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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37902 times)

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #420 on: December 25, 2015, 05:50:47 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.

My housing idea seems like a good one, since I think we want to do better than slinging bunks into a dome :P
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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 #421 on: December 25, 2015, 10:17:50 am »

What about my housing plan, with the collapsible dorm things? I mean, we are probably going to be building structures away from base, temporary living areas may become important.
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #422 on: December 25, 2015, 10:50:50 am »

I'm pretty sure that, given our serious population restrictions, distant work will end up being done by automated robotic installations.
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Aseaheru

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #423 on: December 25, 2015, 10:55:54 am »

 True, but what about during their construction?
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10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #424 on: December 25, 2015, 10:57:07 am »

Also done by robots?
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #425 on: December 25, 2015, 01:12:27 pm »

Also done by robots?

Reminds me that we need to scavenge the remains of the bot and exosuit and see if we can make another bot out of those parts. Getting two bots up and running will help since a +5 bonus is better than a -5 penalty for having only half an exo team(plus, you know, we can do long range mining and construction thanks to that commsat we have)
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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 #426 on: December 25, 2015, 02:23:08 pm »

Assuming we've got reasonable supplies of parts and a good engineer or five, improvising our own robots shouldn't be too hard. I've done it two or three times now, after all. The main issue would be getting them to work without just being remote-controlled, since full-automation is hard.
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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 #427 on: December 25, 2015, 05:55:35 pm »

Fully automated robots were used during the early days of industrial expansion in sol, but they proved accident prone, unable to handle unusual situations and considerably slower then overseen robot teams.

Semi autonomous bot teams overseen by humans quickly replaced them in all situations where possible, allowing a single human to manage multiple unintelligent drone robots.  The mining and construction robots available to the outpost are examples of this. 

If you want to research more automated intelligent computers you can but it would be at a severe penalty as it is basic research.  Fortunately the autopilot running for over 30 years by itself, rewriting itself and backup security systems added to it are enough new data that it would be at say around -40 depending on what you were developing.

The Bradbury MRV would be beneficial to robot building teams and distant factories as well, transporting the robots and materials can take a considerable amount of time.

Amperzand

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #428 on: December 25, 2015, 06:23:41 pm »

Observed partial-automation is probably a better idea, yes. My point being that setting up that code is harder than just hooking up an Xbox controller and a CCTV, though probably also easier than completely autonomous code.
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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 #429 on: December 26, 2015, 06:42:06 am »

Turn 10 Actions

"Bradbury" MRV, Meat and Hab blocks

Spoiler (click to show/hide)

Turn 9.5 - December 2110

*  Create meat vat from plans  (84+30) 84/250

Work begins on the new meat vats, a large and difficult project requiring cloning systems, life support and all the difficulties of processing those things.  Chicken, shark and alligator are chosen by a quick poll for the first meats, although it seems like it will take quite a while.

The closest equipment available for reuse are a few unused cryo pods, but even these need to be completely disassembled by the factory, in addition the plans have a dedicated expert system for life support monitoring.  It becomes clear that waste from the ship and the algae tanks can be fed into the system, but without a dedicated system breaking it down into nutrients, like the chemical processor, output will be reduced.

The system will end up taking up most of a large dome, although there would be room for the bio bank if it needs to be moved.



First Planetquake

The tremors start as before but soon it becomes clear that this is no small event.  The ground seems to leap up as quick orders go out to shut down most every system in the complex.  In less then a minute it is over and then an emergency signal is sent out, the Factory dome is burning.

"Factory on fire, shutdown failed, I am out, air purge started" came the message relayed to the crew as they raced to get out of underground and over to help.



The controller room of the factory has been breached, flooding the dome with oxygen and setting off a fire.  The factory itself is continuing to operate on backup power, possibly damaging itself in the process.  The oxygen will soon be removed thanks to the actions of the woman on duty, should you send in a team to try and put it out sooner?

A.  Don't risk people for the machine: Let the oxygen be removed and backup power run out before sending someone in.  [Maintenance roll for damage, some damage will happen]
B.  Send in a team to the power supply and cut power early.  [Risk 5 people on a security roll at +10; maintenance roll at +10 for damage]
C.  Send in a team with fire suppression gear to put it out quickly.  [Risk 5 people on a security roll at -10; maintenance roll at +20 for damage]
D.  We must not lose the factory:  Send both teams.  [Make both security rolls; maintenance roll at +30 for damage]
E.  Something else.

10ebbor10

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #430 on: December 26, 2015, 07:28:40 am »

Bugger. We should have reinforced that factory dome earlier. It's just a plastic dome. If the fire damages it, it's likely to fail. Off course, it's light construction means that it's collapse is unlikely to damage the factory, but I don't want it to get wet.

I'm go for Option B.
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tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #431 on: December 26, 2015, 08:04:15 am »

No no no, option D. If the factory goes offline for an extended period of time, we're gonna have severe issues; while the DC&MS can make things, it's at a crippling labor cost. Plus, you know, we'd likely be using it to repair the factory in the first place.
« Last Edit: December 26, 2015, 10:11:24 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 #432 on: December 26, 2015, 09:04:58 am »

We have actually never used the factory to build anything, with the exception of the meatvat and some parts. That said, we'll need it in the immediate future.

On a side note, we can maybe get our Heavy bot to help out.
« Last Edit: December 26, 2015, 09:11:54 am by 10ebbor10 »
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Terenos

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #433 on: December 26, 2015, 09:51:40 am »

I agree with Tryrar. Option D is our best bet, as the factory is fairly valuable even in the short term as it provides a lot of options.

We should also plan for future earthquakes just in case, by reinforcing domes, and getting some earthquake protocols laid out.
« Last Edit: December 27, 2015, 10:42:55 am by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

tryrar

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Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #434 on: December 26, 2015, 09:58:21 am »

We have actually never used the factory to build anything, with the exception of the meatvat and some parts. That said, we'll need it in the immediate future.

On a side note, we can maybe get our Heavy bot to help out.

Oooh, pull the heavy bot and rig it with firefighting equipment! I like it!

As a matter of fact, I'm switching my vote to E: cut the power to the dome, and quickly rig our heavy bot mech with firefighting equipment and send it in, with a firefighting team as backup.
« Last Edit: December 26, 2015, 10:11:09 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.
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