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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37974 times)

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #90 on: October 18, 2015, 07:59:53 pm »

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

Is this good for everyone or was there another one running?

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #91 on: October 19, 2015, 03:13:31 pm »

Good for me.
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #92 on: October 19, 2015, 07:06:23 pm »

Ditto
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crazyabe

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #93 on: October 19, 2015, 07:14:18 pm »

Same
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #94 on: October 19, 2015, 09:11:59 pm »

Heh, I had the idea in my head to actually write the damned speech rather than leave it in the generic outline I described, but I'm not sure if that would have any real affect since I'm sure you're just rolling to see how well received the speech is.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #95 on: October 19, 2015, 10:41:33 pm »

Heh, I had the idea in my head to actually write the damned speech rather than leave it in the generic outline I described, but I'm not sure if that would have any real affect since I'm sure you're just rolling to see how well received the speech is.

The direction you outlined is still helpful!



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

(17-15+20=12)The head of the Outpost project gives a speech before the UN, detailing the shared struggle of humanity, both under the Earth and in the stars.  Critics across the globe bash both projects and streets both virtual and real go aflame as protests and mass suicides shake the foundation of society.

The message however is heard loud and clear in the halls of power across the globe.  The wealthy and influential recognize the value of the Ark project, and the insanity of disrupting what little chance the Vaults have by escalating to conflict.  The US declares marshal law as Europe descends into madness, massacres of rioters by armed forces in Russia are met with silent acceptance by international governments and no one ever sees the mass detention camps that spring up across China.  Other nations falter, fall or restore order with brutal force.  The Vault project has three maybe four years more before the surface is uninhabitable, and they intend to restore order and build whatever they can to survive.

In orbit the facilities are turned over to the exclusive use of the Outposts, little remains as the last of the asteroid and martian remnants move into orbit to provide the last building materials.  Humanity's brief expansion into the solar system stripped away by the Arks as they seek an even greater expansion.  +1 build slot, +10 RU

(5 critical failure)Work on the drop pods is poor.  The need for multiple robotic parts to allow a smooth fit with the hull proves too much for the limited engineering resources, and simulations of planetary landing show far too varied possibilities to contend with in single disposable pods.  Several ideas for modular landing gear to be added and removed are put up but none of them can be tested in the time remaining.

Testing of the existing pods however proves one thing, they will break down on the multi decade voyage, without exception.  The construction is simply too flimsy to withstand acceleration for so long.  Using them is out of the question.  Simple Drop Pods removed from build list.

(55)Work on the double reactor system proceeds much easier however, thanks to the prototypes ready to be installed.  Several systems prove to be redundant when designing two to work in tandem and the mass and cost are reduced.  Estimates show the reduced load on the reactors will cause much less wear and tear while protocols for reducing power and repairing and maintaining one reactor at a time will substantially improve reliability.  Efficiency can not be increased without a true breakthrough of some kind, at this point a smaller reactor will always be less efficient.



New Power Plants:

Double Core Expert Tested He-3 MCF Fusion generator /w external radiators Cost 20 RU Mass 5 Size 10  Generates 75 MW and 75 MW
Two 75 MW fusion cores at a discount!  Going Quickly!
          Uses 0.65 Fuel/year per core(1.3 Fuel/year total). Can run at anywhere from 50% output/fuel-use to the listed levels.  Can shut down one core for extended periods of time if needed.
          Well Understood Advanced Technology; Requires advanced parts.
          Rugged technology, unlikely to malfunction.  +10 to general maintenance rolls.
          Less damaging failures.
          Repairs at +20.



Turn 4 Oct 2080 - Dec 2080

Build Slot 1:
Build Slot 2:
Build Slot 3:

Research Slot 1:
Research Slot 2:


Cargo Orders:

Ideal Launch Window Achieved, Jan 2081
Launch ship? (Y/N)


Full update on current build in a bit.  Apparently your research team can redesign cutting edge fusion reactors but cargo pods escape them.  Bad rolls all around...

If you intend cargo for the research rolls I can make them before final cargo is decided.
« Last Edit: October 19, 2015, 10:45:00 pm by VoidSlayer »
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #96 on: October 19, 2015, 11:12:44 pm »

Oof, that cargopod failure is gonna hurt...
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #97 on: October 19, 2015, 11:20:58 pm »

Team Cobra

155 RU available

+5 Moral Team Bonus

TSS Asimov Profile:

Size 51/110
Mass 111
Cargo Hold 0/20
Cryogenic pods: 30
Awake Crew Size: 24
Required Crew Size: 4
Electricity demand 87 MW

Fuel: 24/24
Thrust: 60
Flight Time:  Current Mass: 23 years
                  With all cargo: 25 years
                  200 Mass: 31 years

