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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 38075 times)

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #585 on: February 27, 2016, 10:13:26 am »

 Looks fine to me.
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Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #586 on: February 27, 2016, 10:19:11 am »

I'm actually been thinking of pulling a couple of the workers I have for the overstretch bonuses and put them on the MPF to do some backlogged analysis on the water, air and minerals. What do you guys think?
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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 #587 on: February 28, 2016, 12:36:11 am »

Any knowledge gaps with regard to the things we're breathing, drinking, and using to build houses should probably be filled ASAP.
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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

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #588 on: February 28, 2016, 01:05:08 am »

Yeah, what I thought. Changed and finalized
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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 #589 on: February 29, 2016, 02:36:53 pm »

poke
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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 #590 on: March 02, 2016, 04:06:17 am »

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.

Turn 17 July 2111

* Morale Roll 34-20+15 Fail

Work on the living space is accelerated.  Long shifts behind the controls of machines and disrupted sleep schedules take their toll on the crew, but the need for quick work and the desire for a little bit of personal space keep pushing them forward.  Unfortunately as the first rooms become available the real difficulty becomes clear.  Those who worked the hardest claim the rooms, only to be challenged by the few couples who desire a private home.  Some demand that lots are drawn up while one of the outpost council points out that their important role leads to a need for the best accommodations.

Manager Che interrupts the discussions with a plain fact everyone had been overlooking.  The ship needs to be abandoned as soon as possible.  She draws up a simple scheduled that no one likes, two shifts to share the rooms, allowing almost the entire crew to move in.  It will be crowded, almost as badly as the ship, though in a different way.  The discussion is settled for now as crew members decide on double bunking or staying on the ship, with 28 crew deciding on the new dome.

The rift forming in the crew went far outside the personal attacks and disagreements seen earlier.  These are fundamental moral decisions about how resources should be distributed which may reverberate from now to long after the colony ark arrives.  For now the mood is amiable but the fissures are there.

Morale tests will now occur every turn again.

No inherent benefit from the colony living dome until at least another one is built.

2 manpower R&R slot created, manpower need will be reduced to 1 for the same benefit once more domes are completed.

Living dome completed

Chem plant Kit completed

-.5 advanced parts, -.3 basic parts.


* Build Large cement mill+CC dome 29+10+20+20+5+5-10+10=69 89/75+5+375 completed

Work on the cement dome is severely effected by the poor weather.  As the sandstorm breaks the weather system warns about a second, real hurricane forming to the south.  Wind and rain lash the working machines as they struggle to complete the dome itself before the deluge begins.

The most beneficial part of the dome construction is it's close position to the surface.  Water, air and material input slots are built into a top designed to stay partially exposed to the surface while a cargo output door is put in place.  This complex airlock system will allow the cement plant to draw directly from outside or from internal reserves.

The dome itself is rushed to completion but little work is done on the cement plant itself.

Dome rushed due to hurricane, work will be inside instead of outside.

* Move ship water and air recycling systems to free medium cave 23+5+10+5-10 33/50

Tearing the guts out of the life support system proves more difficult then the diagrams displayed by the colony computer portend.  Keeping the hydroponics system hooked up to the lifeline from the chemical plants takes up a lot of time, while cleaning off rust, replacing clearly failing systems and sterilizing bacterial buildup takes up the rest of it.  By the end of the month most of the parts have been moved and piping has been laid, but the system is far from ready to work again.

Both chemical plants are put on overdrive to purify water and mix air, but they can not keep up with the demand the specialist systems once did.  The disruption to the hydroponics system also forces the mixing of some supply rations into the food supply, but it should work correctly next month.

-.2 water and food. -.1 basic parts.

Ship air and water system offline.


repair broken heavy bot using basic and advanced parts 96+10+10  316+50/450

Work on the heavy bot draws extra hands to work on the machine in their spare time.  The challenge of reusing and rebuilding parts from the wreck proves to engage a few at all hours and soon significant progress is made on rebuilding the main hydrolics and drawing up a plan for replacing the rest of the robotic expert system.

+50 bonus completed.  +50(enthusiasm bonus) to next repair heavy bot action.

-.2 basic parts -.2 advanced parts.


* Design an advanced Command and Control facility 60+20+10 partially completed

Work on the command center is disgustingly fast.  It soon becomes clear that replicating the colony computer or even the autopilot will be incredibly difficult.  The computer alone might exhaust the remaining specialized materials for the dense and fast access storage materials and expert systems.  A simplified plan to relocate the colony computer, auto pilot system, VR system and create a centralized bot control area is put together.  The area should be able to access the satellites, coordinate VR engineering work much better then the current ad hoc setup, allow bot control to be routed directly through the autopilot to make the system easier to use and allow coordination and control of work throughout the base.

