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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37909 times)

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #270 on: November 29, 2015, 04:00:26 pm »

 Im alright for Tryrar plan with New world, new solutions instead of digging and designing an uparmor kit for the first dome instead of rainwater collection.

 We should have plans for water collectors in the factory kit... Hell, we may have plans for uparmoring kits there too, but we are probably better off to design them anew instead of using ones designed for a different world for that.
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #271 on: November 29, 2015, 04:06:43 pm »

Pretty sure we have plans for an armored kit, considering we have an armored dome.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #272 on: November 29, 2015, 04:19:11 pm »

I am not seeing a design library included in the My First Factory Kit.  It certainly has some kind of easy to use design software (adapted to the VR as well) for simple projects being added, but if you want pre-made designs without engineering them you will need to complete the colony computer.

Fortunately the My First Factor Kit can make prototypes, so for example Tryrar's plan for the basic ore processor would be an engineering project, without the colony computer.

Edit:  Also you will not get the psychology card bonus/penalties this turn so don't worry about that

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #273 on: November 29, 2015, 04:42:28 pm »

Do we have room in the current dome for an ore processor as well as the colony comp?

Edit:Also, modifying my engineering project a little to be a complete collection&drainage system that discharges into the nearby river(after running it through filters of course!)
« Last Edit: November 29, 2015, 04:50:53 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 [Hard sci fi suggestion game]
« Reply #274 on: November 29, 2015, 08:16:44 pm »

It certainly can not contain the colony computer, the factory filled almost ten cargo shipping containers worth of space when packed up and more when spread out.  It pretty much fills up the large dome, you could add a tiny ore processor inside, which would provide no where near the needed materials alone. 

A small ore processor could be built partially inside sticking out of the dome, a medium sized one could start providing a bonus to other construction actions but would need a place to be built in or be placed in the open.  The default ore processor from cargo would be medium.

The new dome could hold both the ore processor and the colony computer.
« Last Edit: November 29, 2015, 08:18:52 pm by VoidSlayer »
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #275 on: November 29, 2015, 08:29:19 pm »

Hmmm, I guess then we deploy the colony computer to the new dome, then build an addition to the large dome housing the ore processor(which we'll hold off for now)

Also, I've changed to New World card(the construction penalty hurts, but the other bonuses are too good) and instead of ore processor this turn, I've simply decided we should reprocess stuff into basic parts. (If you can come up with a better use of the factory, feel free!)
« Last Edit: November 29, 2015, 08:34:36 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.

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #276 on: November 29, 2015, 09:24:27 pm »

I suggest reposting the suggested actions in the format then, both for our sanity and the GMs.

Or atleast tell us you edited the thing.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #277 on: November 29, 2015, 09:30:25 pm »

Fair enough.

Card:New World

* [1/1] Heavy Bot Mech
   - Mining/ Construction : +5 bonus:Support D&D vehicles

* [0/1] Powered Exo-skeleton Constructor Units [Damaged, half manpower]
   - Construction : -5 penalty
   - Conversion : +5 bonus to another construction action


* [2/2] Powered Exo-skeleton Constructor Units
   - Finish Cut and Cover dome, and proceed to seal it in preparation to pressurize.

* [2/2]Digging & drilling vehicles.
    - Utilize Cut&Cover Domes in previous base plan and begin digging out the first stage of 4 domes the same size as the prototype(with the prototype being the fifth dome)

* [2/2] Damage Control & machine shop
    - Maintenance and Repair Action:Finally fix reactor controls using parts

* [1/1] My First Factory kit
   -Reprocess scrap and unneeded systems into basic/advanced parts

* [2/2] Medical Bay.
    -Prevention/crisis mitigation
* [1/1] VR CAD
    - Engineering slot:Design a rainwater collection,filtration, and drainage system(discharge is into the nearby river, or the ocean) for the entire proposed base(+20 Natalia bonus)
    VR Pod bonus Choose 1:
    - Reduce Engineering slot manpower to [0/1]

