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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37887 times)

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #255 on: November 26, 2015, 05:45:10 pm »

I do want to check the mining vessels first. The reactor is troubling, but it probably won't explode immediatly. I hope.

On the other hand, I do believe we need the space to set up everything, so we should get on with the dome. Not focussing that much effort on it, however.

I vote for Natalia Delacruz, I think. Not sure.

Spoiler (click to show/hide)
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #256 on: November 26, 2015, 05:50:54 pm »

Alright, I'll support your plan instead. I like it. +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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #257 on: November 26, 2015, 05:56:53 pm »

I really hope we can get the dome up this turn, then lifesupport the next. Should net us a lot of addittional crew.
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #258 on: November 26, 2015, 05:58:24 pm »

Ebbor Plan good plan. +1.

Although, I thought that Dome #1 was already done...
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #259 on: November 26, 2015, 06:01:11 pm »

Ebbor Plan good plan. +1.

Although, I thought that Dome #1 was already done...

The surface dome w brought with us is set up with the factory on it is, not the covered dome we're trying to build.
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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 #260 on: November 26, 2015, 06:05:48 pm »

Allright. We should probably be more clear on some things.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #261 on: November 28, 2015, 02:39:58 pm »

Turn 3 May 2110

Spoiler (click to show/hide)

The decision to place a man back into cryogenics seems a step backwards, but all agree it is for the best until a larger secure medical facility can be constructed.  One of the three chaplains included on the mission is slated for wake up so that an official funeral and burial can be held.

1 saboteur (cryo) crewman added

* Wake Up Crew [1]  (25+20=45) Minor failure

The process to pull out of the coma like frozen state does not go without complications this time.  Checks of the systems prove they are working fine and it is unknown if long term exposure to the chemicals or some complication of being in higher gravity creates the issues.

The crew member experiences heart failure and several blood clots preventing circulation to the outer limbs, while these are taken care of with designer drugs and close care he does not wake up for almost 10 days after the time expected based on travel in space.  Fears of clots in the brain and long term damage prove unfounded, but he is extremely weak and will need an additional month to recover.  1 recovering (1 month) crewman added

* Check the mining vehicles (93+1=94)  Repaired, not taken out of commission this month

The Digging and Drilling Vehicles are looked over in more detail then before for damage and it turns out to be a good thing it was done.  Not only are several key parts slightly dented but metal filings and small components are lodged in places which might have cause damage over the long term.  (there was a hidden -20 that would have causes critical failures)  Just to be sure the crew who would be using the vehicles assist in taking the machines apart piece by piece, cleaning out debris then making minor repairs in the machine shop.  The work is completed in only a week, allowing the machines to assist in digging out the base.

The maintenance crew spend the rest of the time tidying up the large cargo bay and doing routine work on active vehicles.  Several piles of junk are pushed into one corner and the destroyed machines are now easier to access.

New maintenance projects added : Recover spilled junk, repair large cargo bay, recover thruster materials.

* Build Large Cut-and-Cover Dome Prototype (79+5+20+10+30=144)  Mining work 75/75  Construction 69/130

Outer layers of hull plating covering the thrusters are removed by the Constructors and fed into the factory, producing girders and plating.  Two of the bent internal airlocks are disassembled and are used as spare parts in building the larger industrial airlocks planned for the dome. 

Meanwhile the heavy bot starts digging into the hillside a short distance from the factory dome.  Once the upper layer of dark green sand is removed a hard grey rock is discovered underneath.  As digging continues it is found to have black and metallic grey minerals running through it.  Piles of this material form around the edges of the pit as the digging vehicles are brought in to construct the access tunnels.  One surface access is completed along with one leading deeper into the hillside and one moving in a slight curve away and down from the ship and factory dome.

The tunnels are short and seem sturdy but reinforcement may be a good idea later.

The access tunnel allows faster importing of construction materials to the base of the excavation and soon the skeleton of a dome is up and steel flooring has been placed down.  All that is left is welding the outside plating on and installing the airlocks.

Lessons learned from the construction so far are that the digging work can be planned separately, allowing several dug out areas to be built even before construction begins.  In addition it is fortunate that the access tunnel was placed at a slope which allowed gravity drainage as even the light rains which dominate weather this month might have flooded parts of the cut out area.  Plans for pumps and drainage systems are hastily added.  (Note: Final build times will be at least 50% less then the prototype.)

New science projects available : Grey Rock Analysis (-10), Rain Water Analysis (-10), Surface Sand Analysis (-10)

* Multipurpose Exo-Unit outfits (10) Critical Failure

It becomes clear as the design progresses that significant changes need to be made to the existing exosuits to allow multiple roles, not only would tools need to be swapped out but power packs, balancing and lifting power would all have to be altered.  It is suggested that rebuilding the damaged exo suit would serve as a good prototype, although a completely new one could be fabricated by the factory.

Work on the problems with the suits takes up almost every second of VR pod time and several crew members have started complaining openly about how unfair it is their recreation is being curtailed.  Arguments break out over who should be bearing the burden of work and groups begin forming again who do little socializing with each other.

Morale Down

* Detailed survey for local mineral deposits. (30+10) Progress

Work on surveying nearby minerals proves slower then expected.  While the area around the ship is the first concern the discovery of what appears to be a variant of slate in the mining operations throws the theories they had developed out the window.  The only thing they can say for certain is that based on terrestrial geology the immediate area should be rich in iron and copper along with quartz based rock, although this was basically already known.