The colony computer and autopilot would need to be moved and the area needed would be slightly larger then the independent systems, but over all efficiency might be improved.

Outpost Central Operations design completed.  Will allow two engineering projects at +20 with 3 manpower, 1 manpower for industrial coordination, up to 6 bot controllers with an extra +5 bonus, satellite control systems and +20 to one project.  Will disassemble the recreation commons (Non-VR redundant with the large living dome), autopilot and colony computer.


Further design attempts can be made.


* Dig Underground base expansion 64+10+10 84/150 (first stage)

Work begins on a large cave with a connecting hallway to bring the CCdomes together with the central spire.  Everything proceeds as expected, the underground gulf is bridged and about half the dome is carved out.

Stage 1 Large cave connecting two underground areas. 150 work

Stage 2 1 large cave and 1 medium cave 225 work

Stage 3 2 more large caves 300 work


Analyze Water samples 38+20(easy) partial success

Water analysis is rather easy for the system; however each sample analyzed has different components.  The primary components are sulfur dioxide and carbon dioxide as expected, but each sample has metallic contaminants expected from the minerals around them and varied acid types.  A unified theory of how the acids form, what to expect at different times and the best way to decontaminate the water collected is begun, but delayed by the machinery breaking down due to corrosion.

While the damage is minimal it takes the rest of the month to replace the parts.

In any case the water contains toxic and in some cases lethal levels of metallic contaminants.  Purifying the rain water collected will be as difficult as low level industrial waste.  Now that the acidic nature is understood a quick look over the water collection system is done and the damage is determined to be minimal.  Any need for repairs will be known ahead of time instead of being a sudden discovery.

The ship systems will be unable to handle water purification of the rain, although the chemical pant will be able to do so at a slow pace.  Once a theory on exactly how the water ended up like this is completed an easier purification system may be created.  Ocean water would be of great help in doing so.

Ocean expedition added to options.  Explore the nearby shore to advance water research and get additional results.

Rain water can be purified slowly by chemical plants.

Use of non-purified rainwater prohibited.  I mean you can use it if you want to destroy your industrial, agricultural and organic systems.


* Transportation Solutions 44+20+20+20 Completed, Rail Focus

The focus on industrial scale rail systems allows Natalia to quickly create several useful designs for the base.

An ultralight airborne scout dirigible is cobbled together from several different vehicles.  Featuring a heated hardened air balloon to raise a cut down camera and air sampling system.  Movement is provided by several small thrust vectoring systems which draw in concentrate then expel air at high speeds, powered by a battery system and solar array primarily mounted on the air balloon itself.  Only a very simple autopilot is included to cut down on weight, intelligent direction from the ground is expected from either a commend center, comm satellite or a rover.  Overall the system will allow almost unlimited range and flight above the worst of the storm systems, although the instruments carried are very limited.  Aluminum would be needed.

Given the high winds seen on the great sea, a covered cargo and passenger vessel is designed.  Similar to a larger, waterborne, solar-electric version of the Bradbury MRV it is designed to pull in all external parts in a storm and ride it out in a sleek, hardened shell.  The Verne class SRV is not an ideal boat, but should be useful as a first stage watercraft.  It uses an unfortunate amount of advanced parts however.  Aluminum would be needed.

Not satisfied by the Bradbury, a redesigned version called the the Golden-Eye MRV is created to be optimized to the harsh environment presented.  A thin but strong outer hull resistant to sand storms and acid with a lower profile and larger sand adapted wheels is designed.  The interior, sides and back can still be swapped out while the solar system is broader, lighter and can be covered by a retractable cover during harsh weather.  The overall system is lighter, handles better over the rough conditions, has slightly more room and range, and is at least 50% more resource and labor intensive to make.  Aluminum would be needed.  The Golden-Eye MRV

The simple light rail system is completed.  With an automated control system, a few different car designs to cover passengers and cargo it would be rather easy to construct but would be slow over long distances and need to be built entirely underground.  The outer ring between large and huge domes could hold such a system and with a few automated loading stations similar to the cargo bay would eliminate almost all industrial inefficiency with moving materials around the base.  Four stations would need to be constructed along with 2 of each type of light rail car.

