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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37940 times)

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #135 on: October 24, 2015, 10:20:30 am »

Final Outpost ship loadout, tell me if anything seems amiss.

Team Cobra

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Spoiler (click to show/hide)

Size 106/110
Mass 121+72.5(cargo)+12(Satellites)=186.5
Cargo Hold: 20/20  38/40
Cryogenic pods: 30
Awake Crew Size: 24
Required Crew Size: 5
Electricity demand 91 MW

Electricity produced 75-150 MW
Fuel: 28/28
Fuel Use: .65-1.3/year  Actual Fuel Use: .788/year
Thrust: 60
Estimated Flight Time:  Current Mass: 29 years 11 months  4.41 He-3 Fuel remaining

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 He-3 Fuel Tank
     Double Core Expert Tested He-3 MCF Fusion generator /w external radiators +75 MW / +75 MW
     Large Cargo Bay 0/40
     Size 2 He-3 Fuel Tank

Satellites:  Size 0 Mass 12
2x Survey Sat
1x Com Sat
1x Weather Sat

Cargo:
     My First Factory kit Size 10 Mass 20
     Multi-Chemical Production Facility Size 1 Mass 2
Algae Ecosystem Tank Life SupportSize 1 Mass 2
Central Colony ComputerSize 2 Mass 2
Bio-Diversity Bay Size 4 Mass 4
Project Legacy Size 1 Mass 1
2x Exoskeleton Constructors Size 6 Mass 4
1x Digging and Drilling Vehicles Size 4 Mass 4
2x Heavy Bot Mechs Size 6 Mass 6
1x Advanced Medical Supplies Mass 1
4x Basic Parts Mass 4
5x Advanced Parts Mass 5
2x Advanced Materials Mass 4
2x Food Mass 2
2x Water Mass 4
1x Air Mass 1
5x Vac Suits Mass 5
1x Habitation Dome Size 3 Mass 1.5

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #136 on: October 24, 2015, 10:38:24 am »

Its a shame we dont have more resources for those last few bits of cargo space... Ahwell, launch time, right?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #137 on: October 24, 2015, 10:58:08 am »

Its a shame we dont have more resources for those last few bits of cargo space... Ahwell, launch time, right?

Yup, everything appears correct. LAUNCH IS GO
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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 #138 on: October 24, 2015, 10:58:27 am »

Its a shame we dont have more resources for those last few bits of cargo space... Ahwell, launch time, right?

Oh, did I not mention the 3 RU you have remaining?  They were going to throw a big send off, cake, party games, fireworks, the works!

But you know if you want...

If there are any other orders for research or projects you can state them now, general maintenance, job training and recreational activities will be handled.

Also there is the issue of having so many awake crew with so few cryogenic pods, there will be awake periods of 12-15 years.  Most of the crew are young but accomplished, ages 25-30, and you have a medical facility.  Just saying.

Final Launch Orders - Jan 2081

Required Awake Crew: 5
Awake Crew (Up to 24):
Cryogenic Crew (Up to 30):


Cryogenic Cycle Orders:

Other Orders:

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #139 on: October 24, 2015, 11:10:14 am »

I was thinking on that actually. If we only take 21 awake crew we'll have plenty of manpower still on landing, and we'd actually be able to easily cycle the entire crew over the course of 6-7 months, which we should do ever 6-7 years.

So:

Awake Crew:21
Cryogenic Crew:30

Cryogenic Cycle Orders:Cycle the crew every 6-7 years.

Other Orders:
1)Use a bit of parts to create a small secondary computer that will allow dedicated engineering so we don't hog the VRs(doesn't have to be too sophisticated, just needs to work)
2)Every 5 years we'll do a deep maintenance cycle; we'll shut down the thruster and service that, then service both cores in this order: core 1 shutdown->service->core 1 restart->core 2 shutdown->service->core 2 restart
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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.

TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #140 on: October 24, 2015, 11:35:26 am »

+1 to Tryrar's plan
I'd also get another unit of advanced materials & give the final 1RU&cargo space to the crew to do what they want with (within reason, of course). Party budget can get anything left over.
As for research I'd suggest looking into improving the Interstellar Communications Laser; designs should hopefully be able to be sent over to all three Outposts via contemporary transmission mediums as we leave the solar system.
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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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #141 on: October 24, 2015, 12:02:50 pm »

Silly alternative suggestions :

Pressurize ship atmosphere to 1.2 atm.
Replace part of pressurization gas with inert, non toxic Helium-3.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #142 on: October 25, 2015, 04:53:19 pm »

Heh, might be funny, but no. I will agree to a slight over-pressurization though, as that would give us some air in reserve in case of a hull breach or something.

As for research, I'm not sure what the point would be as we don't have a comm laser in the first place.
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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.

TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #143 on: October 26, 2015, 03:39:12 am »

We already have air in reserve, and I'm slightly concerned as to the effects of increased pressure on systems in our non-ruggedly constructed ship. Though no reason not to I suppose if the effect will be minimal.
As for the laser research, my idea was that we'd eventually (read: years in) construct/launch one on site, and improved designs are only really useful if all the Outpost teams get them (as you need the devices at both ends).
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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.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #144 on: October 26, 2015, 04:16:24 am »

We already have air in reserve, and I'm slightly concerned as to the effects of increased pressure on systems in our non-ruggedly constructed ship. Though no reason not to I suppose if the effect will be minimal.
As for the laser research, my idea was that we'd eventually (read: years in) construct/launch one on site, and improved designs are only really useful if all the Outpost teams get them (as you need the devices at both ends).

Again, what's the point on that:? A laser by definition is lightspeed limited. Any reply would not only have to compensate for drift, but would be years apart. That's why I suggested trying to actually get QE comms to work(though given how entanglement works, it would be a temporary comm as we'd eventually run out of entangled pairs unless we have a real breakthrough or something)
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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.

TopHat

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #145 on: October 27, 2015, 03:18:49 pm »

Okay, so the laser is out, and I think QE comms is too risky (we would need to get extremely lucky for it to work, even theoretically).
However, I've come up with another idea: expert testing of the ship as a whole, or at least the most vital systems (engine, LS etc). Although it's too late to incorporate this into the design and it won't be in as great a depth as the reactor's review, it could highlight some likely points of failure which would be useful all-round.
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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.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #146 on: October 27, 2015, 03:54:02 pm »

Okay, so the laser is out, and I think QE comms is too risky (we would need to get extremely lucky for it to work, even theoretically).
However, I've come up with another idea: expert testing of the ship as a whole, or at least the most vital systems (engine, LS etc). Although it's too late to incorporate this into the design and it won't be in as great a depth as the reactor's review, it could highlight some likely points of failure which would be useful all-round.

+1
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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.

escaped lurker

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #147 on: October 27, 2015, 04:00:32 pm »

While the whole laser communications-thingy won't work, especially in-flight, one thing we could do; Exchange "Message Coordinates" with the other missions, and all the vaults. Just a somewhat precise spot on the border / slightly outside of our system, where we will be able to recieve and send signals at "some point in time".

Some point where we set up a satelite, surely only active a few decades after our arrival, but still; Setting up there, could enable us to exchange messages with - heh, yeah, right - earth vault survivors, and other missions that have succeeded. It would allow us to exchange possibly crucially important data with other survivors, and - in the long term - be a merit to the survival of the human race as a whole. Even if it will only boil down to a tiny morale boost, we won't really loose anything by it, but I could envision quite the gain by it. Heck, think of one of the colony ships arriving in a system that is hostile, them scraping fuel together from the asteroids, and then emmigrating to us. Or, to go high-sci-fi, one of the other colonies encountering aliens hostile to us.

I'll be honest - the chance of it doing anything, is very slight; But, I really like this line of thought, somehow ;3
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #148 on: October 27, 2015, 04:22:19 pm »

Coordinates would be really interesting to try to get working... And probably impossible.

Ah... Do we have a VR pod like every ship in previous games?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #149 on: October 27, 2015, 04:31:18 pm »

Coordinates would be really interesting to try to get working... And probably impossible.

Ah... Do we have a VR pod like every ship in previous games?

Yup, we took the rec commons IIRC
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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.
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