* [4/4] Satellite Survey
    -Conversion(+10 bonus):Support first stage of base by detailed survey of the site

* [0/24] Manpower action
     -

* [1/1] Recreational Commons
    Moral bonus

* [1/1] Group Activities (Team cobra special)
    Moral bonus

* Misc Manpower Needs
    - [2/2] Autopilot over watch : Optional
    - [3/3] Large Closed Loop Life support
    - [0/1 0] Duel Core Fusion Reactors : Controls damaged, Autopilot in control
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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 #278 on: November 30, 2015, 02:37:40 am »

I propose we move a bit faster. If we have the Factory aid the constructor exos, we are all but guaranteed to finish the job. Then, we can dedicate the Heavy mech to installing the colony computer. Overflow will probably finish that as well.

Also, dom't forget the +20 bonus gor our engineering action.
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LordPorkins

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #279 on: November 30, 2015, 02:19:25 pm »

Also, we probably should begin the creation of the "Hub" of the base. Assuming the whole things in a sort of branching pattern, most likely our first dome will be the starter. Others will branch off that. Seems logical to me life support and (Ebbor) the main computer. Also, having the first, most important building down will be a good morale booster. Someone think of a rousing speech.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #280 on: November 30, 2015, 11:44:20 pm »

Turn 4 June 2110

Spoiler (click to show/hide)

* Finish Cut and Cover Dome[CCdome] Prototype (91+10=101 Critical Success, Completed (40+13[2d10]= 53 carryover)

Work on the prototype dome proceeds quickly with the materials already provided.  It becomes clear that this is actually a very simple design, the exo-constructors could manufacture the parts by themselves with scrap.  The dome goes up a little over halfway through the month and the repurposed airlocks are welded on.  The dome is gently covered in most of the materials dug up and then patted down to create a firm surface.  A simple covered power cable is connected from the ship and the airlocks go into overdrive cycling out the native atmosphere from inside the dome.

With the dome seemingly working as intended with some close inspections construction turns to tearing up parts of the ship and folding and welding them into parts for the new domes.  The pieces lack the machined luster of the factory parts but all tests indicate they are as structurally sound as those used in the prototype.  Unfortunately...

* CCdomes 4 large dome expansion (26+10+5=41) Progress (41/200 Mining) (53/300 Construction)

Slate gives way to what is clearly a banded iron formation but with fissures and intrusions of sand from above and a hard black and dark red rock spires from below.  Speculation is that this was once part of a river or ocean canyon that filled in over time.  The tough rock gives a few small scares when it is hit suddenly, but work primary slows down due to sandslides suddenly covering the vehicles or knocking larger chunks of rock loose.  Geologists arguing over how banded iron formed on what should be a young planet also slows them down.

In the end space for even a single dome is not cleared out completely.

* Fix reactor controls using parts (49+10(factory assistance)=59)  Completed.  No parts used.

* Reprocess scrap and unneeded systems into basic/advanced parts  .2 basic parts, .2 advanced parts created. 

MFFK action can now be converted to : +10 bonus to maintenance and reduce part use. 

Ideal manufacturing is .5 basic, .3 advanced or .2 of each per turn.

The day after starting work the pair working on fixing the reactor controls are complaining while eating some faux-burritos in the rec room.  It seems going through the stock and finding or substituting the pre-made parts is a real hassle and they doubt they will be able to finish in time.  Fortunately the tech who is about to go on shift at the factory overhears and the three of them come up with a new plan, have the expert systems clean and repair the damaged pieces rather then making new ones.

The system needs some minor reprogramming but flies through the task once done, leaving plenty of time for creating normal replacement parts of both types.  While the nature of the factory allows a wide variety of equipment to be made it is relatively slow thanks to it's complexity.

* Design a rainwater system
  (66+20+10=96)  Design completed

Rainwater system can be added to new surface or CCdome projects (including the 4 dome) for a small cost increase.

A less cost effective construction project can be done at a later time for buildings not yet included.  For the large dome, Prototype dome it will be a 50 point project.