A long distance mag-lev is also pulled out of the archives with a high tech magnetic levitation system.  While the system needs a lot of high tech manufacturing the resources used are simple and abundant, primarily copper and iron.  The system would also need to be underground and digging out a long range system would be a monumental effort, but the speed and carrying capacity would allow travel at distances unthinkable before.

The last system is a combination of a tram, surface rail and funicular.  This odd system is a true adaptation to the planet and should be a low tech, low labor alternative to the mag-lev.  Consisting of large ring shaped structures spread out along a route with a high tension cable strung between them the system can be built on slopes, hills and even across chasms.  A multiuse tram pulls itself along the cable, through the rings, while rolling along specialized heavy wheels optimized for stability, durability and movement over many terrains.  The system can even be built in short steps with the tram able to move up to the most recent ring and assist in construction similar to the trains of old.  Switching stations are more complicated and the speed is much slower then the mag-lev, but it is seriously considered given the limitations of the outpost.

Unnamed Vectored Driven Balloon drone available.

Verne Class watercraft available.

Golden-Eye MRV available

Light Rail base system available.

Mag-lev long distance rail available.

Ring Tram short/long distance system available.

I will have stats for them all later.


The sand storm dies down completely, almost at once across the entire center of the planet, giving a short respite before a major hurricane is set to hit.  The outer edges of the cloud system is already threatening to overwhelm the water drainage set up and several cyclones are seen budding off from the high pressure areas.  This would be a once in a hundred year storm on Earth, and it is set to break land right over Aurora.

Images of the hurricane are suddenly lost, along with all communication with orbit.  A flare or other solar event of some kind is blamed, although the cloud cover and no real way to observe the heavens severely limited the ability to understand what really happened.

Major Hurricane Andromeda will hit the base this month.  Any exposed structure (ship, factory dome, exposed half built CC domes) may be damaged.  Anything working above ground may be damaged and will work at -20.

* Cargo Collapse 93-10+0 As the last of the life support systems are removed from the ship a quick look over of previously covered areas reveals the worst.  The cobbled together supports are completely useless given the amount of cracked structural metal discovered.  Fortunately removal of the life support does not appear to have done any additional damage.

Despite, or perhaps because of, the harsh conditions outside arguments continue over the future of the outpost.  The provisional colony charter is brought up and debated in informal groups while some lambaste the dissidents for threatening the future of mankind on this world and trying to control the fates of the colonists.

Economic Policy Unlocked.  Basic Survival economy chosen for now, no benefits or penalties.




Turn 18 decisions

Ongoing Debate: New economic policies will be available soon.  Suggest some options that you think are fair or useful.

Hurricane response: How should the hurricane be responded to?  Choose one or more.
                A. Batten down +10 bonus for surface structure to defense against the hurricane, assign one construction vehicle per structure.
                B. Emergency Shelter - Move all crew underground - extra morale roll and -10 morale for the turn.
                C. Cautious movement - Extra -10 penalty for any work above ground +20(good) to disaster results for that work.
                D. Danger Shifts - 6 manpower used for round the clock response team, +10 bonus to all disasters.
                E. Other ideas.

Normal Actions:

Note: Overstretched crew unassigned for these numbers

Unassigned Slots 17 manpower available {37 base - 4 (leader) -11 assigned - 7 passive)
Spoiler (click to show/hide)

Available Projects
Spoiler (click to show/hide)

Assigned Slots 11 manpower
Spoiler (click to show/hide)

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

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

Any questions feel free to ask, if you need a specific building or vehicle cost right now ask for it, I'll put them all up later.

tryrar

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Re: Outpost: Outcast [Heart of Sky]
« Reply #591 on: March 02, 2016, 05:03:14 am »

Heh, the plan was to always use the autopilot and colony computer for the central command, should have made that clear. Unless we can get better bonuses with further work, I think that'll be good enough. Speaking of, can we get the cost for it?

Now, that hurricane is pretty bad, since we're dealing with a busted ship that could go at any moment. Also, ouch on that morale fail. I knew we were gonna eat it rushing the construction, but still ow. We might need a point when we can stop working for a month and sit everyone down to keep the rift from growing too badly.

As for the events, hrm. The hurricane is gonna slow us down either way, so might as well do CD and make sure we ride this out ok. For economic policy...I was thinking of doing a credits and requisition system, where colonists build up a certain number of credits each month they can save up for things like extra food, nick-knacks, extra rec time, or even days off.
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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 [Heart of Sky]
« Reply #592 on: March 02, 2016, 06:12:09 am »

Quote
New economic policies will be available soon.  Suggest some options that you think are fair or useful.

