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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37929 times)

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #405 on: December 22, 2015, 08:28:59 am »

 For now, anyways. it is a priority, but it is behind keeping everyone alive in general, atleast in my list.
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #406 on: December 22, 2015, 09:55:21 am »

(sigh)

Meat vat is nice, but I would like a lower upkeep option. How many people can we wake up in extra if we have the Meat vat, a biorecycler, and perhaps a more purpose-designed water filter system (other than pressing a chemical plant into water supply)?

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #407 on: December 22, 2015, 10:53:54 am »

22 people.

We get 20 people support from the Meatvat, +2 from the fact that they won't be eating up cryo-resources anymore.

I'm willing to scrap the Meatvat, but all other options (except for the goop processor) are more resource intensive.

I suppose, we could order the factory to build something else, but I don't see what.
« Last Edit: December 22, 2015, 11:01:17 am by 10ebbor10 »
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #408 on: December 22, 2015, 10:59:55 am »

22 people.

We get 20 people support from the Meatvat, +2 from the fact that they won't be eating up cryo-resources anymore.

I'm willing to scrap the Meatvat, but all other options (except for the goop processor) are more resource intensive.

Lets see... Energy usage should be around 50 (anything above should ring a bell), I assume that they need food, air and water, which needs should be met by 5 more people. So there should be around another 10-15 men around. So its fine.

At this stage I think I'm willing to postpone energy rationalization plan for another cycle of extra labour (specifically, 1 turn for food supply, 1 turn for scrubbers, 1 turn for proper water filters), but I don't think I'll be happy to wait for another iteration.

Also if water is at a premium why bother working on banded iron?
« Last Edit: December 22, 2015, 11:02:42 am by evilcherry »
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #409 on: December 22, 2015, 11:04:48 am »

Energy rationalization plan?

On a side note, air is no problem. Our Algae system can sustain more than 50 people. Water and food is the trouble. Also space. We don't want a crew morale breakdown.

Quote
Also if water is at a premium why bother working on banded iron?

It shouldn't be at a premium. Neither should food, by the way.
« Last Edit: December 22, 2015, 11:07:12 am by 10ebbor10 »
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evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #410 on: December 22, 2015, 11:16:22 am »

Energy rationalization plan?

On a side note, air is no problem. Our Algae system can sustain more than 50 people. Water and food is the trouble. Also space. We don't want a crew morale breakdown.

Basically we need to migrate to a mix of Geothermal and hydro power to allow us to crack open the reactor. We shouldn't rely on a half-broken reactor running at 60% capacity, back from day 1 we knew its only running because its rugged enough.

I can understand water is a problem (but the chemical plant somehow does the job for the moment), and if Meat vat can increase morale then I couldn't disagree.

Space is bullshit, IMHO. We are working three shifts per cycle, we only need around 8-10 sleeping places, and a equal number of cots along the corridors between CCDomes should suffice. They are soldiers, they should just get over this. Not to mention that we should not encourage population increase (i.e. love-making) before we actually have tons of spare manpower to run around.

Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #411 on: December 22, 2015, 02:08:39 pm »

 Where did you get the "everyones a soldier" thing from?
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VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #412 on: December 22, 2015, 03:34:10 pm »

The biodiversity bay by itself allows use of animal and plant specimens (for example to create a bio dome, hydroponics or a meat vat) and to do genetic engineering, cloning and other life sciences research once a lab is built.

Food was only an issue last month due to a morale failure taking the hydroponics system down, otherwise you are close to straining your food supply, but not yet.

Right now the primary crew area is a hallway with bunk style crash beds built into the walls running between the rec commons and life support.  The only reason it doesn't have terrible penalties is the rec commons having enough room for general relaxation and eating and such.  The ship has cargo bays, life support systems and fusion reactors taking up all the space.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #413 on: December 22, 2015, 09:41:59 pm »

I'm sticking to my plan since we already have greywater waste filtration with the chemical plant, and a full biodome is not needed.
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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 #414 on: December 22, 2015, 10:15:00 pm »

If we have the potential to do it, and for some reason have yet to, I stick to the idea of putting small potted plants everywhere it's practical. It won't do much, but it can't but be good for morale, and it'll add a couple percent to our oxygen supply, all without costing us much.
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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

evilcherry

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #415 on: December 22, 2015, 10:42:09 pm »

If we have the potential to do it, and for some reason have yet to, I stick to the idea of putting small potted plants everywhere it's practical. It won't do much, but it can't but be good for morale, and it'll add a couple percent to our oxygen supply, all without costing us much.
Without sunlight they are an oxygen hog.

That's why i prefer some form of Aquaponic vat so we can have some fresh veggies, fish and oxygen, while also eating up wastewater.

Amperzand

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #416 on: December 22, 2015, 10:58:06 pm »

Well, I assume we're using full-spectrum lighting to avoid needing vitamin D pills. That being the case, it should be fine.
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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

VoidSlayer

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #417 on: December 25, 2015, 05:40:25 am »

Spoiler (click to show/hide)

So lets go with bio domes, geothermal and meat vats?

Here is the 6x6 adaptable vehicle design, come up with a name for it?

A66V [150 work (for prototype)]
[2] manpower slot
     Exploration action at +0
     Assist construction or mining 1 slot at +10 or 2 slots at +0
     Note: Eliminate distance penalties for short range ~10 km for any slots/exploration worked on
     Note: Reduced penalties for medium distances ~25 km
     Note: Can reduce penalties for distant buildings and facilities.

*Safety features allow normal operations (no penalties or bonuses to disasters)

Distances are low because these are not the maximum range but reasonable ranges to get work done while moving over rough terrain. 

You can design better exploration, construction or passenger equipment, give it some detail, base difficulty is -10 minimum.

Full update will be laterish.

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #418 on: December 25, 2015, 05:47:13 am »

Hmm, a name I like would be the "Bradbury" MRV (As in Ray Bradbury). I think unless it's a generic mining vehicle or exo, we should name all our vehicle types after science fiction authors(like our ship is the Asimov)
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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 #419 on: December 25, 2015, 05:48:22 am »

I'm alright with that.

I'm willing to change the plan (for one, building meatvats and designing a biodome seems a bit redundant), but I don't know what else to replace it with.
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