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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37927 times)

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #390 on: December 16, 2015, 07:19:03 pm »

Actually, what I wanted was updated action cards so I know what we can do this turn. (Mainly what the chemical facility gives us)

Whoops.

Analyze and produce trivial amounts of ore and metal.  Time and energy intensive, basically needs to vaporize rock then sort out the elements.  Can produce alloys in very small amounts as well by recombining them in a super heated gas then condensing them.

Separate out and analyze air or water into components, remix them and deposit them into tanks (small tanks included).  Relatively easy, one could purify air or water for the whole complex, not create water or oxygen though, that would be in much smaller amounts.

Break apart and recombine virtually any chemical in a gas, energy cost and time needed depends on the chemicals.  Very slow for most chemicals or elements solid or liquid at room temperature.

Expert systems and complex sensors greatly increase the effectiveness of the last part, but much of it involves brute force energy, not any kind of nano tech.  For example ammonia and oxygen could be produced with native nitrogen and water, but it would be quite energy intensive.

It can not produce complex organic molecules.

A central expert system can control up to 3 more plants, reducing advanced part cost for them.

* Multi-Chemical Production Facility (choose 1)
        [no manpower] Break down and/or produce chemicals.  Production and energy needed varies.  Basic chemical content will be reported on as well.
        [no manpower] Purify and mix air or water, does not produce new oxygen or water. 
               Output depends on how much work is needed to purify, high quantities of sewage or industrial waste water would be considerably slower.  For these purposes this facility would handle grey water while the existing ship systems would handle more difficult waste water.  Two such facilities should be good at least for the current population for water.
        [2-4 manpower] Chemical and material science research slot at +0 (or +10)

The colony computer is currently controlling multiple trivial systems and can do the same with the Multi-Chemical Production Facility.  Intelligent oversight is occasionally needed but day to day operations can be handled automatically.

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #391 on: December 16, 2015, 07:41:43 pm »

Plants are net producers of oxygen, but they need it in the air for respiration, primarily for non-photosynthetic cells like roots.  Photosynthetic cells also can not store large amounts of oxygen and generally exchange it with the air, sending out oxygen when it is light and taking it in when it is dark.

The lack of soil issue becomes even more pronounced here because annelids aerate the ground in addition to other benefits.

Specialized plants that combine the properties of rice, willow trees and a half dozen other plants may be possible to grow in the open, in or out of water, but you would totally need to actually develop them.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #392 on: December 16, 2015, 07:50:01 pm »

Right.

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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 #393 on: December 16, 2015, 08:27:41 pm »

Tryrar, do you mean we should rather go full geothermal power?

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #394 on: December 20, 2015, 04:41:37 am »

Works for me.
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #395 on: December 22, 2015, 02:47:36 am »

Turn 9 November 2110

Spoiler (click to show/hide)



* Continue building mineral facility (21+5+30-20) 125/200

As work on the expert systems and sorting sensors begins slag from the engines is processed into the factory.  The system is quickly overwhelmed by the complex materials created by the super heated fires.  Separating and sorting out the metals proves too difficult a task and little specialized parts are built this month.  Work on the less complex areas of the facility go ahead, but it is quickly clear that stock parts may need to be used to accelerate some of the construction.

You can use .2 advanced parts for an immediate 30 points of construction completed.


* Complete the domes
(16+10+10) 241/300

Without the factory custom fabricating parts the exo suits end up spending most of their time on cutting and fitting pieces of the ship together to build out the domes.  Work must frequently be redone several times when mismatched parts are brought together in the construction site.  Little is done as construction materials are piled up in the pits in disorder, unable to be efficiently put together.

* Start on spiral access+attendant domes; one dome is larger with enhanced surface access to act as vehicle bay (53+10) Central Access Shaft: 63/100 large vehicle access cavern ; 0/150 spiral medium caverns (3) ; 0/100 Spiral small caverns (4) ; 68/100 Underground large cavern

Plans are laid out for the start of the main colony access.  With planning handled by the central computer 3D models of where to start the access tunnel is built so they will match up to the already completed underground area.  Work on the entrance proves difficult, although experience from the earlier dome excavations proves valuable.  Once below the sandy layers a large area is carved out of the raw stone.  This area is completely composed of the dark black-red mineral and appears more stable the the earlier built domes, although it still takes a great deal of time to dig out the tough materials.

Spiral access shaft begun.  While the large vehicle access cavern, 3 spiral medium caverns and 40/100 Spiral small caverns are done the access hallways are being dug as well.

* Multi-Chemical Production Facility

Water use is stabilized by using the chemical facility to purify the ship's water and take in a small amount of native water to replenish stores.  The water from the planet proves slightly acidic and has some sulfur dissolved in it in addition to concentrations of metals including thorium, germanium and tin.  The system is able to purify the water easily and deposits tiny samples of the metals.

