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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37938 times)

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #315 on: December 03, 2015, 03:51:40 am »

Well, I do think you stacked sufficient support on the drainage project.

Good point, switched!
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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 #316 on: December 03, 2015, 08:01:15 am »

 Personally speaking I would say we should work on what amounts to living quarters in a box consisting of four bedrooms, a bathroom, a small common area and an airlock... Say roughly the size of two shipping containers side-by-side. Make some of these, shove them in a dome for now, and when we need to buld a mini-base somewhere else we can take one or two with. By that point we should have a better arrangement, but for now it should help with morale.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #317 on: December 03, 2015, 01:29:00 pm »

Personally speaking I would say we should work on what amounts to living quarters in a box consisting of four bedrooms, a bathroom, a small common area and an airlock... Say roughly the size of two shipping containers side-by-side. Make some of these, shove them in a dome for now, and when we need to buld a mini-base somewhere else we can take one or two with. By that point we should have a better arrangement, but for now it should help with morale.
If we have spare design capacity we might design and build dry walls for these (airlocks will be too much of an expense I reckon). However, for our current state, we still need our constructions to set everything up, while the design computers will need to work out drainage, power, a cheaper water filter, and perhaps some overground farming.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #318 on: December 03, 2015, 01:50:14 pm »

People have been staying in the ship for a few decades. I think they'll be fine for the immediate future.
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #319 on: December 03, 2015, 01:57:21 pm »

 The idea behind airlocks are that when we go and start up a new outpost for something we can just dump one of these down for living/recreational quarters.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #320 on: December 03, 2015, 08:19:25 pm »

Trivial tasks are things that run on their own, do not really require regular intelligent oversight and only occasional maintenance; the ore processor, a water recycling system, the autopilot are good examples.  Some kind of robotic automated hydroponics would be as well.

The autopilot slot is just the human backup oversight, it is probably okay and it is realistically controlling few systems now that you are landed, have the fusion core controls restored and the colony computer are up.  At most it is a local backup system really only controlling communications with the satellite systems.

The fusion core *can* be left alone, but the expert systems can miss things and generally a team to watch over and analyze whats going on is advised.

The life support is much more of a complex issue.  It requires constant maintenance and while automated sensors do control most of the day to day mixing and flow of water and air, there are no dedicated expert systems, at best the autopilot has been doing some minor work.

It also has a large hydroponics area which needs regular human interaction.  The life support systems do not have a lot of automated parts to cut down on space and weight.

People have been staying in the ship for a few decades. I think they'll be fine for the immediate future.

They are not gonna descend into death cults any time soon, I am just kinda warning ahead of time that some people are dissatisfied and significant further crowding could be bad.  Really the outlook is pretty good so far.

Edit:  Also I am afraid that drywall is far outside your industrial range for now.  You literally don't have access to a material like gypsum you can mold like that.  Anything you make will be either out of "unknown stone materials" bricks or steel, with plastics and synthetics in reasonably small amounts (included in basic parts and bits of the ship).
« Last Edit: December 03, 2015, 08:32:10 pm by VoidSlayer »
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #321 on: December 04, 2015, 05:13:55 am »

If we have steel we can even forget drywalls for a moment. 8'x8' Sheet metal (with various configurations), 8' I beams and universal connectors will do the job. We are not going to build skyscrapers with these after all.

Gwolfski

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #322 on: December 04, 2015, 06:26:54 am »

what sort off stone do we have in the area?crumbly? igneus?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #323 on: December 04, 2015, 06:31:28 am »

what sort off stone do we have in the area?crumbly? igneus?

Mostly sand from the looks of it, as well as some slate analogue. One reason I'm pushing for the processing facility is so we can do a real examination of the mineral compositions we got.


Speaking of, guys we need a vote on my plan!
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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.

evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #324 on: December 04, 2015, 07:07:50 am »

what sort off stone do we have in the area?crumbly? igneus?

Mostly sand from the looks of it, as well as some slate analogue. One reason I'm pushing for the processing facility is so we can do a real examination of the mineral compositions we got.


Speaking of, guys we need a vote on my plan!

I would like to survey for future power and food options first, but can't complain about such an installation.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #325 on: December 04, 2015, 07:13:29 am »

You might want to make it clearer if you're converting tasks, or are giving the same task to multiple units.
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Gwolfski

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #326 on: December 04, 2015, 01:13:33 pm »

slate's not good. good roofs and  paths though
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #327 on: December 04, 2015, 04:48:36 pm »

 Slate sidewalks are awesome.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #328 on: December 04, 2015, 07:24:49 pm »

One good thing about slate is it means active geology. Shame that is what we knew already.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #329 on: December 04, 2015, 08:04:09 pm »

Ok, clarified a bit on conversions.
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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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