+5 to progress on mineral deposits
GreySlate-Analogous Rock Analysis (-5)

Despite being bed ridden the chaplain holds a burial ceremony for Prėta Celaj towards the end of the month.  The crew as a whole turn out for the funeral as she is placed in a grave halfway between the two domes with a simple marker.  Bickering is put aside for a time for a solemn wake.

The crew decides to select Natalia Delacruz as the new leader for day to day operations and she begins organizing the teams working on the dome prototyping and mech suit designs.

Natalia and her advisers begin to plan out long term goals for the rest of the year.  Basic ideas for establishing life support, making real crew quarters, waking up the rest of the crew and expanding the base are put together but the priorities need to be sorted out.



Choose a Psychological card for the rest of the year:

1.  Build and Build quickly
We have a half ruined ship and a couple of domes, we need to establish a real base of operations.

+20 to one construction action per turn.  (Get those walls up!)
Minor resource inefficiency  (Just weld it on.)

2.  Knowledge is Power
We know nothing about this new world, satellites be damned.  Understanding the environment is the first key to survival.

8 manpower exploration or science slot at +0  (We have the tools, we just need the will.)
-10 to one construction or mining action per turn  (Think about what you are doing.)

3.  Fun time is over!
Much is riding on us, this isn't a cruise or exploration mission.

Reduce effects of critical failures. (Pay attention!)
Morale Penalty (Constant check ups on my work, it is like you do not trust me!)

4.  New world, new solutions.
Necessity is the mother of invention and we sure need a lot of things right now.

+10 repair and maintenance actions  (Sure it is broken, but if we just move this part over...)
+10 to one engineering and prototyping action per turn  (Everyone brainstorm new ideas)
Resource Efficiency  (We need to do more with less)
-20 to one construction action per turn  (Why am I doing this the old way?)

5.  Dig Dig Dig!
The atmosphere is deadly and weather could change at any moment.  We need resources to build and places to shelter in.

+20 to one mining action per turn  (Let's get this shelter built)
+5 to all other mining actions  (Need more minerals!)
-10 to one construction action, unless all construction actions are focused underground  (Why am I building up here?)
-10 to other outside or surface actions  (Do you know how dangerous it is up here?)



Actions:

24-1(recovering)-2(poor scheduling)=21 manpower available

No change to action slots

+20 to one engineering or prototyping action

Choose one Psychological card:

Choose resource priority (Currently at take apart unneeded ship systems):
- Take apart unneeded ship systems and hull parts
- Use stored materials and parts
- Collect raw materials (severe penalties for no analysis and no dedicated converters)

Optional actions:  Suggest new psychological cards for next year.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #262 on: November 28, 2015, 03:01:37 pm »

Some quick notes.

You can have multiple action slots working on the same project without conversions, but failures and critical failures are more likely.  This basically represents less coordination between the teams and more dedicated working on specific areas.

I will have a full write up of the current state and what resources you have available next turn.  Currently they are taking apart things that have no chance of causing any further damage.  Eventually though you will have to begin removing ship systems or compromising them in order to get at more resources directly from deconstructing the ship.

The morale failure was from the critical failure, not from taking away the VR pod morale slot, I just kinda put it that way.  The team still has some leeway on morale but it could become start to become a problem in several months to a year. 

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #263 on: November 28, 2015, 03:16:09 pm »

So, we want the current WIP dome done, another new cutn'cover built, Probably collect the spilled supplies, and possibly checking out the rock, sand, and rain in that order...
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #264 on: November 28, 2015, 03:17:48 pm »

Card:New World

Take apart unneeded ship systems and hull parts

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« Last Edit: November 29, 2015, 08:32:59 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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #265 on: November 28, 2015, 03:31:23 pm »

Quote
Card:Dig Dig Dig!

Eh, I'm against this. I'm pretty sure our cut & cover domes aren't going to qualify as being fully underground, so we'd be taking a penalty on everything we build.

For the rest, I kind of agree. I notice you haven't filled in engineering yet, so here are some suggested plans : further theoretical work on the domes, a hydro power system (we do have lots of rain and a nearby river), a set of hand tools and protocols for maintenance, or something else.

On the other hand, while supplying another source of materials for the factory is important, we also can't forget that it is located in an unprotected dome. I'd like to spent at least some resources to create an armor covering for it.


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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #266 on: November 28, 2015, 03:35:55 pm »

A dome uparmor kit?
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #267 on: November 28, 2015, 03:40:49 pm »

Quote
Card:Dig Dig Dig!

Eh, I'm against this. I'm pretty sure our cut & cover domes aren't going to qualify as being fully underground, so we'd be taking a penalty on everything we build.

The mining work would not receive a penalty, although the construction phase would.  Once finished they would no longer count as above ground; so, building or producing in them would not be penalized.

Related, the plans you made during flight include a part above, part below ground base on a slanted hillside, and the basic plans are based on that right now, further work could better integrate the CC-domes into the design.

evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #268 on: November 29, 2015, 11:38:28 am »

Hydro power seems sensible, but rainwater collection looks more likely to be imminently needed. Also it looks like we can start farming with rainwater...

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #269 on: November 29, 2015, 03:56:51 pm »

Alright, looks like I just need votes on the psychology card and engineering project, if you like most of tryrar's plan but want a couple differences I can accept a plan with part from one person and part from another.
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