Water use eliminated and ship system + the chemical facility are sufficient for current water needs up to 50 people.

* Continue Cryo research (21+15-30) Failure

Work continues but no real progress is made.  The samples have a wide variety of issues, many of which do not seem to match up, and the team is confused by the results.

* Continue Geothermal power design (61+10+15) Good Progress

With the drilling techniques developed an efficient design is now considered.  Two systems are created, one is a large central turbine using several deep shafts over a large area.  This will be a much larger and more complex project but allow several wells to be dug and connected together in a flash steam station.  The estimated output would be between 50 and 100 MW with the primary construction cost being the well drilling apparatus, which can be reused.

The second design is a smaller binary cycle power station which can be built directly into the facility that will use the energy.  These could use more shallow wells and would be smaller and faster to build with a power output around 10 MW.  Long distance and independent facilities could make use of these for on site power generator.

The final designs are being looked over, without a site for construction the engineer working on them seems to be a bit lazy.

+20 to further prototyping

* Design a multi-role 6x6 vehicle with a modular load-bed. (82+20+20) Completed

Thanks to the steep and uneven terrain a multi wheeled vehicle is chosen to allow safe transportation and with no real alternative electrical batteries is are chosen for power.  After the chassis is designed Natalia comes up with far to many options. 

Solar power cells can be added to the top, increasing range and reducing downtime, although this would use up additional resources.

The crew cabin is cut down to two people to save on weight and space and allow a small, multi-roll storage area behind the crew.  Medical kits, extra oxygen storage, tools or two very cramped passengers could all be swapped into this space depending on what is needed.  Additionally whether a fully enclosed crew area is needed or a much lighter open air system is used is considered.

A large part of the armor and safety systems are removed to improve performance and cut down on costs.  Some of the crew object and a variant with them added back in is considered.

The modular load bed proves the most difficult part due to an abundance of ideas.  A basic removable bed system is developed, allowing an entire pre-built part to be added or removed.  A passenger cabin that can seat 6 and have an expanded life support system is developed in addition to a cargo loading unloading storage compartment.  The final part is a sensor suite combined with a small 2 passenger and storage area for long range exploration, surveying and sample collection.

The second idea is to make the entire back of the vehicle modular with removable sides tops and slotted internal components.  Airlocks, cargo loading, windows, external sensors and armored sides could all be added or removed as needed to a basic frame and locked in with a clamp system.  Internal components could also be swapped in and out as needed, allowing the vehicle to be custom loaded for each mission.

The final design is left up to the executive counsel.

See vehicle design option in action orders.

* Continue hydrological and mineral survey (73-20+10+15) Completed

The local area has been alternatively an ocean floor and weathered on the surface.  Several cycles of this has resulted in the close placement of a top layer of sedimentary rock and compacted sand infiltrating into an older layer of harder rock which was gradually worn away over time.  The identity of most of the materials already discovered have been worked out and several nearby sites have been flagged as containing unusual minerals.

Volcanic activity has been common, depositing minerals into various areas near the surface; however, the activity was long ago and below the ocean.  There is deep geothermal activity under the base, it will be difficult to access due to being at least 10 km underground.  The activity goes much closer to the surface on the western hills, underground water containing caverns dig down, creating what would be natural hotsprings if there was a more stable water table in the area.

The most disturbing finding is that there are a series of natural underground caverns throughout the canyon area to the north and west, when the water level is too high it flows into the earth, feeding an underground aquifer carved out of the ancient rock.  The system extends far to the north and how deep they go is uncertain.  Part of the larger base design will intersect the closest caverns which could prove beneficial and hazardous, although the currently worked on area is fine.

The caverns appear to be the main way that water is disposed of in the nearby watershed, if they were closed up the bare sand and rock absorbs very little.  This is the reason for the relatively shallow river and lakes despite the rainfall and that this area is a primary drainage point for a much larger area inland.  Building a dam will be futile until the cavern system is blocked and rerouted, but once done it should allow a series of large reservoirs to be constructed for practically unlimited water storage and hydro-power.  Even the long year long summer with estimated limited rainfall would not touch such a system.

Work could begin on exploring or plugging the caverns immediately as the survey has pinpointed most of the nearby surface structure.

Deep base-located geothermal discovered.  Close to surface geothermal discovered on western hills, up to 5 km away from base.  All geothermal in light blue.

Cavern systems discovered (extent in red), can be geoengineered (ask for work estimates) to increase water flow through the canyon and/or explored. 

