Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 41

Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37969 times)

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #75 on: October 16, 2015, 06:46:10 pm »

No end of next turn Jan 2081

This is turn 3.
« Last Edit: October 16, 2015, 06:57:30 pm by VoidSlayer »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #76 on: October 16, 2015, 07:15:21 pm »

Right, now Im really confused. Each turn is half a year, and a month? Or is the duration being lengthened?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #77 on: October 16, 2015, 07:32:40 pm »

No each turn is 3 months, 4 turns in total.

Edit:  Also the only thing taken so far cargo wise is the MFFK, so the actual outpost build is all up in the air.
« Last Edit: October 16, 2015, 07:42:51 pm by VoidSlayer »
Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #78 on: October 17, 2015, 01:20:46 am »

Anyways, besides the speech, I think we don't take any more pods(but DO take the large CLLS for the extra crew). Here's my build for this turn:

Build:Large Expert Tested He-3 MCF Reactor
Build:Large Closed Loop Life Support
Research:Densified Propellant storage take 2
Research: External Cargo Pods take 2
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.

TopHat

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #79 on: October 17, 2015, 06:48:34 am »

The only real problem with the large CLLS is space; we need to save 4 more size units to fit it. A few more for Planned Deconstruction or some cargo pods would be nice as well. I still believe that designing a mid-sized power plant is the easiest way of doing so (although Ebbor's convinced me away from a kit, if the reactor lasts 30 years it'll hopefully last a few more). As such, my proposal:
build: Fuel tank 6RU/9Mass/6Size
build: Fuel tank 6RU/9Mass/6Size
research: Improve external cargo pods reliability
research: 100MW Expert-Tested MCF fusion reactor (ship system)
event: Tryrar's entry.

Alternatively, we could free up a slot by getting a single 12RU/18Mass/12Size Fuel tank & adding the Cargo Bay this turn. I went for these systems to put off installation of those dependant on the outcome of the reactor research.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #80 on: October 17, 2015, 02:23:03 pm »

I think we should go for the size 12. I'll support your research  since it gives us two options: if we get better external cargo pods we can get the mid-sized cargo bay rather than the large one. If the better cargo pods don't work out, we'll have an option for a mid-sized MCF reactor which would give us enough power while shaving enough space to fit it. Hopefully, we'll get both!

so:

Build:Size 12 Fuel Tank
Build:Large Closed Loop Life Support(the small one gives us just too few awake crew)
Research: Improve external cargo pods reliability
Research: 100MW Expert-Tested MCF fusion reactor (ship system)

Edit:Changed planned deconstruction to life support as I forgot we're about out of turns to do that
« Last Edit: October 17, 2015, 03:55:30 pm by tryrar »
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.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #81 on: October 17, 2015, 03:37:09 pm »

I'd prefer, rather than researching a more complex new 100 MW reactor, to design a dual Unit reactor plant. Advantages is that we maintain the 150 MW output, but at smaller size, and with the ability to shut one of the reactors down for maintenance. Might take a bit of a hit on the fuel efficiency, but it would be quite small.
Logged

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #82 on: October 17, 2015, 03:38:09 pm »

I'd prefer, rather than researching a more complex new 100 MW reactor, to design a dual Unit reactor plant. Advantages is that we maintain the 150 MW output, but at smaller size, and with the ability to shut one of the reactors down for maintenance. Might take a bit of a hit on the fuel efficiency, but it would be quite small.
+1
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #83 on: October 17, 2015, 03:56:16 pm »

I'd prefer, rather than researching a more complex new 100 MW reactor, to design a dual Unit reactor plant. Advantages is that we maintain the 150 MW output, but at smaller size, and with the ability to shut one of the reactors down for maintenance. Might take a bit of a hit on the fuel efficiency, but it would be quite small.
+1

alright, that sounds like the best compromise we can get. I'll +1 this as well
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.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #84 on: October 17, 2015, 05:07:23 pm »

Did you want easy D+T Fusion, requiring lithium and hydrogen when the main stores run out, D+D requiring only Hydrogen, or the more difficult p+11B, requiring boron and hydrogen?

All three have vastly different requirements for heat, energy capture and fuel cycle production.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #85 on: October 17, 2015, 05:09:58 pm »

Did you want easy D+T Fusion, requiring lithium and hydrogen when the main stores run out, D+D requiring only Hydrogen, or the more difficult p+11B, requiring boron and hydrogen?

All three have vastly different requirements for heat, energy capture and fuel cycle production.

I'm assuming we're keeping to He-3, which we already have fuel for. We can save theoretical reactor designs for the last turn
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.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #86 on: October 17, 2015, 05:17:01 pm »

Oh sorry, you want theoretical designs you could take as cargo or build on site? 

I thought you meant a ship power reactor that could use both D+3He and another type.

The 3He 'fuel' actually contains slightly more Deuterium then Helium, but it still has significantly greater energy density then the other 3 types.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #87 on: October 17, 2015, 05:20:44 pm »

I think we have a couple wired crossed. I believe that what 10ebbor wants is rather than one large core, two tandem small cores we can shut down individually. We'll probably have a bit of a mass and size hit compared to a straight instill of 2 75MW reactors, but this should be better than trying for a 100MW installation.(Of course, both would be of the Expert-Tested variety)
« Last Edit: October 17, 2015, 05:25:07 pm by tryrar »
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.

TopHat

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #88 on: October 18, 2015, 04:56:44 am »

That's actually far superior to my idea in practically every way.
+1 to Tryrar's build but with 100MW reactor research replaced by Ebbor's dual-core system.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #89 on: October 18, 2015, 05:12:32 am »

That's actually far superior to my idea in practically every way.
+1 to Tryrar's build but with 100MW reactor research replaced by Ebbor's dual-core system.

For clarification, that would be:

Build:Size 12 Fuel Tank
Build:Large Closed Loop Life Support(the small one gives us just too few awake crew)
Research:Improve external cargo pods reliability
Research:(2x 75MW)150MW Dual-Core Expert System-Tested MCF Fusion Reactor
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.
Pages: 1 ... 4 5 [6] 7 8 ... 41