At this point, the system is very much a frontier economy, with one buyer of labor, that being the State, ie us. This won't change in the near future. I propose a system which can support that, but will allow a switch to a more capitalist system if that is desired. The system has a digital currency, saved centrally in the colony computer. Every month, people are paid a wage, which can be freely spend on supplies. Money decays automatically, so no accumulation of wealth.


Alternatively, there's the idea of the Sharing economy in the Red/Blue/Green Mars novels. Each transaction would have the point of benefiing both partners and the community.
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tryrar

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Re: Outpost: Outcast [Heart of Sky]
« Reply #593 on: March 02, 2016, 09:17:01 am »

So, we should probably get some actions going. In light of the central connecting cavern where I want to locate the OCO being only partially dug out, I guess we can spend another month iterating the design and see if we can make it even better


Spoiler: Unassigned Slots (click to show/hide)



If my math hasn't fucked up that's 9+6 for the event+2 for Overstretched=17
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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.

Tomcost

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Re: Outpost: Outcast [Heart of Sky]
« Reply #594 on: March 02, 2016, 01:08:28 pm »

Well, first I have to say that I love the game so far. The amount of detail and dedication is amazing.


I support tryrar plan with CD response measures.


Yet, I think that we will have to find the time to build that industrial coordination office at quickly as possible.Big projects are going to benefit so much with that.

tryrar

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Re: Outpost: Outcast [Heart of Sky]
« Reply #595 on: March 02, 2016, 01:30:23 pm »

Definitely as soon as we get the central cave dug out we'll get the colony command started :P. Also, once we get it operational, it might be more labor efficient to convert all our exos to heavy bot mechs if it's feasible since that extra +5 means that they'd break even with the exos and D&D vehicles for 1 less labor(plus, you know, the management office would let 5 bot mechs REALLY snowball their conversion bonuses)

Edit:About the transport designs, it looks like that light rail is perfect for base logistics while the tram would be the go-to for things like the dams and nearby mining digs. I think that mag-lev would only be worth it to connect bases that are 100+km apart-and that's if a boat wouldn't be more efficient.

Speaking of, what bonuses would we get if we completed that light rail loop around the base?
« Last Edit: March 02, 2016, 01:53:28 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.

VoidSlayer

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Re: Outpost: Outcast [Heart of Sky]
« Reply #596 on: March 02, 2016, 04:16:57 pm »

Speaking of, what bonuses would we get if we completed that light rail loop around the base?

Normally, different parts of the larger base would be considered at a distance from each other, causing manpower losses and penalties to construction and manufacturing.

In addition as you build more manufacturing and processing systems they will start accumulating penalties as materials and finished goods can not be moved around.

Right now your planned expansion is like 1/4 of the final base plan, but if you expand out towards the main dam site or start digging out huge sized caverns you might start hitting those penalties.

Making the rail line and train cars would eliminate the labor and inefficiency penalties.

Building the cargo unloading stations would turn the penalty for larger industry into a bonus, and they could also store materials and undeployed tech.

Also what the devil is Human Robot Labor Interfacing, I am going to have to actually go back and read what I wrote, aren't I.

tryrar

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Re: Outpost: Outcast [Heart of Sky]
« Reply #597 on: March 02, 2016, 04:46:02 pm »

Heh, looks like. Speaking of which, you really need to update the available projects tab-there are several ones still there we've done(like basic materials).
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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 [Heart of Sky]
« Reply #598 on: March 05, 2016, 06:23:58 am »

skypoke
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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 [Heart of Sky]
« Reply #599 on: March 07, 2016, 01:16:58 am »

Okay great news!

I was half way done with the update and windows reset my computer for an update before I could save!

Woooooooooooooooooooooooooooo!

 >:(
So, we should probably get some actions going. In light of the central connecting cavern where I want to locate the OCO being only partially dug out, I guess we can spend another month iterating the design and see if we can make it even better


Spoiler: Unassigned Slots (click to show/hide)



If my math hasn't fucked up that's 9+6 for the event+2 for Overstretched=17

Anyway, tomorrow maybe.

To sum it up, The OCO is great now, looks like a nifty office with cool networking and a team robot project.  Human-Robot relations needs some testing.  The cement plant is half done and the life support was finished.  Nothing got badly damaged by the hurricane, minor damage that doesn't even need to be repaired this turn.  Cobra Commander fell into a sinkhole and is trapped in an expanse of caverns under the base and ionizing radiation from the neutron star is threatening to destroy your satellites.

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