Installed Systems:
     2xexpanded superstructure (included in profile)
     Reinforced Hull
     Optimized Satellite Launcher and Storage
     Medium Cargo hold 0/20 (included in profile)
     Optronic Auto Pilot 3 MW
     Multipurpose Care and Habitation Bay 8 MW
     Dedicated Magnetoplasmadynamic Thruster 60 MW
     Recreational Commons 1 MW
     Large Closed Loop Life Support /w hydroponics 10 MW
     Size 12 Fuel Tank

Cargo:
     (Unassigned cargo, not included in profile)
     My First Factory kit Size 10 Mass 20




New Cargo from other Outpost teams:

Transport and Exploration Truck Trains  Cost 2 RU Size 4 Mass 6 2 MW
Two compactly stored heavy duty electric trucks which can seat up to 4 along with four cargo beds that can be attached.  Capable of hauling a great deal of materials and moving up to 15 miles per hour during exploration of nearby areas.  All terrain tires, environmental sealing and a rugged suspension make them usable in difficult environments.
        2 manpower cargo hauling slot (trivial task, in most explored environments)  Will eliminate up to a -20 long distance penalty for distant mining or construction.  Can haul tons of materials per day, distance varies.
        Uses electricity for long hauling.
        Exploration slot at no penalty for short (60 miles) range.

Bio-Diversity Bay 5 RU 4 Size 4 Mass 4 MW
A slimmed down version of the Life Sciences Laboratory containing only tissue samples, embryos, seeds, a digital DNA database and schematics for building the tools for a Life Sciences Laboratory.
        Uses power while in cargo bay.
        Provides +10 to life sciences research.
        Can produce seed stock for virtually any earth life form, when paired with an appropriate facility.

Oof, that cargopod failure is gonna hurt...

To be fair the cargo pods you got were already a failure, I wouldn't have taken away a successful research.

I really would have liked cargo pods but... fun!

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #98 on: October 20, 2015, 03:10:56 am »

Any chance we can get a complete list. Currently all the research is a bit all over the place.

Anyway, I'd still like to go for a delayed launch. It allows us to stuff in a bit more stuff. I'd go for

Planned deconstruction. Cost 5 RU Mass 2  Size 2 
Oxygen scrubbers & water recyclers. 5 RU Mass 3 Size 1  2 MW
Interstellar Communications Laser Cost 20 RU Mass 1 Size 0  Electricity 15 MW
Focused Detection Array Cost 6 RU Mass 1 Size 1  Electricity 2 MW


Not entirely convinced on this, however.


We dont have the resources to justify staying.

Build : Dual fusion reactor
Build : Large Cargo bay
Build : ???
Research : He-3 Gathering Sattelite : The Procryon system contains lots of dusts clouds. Seems like an excellent place to gather some fuel.
Research :  ???
« Last Edit: October 20, 2015, 04:12:41 am by 10ebbor10 »
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #99 on: October 20, 2015, 03:22:41 am »

Spoiler: Ship Modifications (click to show/hide)
     

Spoiler: Provides Power (click to show/hide)

Spoiler: Vital Subsystems: (click to show/hide)
Spoiler: Other Subsystems: (click to show/hide)

[Cargo List]

Spoiler: Resources (click to show/hide)
Spoiler: Satellites (click to show/hide)
Spoiler: Industrial Cargo (click to show/hide)

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #100 on: October 20, 2015, 03:23:19 am »

Spoiler: Life support Cargo (click to show/hide)
Spoiler: Power Sytems Cargo (click to show/hide)

Ship module:
(81) Expert Tested He-3 MCF Fusion generator /w external radiators Cost 12 / 36 RU Mass 3 / 12 Size 5 / 20  Generates 75 / 150 MW
          Uses 0.65/1.1 Fuel/year. Can run at anywhere from 50% output/fuel-use to the listed levels.
          Well Understood Advanced Technology; Requires advanced parts.
          Rugged technology, unlikely to malfunction.  +10 to maintenance rolls.

(56) Dedicated Magnetoplasmadynamic Thruster Cost 10 RU Mass 6 Size 4  Electricity 60 MW Thrust 60
          Does not require fuel.
          Advanced Technology; repairs at -10 and require advanced parts.
          Stable Technology, critical failures less dangerous.



Training Facility  RU 15 Size 8 Mass 8 6 MW
A modular ship facility designed to train children and adults in the many things needed for outpost creation.  Several VR simulation pods, a classroom and a workout center are included.
             Ongoing training adds +5 bonus to industrial, mining, research and engineering rolls.
             Roll at landing for additional bonuses to crew trained from childhood.
             Advanced system.  Repairs at -10 and require advanced parts.
             Requires 4 manpower.