A basic drainage system is proposed for the base, particularly based on the sandy conditions observed in the new construction site.  While a few pumps will be needed it seems most of the work can be done by gravity by building on a very slight incline.  The current plan is to have two drains, one to the eastern river canyon and one out of the current entrance.  Large storage or processing plants could be built nearby either in domes or in special excavations near these exit points to allow reuse or discharge easily.

A basic filtration system to remove fine and gross particulates can be built into each pump but a larger facility will need to be designed and built to remove chemical impurities.

On the surface a great deal can be done to direct water away from the dome system and into either drains or the ground near pumps, but this will need a coordinated construction effort above ground.  The plan is to start with deflecting most water away from the base and down the hill in controlled channels or into the river bed, then building collection systems afterwards.

Natalia points out that damming or diverting the river would be a more cost effective way to get access to water, but the drainage system should be built anyway to avoid damage to the base.  Several places for dams or water diversion projects are proposed based on satellite data but a ground team will need to survey the area before any serious proposals can be developed.  It is also suggested that a faster land vehicle with a longer range would help with this and any other projects more distant from the ship.  Moving in the vac suits is tiring over long distances.

[Moral]

The lack of space inside the ship and the hard work is finally starting to get to people.  While in space there was no where to look to and little to do, now every person can see wide open, alien but strangely nostalgic landscapes, all utterly inhospitable to human life.  Maybe it is the frustration with how rough the mining is going or the more frequent and heavier rainfall which has turned the cargo bay entrances muddy and every exit from a suit into an even greater cleaning chore.

The crew is on edge and the prescription given is simple, more space, more distractions.  Some suggest that even just accessing Project Legacy might help.



[Reactor core 1]

As the reactor controls are brought on line and the data looked over it becomes clear that the autopilot did a fine job of running the system but a poor job of reporting the real state it is in.  Red flags easily caught by the crew (and the expert system designed for them) were overlooked in the running reactor and it is shut down shortly after access.  While there is some general panic, it turns out the damage is minor but will require a full dismantling of the core to get at.  In addition the damage does not extend to the other reactor and a cautious startup sequence gets it going.

The worrying part; however, is that the damage does not come from the landing.  The last maintenance cycle in space was suppose to be performed right before landing and was interrupted by the sudden crash.  The life span of reactor 1 may be nearing it's final phase based on the expert testing estimates.  While completely disassembling and rebuilding would fix the issues it would be a massively complex undertaking.



Turn 5

Reactor core 1 offline, minor damage

Reactor core 2 at 43/75

Manpower at (24-2=22)

Actions:

Pretty much unchanged, Large (prototype) dome ready for use.

I will update the Outpost status in a separate post.
« Last Edit: November 30, 2015, 11:46:47 pm by VoidSlayer »
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #281 on: December 01, 2015, 12:36:17 am »

Obvioulsy, we need to get the domes finished quickish so mwe can give people space3 to breath, as well as being able to wake more people. As well, the power situation is worrying, though fortunately we picked the card with a bonus to repair actions so it shouldn't take too long to fix that core.

Spoiler (click to show/hide)
« Last Edit: December 01, 2015, 12:46:41 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.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #282 on: December 01, 2015, 02:29:53 am »

One thing, we can't actually use the damaged EXO. It's broken.

Secondly, I don't think planning a 500 MW hydro power station is an immediate necessity.We're not going to build it any time soon. In addition, I have a feeling that core might be more broken than you think. On the other hand, the back-up core should be good for a few more years, right?

Installing the algae ecosystem will allow us to awaken 3 more people. If we want to go above that, we need a seperate source of food.

Spoiler: Alternate Plan (click to show/hide)
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #283 on: December 01, 2015, 02:42:51 am »

Hmm, you might be right about the power station, but I do want an alternate power source to take the strain off the remaining core until we can fix the other core. Hey Void, how good would solar be given current conditions?
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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 #284 on: December 01, 2015, 02:52:35 am »

I too, want an alternate power source. But rather one we can build sooner rather than later.
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