Several different mineral areas have been discovered nearby, these have different minerals then present on the base.  (1)Far inland (north) ~15 km, (2)large canyon north face (north east) ~5 km, (3)eastern beach (south east) ~5km, (4)underwater south ~10km, (5)far east along the shore ~100 km, (6)far west along the shore ~150 km.  4, 5 and 6 were considered due to the possibility of seagoing vessels.

Orange indicates possible inactive volcanoes.


Spoiler (click to show/hide)

The following minerals seem common to the entire area, research them for exact chemical components:

Greenish sand - Primarily made from a copper sulfur silicate with larger particles of quartz mixed in.  The sand forms from nearby minerals of a similar composition.

Slate - Quartz and Muscovite with small amounts of hematite and kaolinite, at least locally.

Banded Iron - the result of either geothermal activity underwater or some form of life, contains layers of hemetite and shale.

Dark Black-Red mineral - Something similar to gabbro with tennantite intrustions, source of much of the copper sand.  The gabbro component likely makes up much of the planet's crust.

Densely packed dark sand - Sand densely packed on top of the gabbro-tennantite long ago, some form of Monazite crystal.



A bout of food poisoning strikes the crew late in the month, while not life threatening some of the food stores are used up while the source is tracked down.  it takes a week to find out that a gut bacteria had infiltrated part of the hydroponic system and once the system is cleaned the food becomes edible again.  Ultimate responsibility comes down to the crew manning life support, they apparently missed some red flags of unusual colors and odors in the bay, it looks like they just were not paying much attention.

-.1 food

The colony computer reports several additional minor tremors throughout the month.



Turn 10 Actions:


6x6 Vehicle Options: Cargo transport, exploration suite and passenger compartment are all basic load-outs included.  Vehicle can be built immediately, no further design needed.
    A. Add solar cells, doubles working range and has a backup power source.  Increases time to build and advanced part use.
    B. Closed crew cabin, bonus to critical failures, eliminates moral penalties, reduce range and increase time to make.
    C. Restore safety and armor, choose none, minor, complete.  Reduces range and bonuses.
    D. Use basic swap system or custom modular design.  50% bonus to operation with custom, but construction time and research for new parts takes longer.
    E. Other reasonable changes.

Normal Actions:

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #396 on: December 22, 2015, 04:53:15 am »

Hmm, looks like we will have to rely on the flow of the river station for a while while we Geo-engineer the caverns, and/or go geothermal.

As for the MRV: I Say A, B, D. The construction and research time hits would be well worth it with a pretty good all-around vehicle that can do anything a medium-duty vehicle needs to do while providing as much safety and redundancy we can without weighing the vehicle down too much.


Oh, BTW with the bio bay set up what bonuses do we get from it? You never listed them
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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.

Amperzand

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #397 on: December 22, 2015, 05:04:45 am »

I find I agree with Tyrar.

I'm afraid I don't really have the time to learn the full mechanics of this game, so my help will remain solely in my store of random technological ideas.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #398 on: December 22, 2015, 05:41:18 am »

ABD works for me.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #399 on: December 22, 2015, 06:00:34 am »

Plan Tryrar, except the housing part. Since when is living in bunks unacceptable? and what stopped them from fabricating their own homes from sheet metal in the spare time? And most importantly, what is the use of a kitchen if we are going to eat repro paste anyway?

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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #400 on: December 22, 2015, 06:18:35 am »

A few comments. According to the big table linked a few posts ago this is our life support capacity.

Spoiler (click to show/hide)

But I'm pretty sure that's not accurate. After all, the Closed Lifesupport system produces enough food for 30 awake people, or 300 cryosleepers.

Note:Cryogenic suspension requires 1/5 the life support and 1/10 the food.

So, by my count, the cryo should use 2.6 units of food, leaving 27.4 units for the awake crew.

Onto the actual turn, I like neither the wastewater disposal or the algae solution.
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #401 on: December 22, 2015, 06:40:42 am »

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« Last Edit: December 22, 2015, 08:24:25 am by 10ebbor10 »
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #402 on: December 22, 2015, 08:12:27 am »

 I support plan Ebbor. We can putoff housing for slightly longer in favor of keeping our population living.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #403 on: December 22, 2015, 08:14:42 am »

Ebbor, seriously. Power is going to be a key component soon if we continue to increase our power usage, and a meatvat is pretty much another power hog. Is it important enough to delay power generation - given we need some 100MW to actually shut down and work on our fission generator?

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #404 on: December 22, 2015, 08:24:02 am »

We're currently at 43/75 power consumption. The Mineral refinery is going to add 5 MW to that. A meat vat kit, would add a mere 2 MW. After that, we also need a Biorecycler kit equivalent, so maybe 5 MW.

I must say I do not see the power consumption problem. 
« Last Edit: December 22, 2015, 08:26:18 am by 10ebbor10 »
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