Double Core Expert Tested He-3 MCF Fusion generator /w external radiators Cost 20 RU Mass 5 Size 10  Generates 75 MW and 75 MW
Two 75 MW fusion cores at a discount!  Going Quickly!
          Uses 0.65 Fuel/year per core(1.3 Fuel/year total). Can run at anywhere from 50% output/fuel-use to the listed levels.  Can shut down one core for extended periods of time if needed.
          Well Understood Advanced Technology; Requires advanced parts.
          Rugged technology, unlikely to malfunction.  +10 to general maintenance rolls.
          Less damaging failures.
          Repairs at +20.

Cargo:

Transport and Exploration Truck Trains  Cost 2 RU Size 4 Mass 6 2 MW
Two compactly stored heavy duty electric trucks which can seat up to 4 along with four cargo beds that can be attached.  Capable of hauling a great deal of materials and moving up to 15 miles per hour during exploration of nearby areas.  All terrain tires, environmental sealing and a rugged suspension make them usable in difficult environments.
        2 manpower cargo hauling slot (trivial task, in most explored environments)  Will eliminate up to a -20 long distance penalty for distant mining or construction.  Can haul tons of materials per day, distance varies.
        Uses electricity for long hauling.
        Exploration slot at no penalty for short (60 miles) range.

Bio-Diversity Bay 5 RU 4 Size 4 Mass 4 MW
A slimmed down version of the Life Sciences Laboratory containing only tissue samples, embryos, seeds, a digital DNA database and schematics for building the tools for a Life Sciences Laboratory.
        Uses power while in cargo bay.
        Provides +10 to life sciences research.
        Can produce seed stock for virtually any earth life form, when paired with an appropriate facility.

Drone Controller  RU 10 Size 2 Mass 4 2 MW
This expert system debugs and automates many activities advanced robots get up to.  This increases the number of bots that can be controlled and their performance.
             +10 bonus to all bots
             Reduces bot manpower needs by 50%
             Advanced system.  Repairs at -10 and require advanced parts.
« Last Edit: October 20, 2015, 03:27:26 am by VoidSlayer »
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #101 on: October 20, 2015, 03:27:59 am »

There we go that should be it.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #102 on: October 20, 2015, 07:34:49 am »

Aright, after futzing around with cargo, I've discovered that while if we hit 200 mass we'll still have the fuel to get to our destination, It's only technically-we'd have something like ~.75 units left. We need a small secondary tank unfortunately, as I can't come up with a cargo list that keeps all the essential stuff and still be under 200 mass.

To that end, I'll propose:

Build:Double Core Reactor
Build:Large Cargo Bay
Build:Size 2 He-3 Fuel Tank
Research:Cubesats. A modular satellite that's about 1/4 the size and cost of a regular sat, and is pruchased in a pack of 4. It is designed to work as a small constellation rather than a single unit, so individual capabilites are necessarily more limited, but it gives greater coverage than a single sat for the same price. Each cubesat can be launched using standard sat launchers using an included adapter.
Research:He-3 Harvesting Sat(good idea 10ebbor! especially if we can make it a cubesat version :P)

Edit:Might as well order more of the cargo we need so we don't inundate void with all the cargo lists for the last turn  ;D. I'll start with the other 4 big ticket items I'm pretty sure everyone else wants to take:

Cargo orders:Life Sciences Lab, Optronic Colony Computer, 1x Powered Exoskeleton Constructors, 1x Digging and Drilling Vehicles. Go ahead and assign the Life Sciences lab and the MFFK to Cargo Bay 1, and when built the other items to Bay 2 so we can start getting an accurate picture of our total mass.

Edit Edit: you know what? Fuck it, might as well order the rest of the cargo. So:

4x Basic Parts
5x Advanced Parts
2x Basic Materials
2x Advance Materials
2x Food
2x Water
2x Air
2x Vac Suits
2x Large dome
1 Ore Processor

Which leaves 40RU for whatever sats we want
« Last Edit: October 20, 2015, 11:25:32 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.

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #103 on: October 20, 2015, 01:19:52 pm »

Looks good to me.
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TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #104 on: October 20, 2015, 01:51:14 pm »

Oops, my bad on the fuel. I used the efficiency of the larger reactor & forgot the duel plant would use the efficiency of the smaller ones.
As for the cargo, a few thoughts:
Spoiler: cargo thoughts (click to show/hide)
Maybe something a little bit more like this? (though this could definitely do with some more optimisation)
Spoiler: cargo (click to show/hide)
As for research, I'm not sure about the He-3 Harvester (how'd we get the fuel back to the ship? Wait in space for it to fill up & then dock again? Would they try to land on the planet?) I'm even less sure about the cubesats, the area covered by the default ones should be large enough. Though I haven't thought up any projects yet so I can't talk.
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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.
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