage (2 medium caverns)

Underground Large Cavern 1 (collapsed)

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 (Magnetite, Slate further research at +20) (small but sufficent)
Dark Black-Red mineral (not researched) (small but sufficent)
Densely packed dark sand (small but sufficent)

.4x Advanced Medical Supplies
2.7x Basic Parts
4.2x Advanced Parts
1x Advanced Materials
1.3 months Food
2x Water
1.5x Air Reserves
30x Vac Suits

Required power: 48 MW
Maximum power output: 150 75 MW (Note: Minimum power output is 37.5)
Total fuel: less then 3.9 (Current consumption .416 per year | 9.3 years left at current consumption)

Construction packets :

Vehicles

1*Powered Exo-skeleton Constructor Units
1*Powered Exo-skeleton Constructor Units [One]
1*Digging & drilling vehicles
1*Heavy Bot Mech
1*Bradbury MRV completed.
1*Rebuild single exo suit project 75/175 progress
1*Rebuild Heavy Bot mech 200/450

Crew:
36 awake
1 wounded (1-2 months)
Effective manpower 32
1 restrained (cryo)
4 wounded (cryo)
11 cryo

Life support (for awake crew):
Air recycling and temperature control: 53
Water recycling: 23+chemical plant (sufficient)
Food production and waste recycling: 48

Ark : Survival
Ark Arrival : Jan 2118

Possible Projects:

Distant mineral exploration.

Cavern exploration.

Hydroelectric stations and dam.

Geothermal stations.

Large 16 person habitation facility.

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:
Cryogenics Investigation (-30) (+15)
Industrial Coordination (bonus to construction conversions) (-20)
Transportation Solutions (bonus to prototyping new transportation systems, free transport system designs) (-10)

Warning:  Slight crowding in ship



The water and air purifying systems from the ship will take up a medium area, the hydroponics from the ship at least a large dome.

The medical bay would need a medium area, although you could just store the parts.  All the remaining cryogenic pods would need a large dome, just the occupied ones a medium.  Moving the pods would be dangerous.





Turn 17 actions needed:

Normal Actions:

Unassigned Slots 19 manpower available {37 base - 4 (leader) -6 assigned - 7 passive -1 injured)
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)
« Last Edit: February 25, 2016, 06:53:31 pm by VoidSlayer »
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VoidSlayer

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Re: Outpost: Outcast [Dusk]
« Reply #577 on: February 25, 2016, 06:35:54 pm »

Industrial scale elevators are a certain thing if you dig down deeper but at the moment they would be of limited usefulness.  There are really two separate underground bases right next to each other right now, each with one sloped entrance with an airlock.

A sled or all terrain wheeled funicular might not be a bad idea if you need a long distance base up a steep incline.  You have materials with enough strength in theory.

Also the three large CC domes are ready for construction I missed that.

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #578 on: February 25, 2016, 06:39:08 pm »


As well, the action queue should reflect we went with the punishing schedule to clear out the construction queue early, so all exos and bots should be free. I'll adjust that in my action proposal
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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 [Dusk]
« Reply #579 on: February 25, 2016, 07:08:21 pm »

Spoiler: Unassigned Slots (click to show/hide)


* 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. Eliminate relevant material related penalties to 2 projects.
       [2 manpower] Geology and Material Sciences science slot at +0: Analyze Kara's water composition

I know I'm throwing the kitchen sink at getting the concrete plant done, but with that finished we'll have much more breathing room in the context of basic building materials and can focus on other things


Eid edit:Changed digging action to more caves so we can house the systems from the ship immediately.
« Last Edit: February 28, 2016, 01:04:21 am 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.

VoidSlayer

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Re: Outpost: Outcast [Dusk]
« Reply #580 on: February 25, 2016, 08:01:49 pm »

Did you want to add quake proofing to all future construction?

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #581 on: February 25, 2016, 08:09:57 pm »

Yes, we do.
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tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #582 on: February 25, 2016, 08:41:38 pm »

Yes, we do.

Yup. Assume so unless we specifically say otherwise for some reason
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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 [Dusk]
« Reply #583 on: February 26, 2016, 10:00:12 pm »

So guys, comments, criticisms, feedback on my plan?
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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.

Amperzand

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Re: Outpost: Outcast [Dusk]
« Reply #584 on: February 27, 2016, 06:38:05 am »

sdkjabwifwebeib BUSY
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Muh FG--OOC Thread
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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
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