Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 41

Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37872 times)

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #450 on: January 03, 2016, 07:39:59 pm »

The composition of that vein sounds like what happens if a glacier runs over a city.

If nothing else, it sounds like it might be the source of calcium we need for concrete, which means we might be able to go ahead and get started on the hydroelectric station.
Logged
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

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #451 on: January 03, 2016, 09:19:13 pm »

Yep. Calcium, aluminum, iron, silicon, that's a pretty great set of materials. Don't know much about the others, but hey.
Logged
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

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #452 on: January 03, 2016, 10:22:00 pm »

 Well, lessee, the base-wide geothermal plant sounds useful to me, we are going to want to finish living quarter research so we can put them in places that arent a large dome, we are going to want atleast one large dome turned into living space, and an organic waste processor sounds necessary to me.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #453 on: January 04, 2016, 03:12:04 am »

Heh, look at that. It's almost been an entire in-game year. Anyway, I compiled the list of actions again, if anyone needs it.

Spoiler (click to show/hide)
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #454 on: January 04, 2016, 01:26:41 pm »

The composition of that vein sounds like what happens if a glacier runs over a city.

If nothing else, it sounds like it might be the source of calcium we need for concrete, which means we might be able to go ahead and get started on the hydroelectric station.
The amount is probably minuscule, which is highly worrying. Looks like we are still better off with Rammed earth.

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #455 on: January 04, 2016, 07:41:54 pm »

I mean, calcium isn't a rare element. Less ubiquitous here, since there presumably haven't been billions of years of plankton to build limestone, but still.
Logged
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

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #456 on: January 04, 2016, 10:17:10 pm »

Team Cobra Outpost

Dec 2110

Old Maps: Not to scale blah blah blah
Spoiler (click to show/hide)

Psychology Card: New world, new solutions
Team Leader: Natalia Delacruz

SSN Asimov (gray)

Optronic Autopilot with backup system (Satellite uplink controller and backup systems) 3MW
Cryogenic pods (29 persons)
Large Closed Loop Life Support /w hydroponics. (30 awake / 150cryosleep) 10 MW
Multipurpose Care and Habitation Bay 8 MW
Recreational Commons 1 MW
Large Cargo bay  /w industrial cargo handling system. Warning : Damaged.  Breached
Medium Cargo bay /w industrial cargo handling system
    Biodiversity Bay Setup
Double Core Expert Tested He-3 MCF Fusion generator 35-150 MW electricity .0086 fuel per MW per year
   Reactor 1 offline damaged
   Reactor 2 48/75
Ruined Magnetoplasmadynamic Thruster (scrap)
He-3 Fuel Tank (2.3/24 fuel)
Reserve He-3 Fuel Tank (2/2 fuel)
Reinforced Hull (damaged)

Unnamed Base

Surface Domes: (teal)

Large Habitation dome - Sealed Nitrogen/Oxygen atmosphere - My First Factory Kit

Upper level subsurface domes: (navy blue)

Large Prototype CCdome - Sealed Nitrogen/Oxygen atmosphere -
        Algae Tank life Support Sytem (medium)
        Optronic Colony Computer (medium)
                Project Legacy (small) (integrated) (damaged, -40 to further repairs, new computer needed)

CCdome 1 - Large -
        Medium Mineral Processor (medium)

CCdome 2 - Large -
        Multi-Chemical Production Facility (medium)

CCdome 3 - Large -

CCdome 4 - Large -


Underground level 1 (Yellow)

Large surface access cavern (Unsealed)

Small and medium spiral central access 20/250

Underground Large Cavern 1 (10/100) (collapsed)

Resources:

Nitrogen/Carbon Dioxide atmosphere (not researched) (limitless)
Rainwater (not researched) (trivial amounts + river)
Scrap Magnetoplasmadynamic Thruster (advanced materials) (sufficient, for now)
Damaged Reinforced Hull (mostly common materials) (Diminishing, amount usable limited by need to continue protecting the hull)
Greenish sand (not researched) (abundant)
Slate debris (not researched) (small but sufficent)
Banded Iron debris (Magnetite, Slate further research at +20) (small but sufficent)
Dark Black-Red mineral (not researched) (small but sufficent)
Densely packed dark sand (small but sufficent)

.5x Advanced Medical Supplies
2.7x Basic Parts
4.4x Advanced Parts
1x Advanced Materials
1.9 person/months X Food
2x Water
1.5x Air Reserves
30x Vac Suits

Required power: 48 MW
Maximum power output: 150 75 MW (Note: Minimum power output is 37.5)
Total fuel: less then 3.9 (Current consumption .416 per year | 9.3 years left at current consumption)

Construction packets :

Vehicles

1*Powered Exo-skeleton Constructor Units
1*Powered Exo-skeleton Constructor Units [One]
1*Digging & drilling vehicles
1*Heavy Bot Mech

Crew:
27 awake
Effective manpower 25
1 restrained (cryo)
4 wounded (cryo)
21 cryo

Life support (for awake crew):
Air recycling and temperature control: 53
Water recycling: 23+chemical plant (sufficient)
Food production and waste recycling: 27

Ark : Survival
Ark Arrival : Jan 2118

Possible Projects:

6x6 Bradbury MRV.

Distant mineral exploration.

Cavern exploration.

Hydroelectric stations and dam.

Geothermal stations.

Large 16 person habitation facility.

Additional CCdomes: Inner circle near ship, extend outer circle towards canyons or mountains.

Underground base plans completed, any dug out underground areas will follow plan.  Huge, large medium and small caverns can be built, small and medium will create a central access point.

Drainage and rain collection can be added to any base project.  Dedicated storage tanks can be built (just specify size).

Uparmor surface dome.  Can build new surface armored domes.

Research and Development:
Cryogenics Investigation (-30) (+15)
Industrial Coordination (bonus to construction conversions) (-20)
Transportation Solutions (bonus to prototyping new transportation systems, free transport system designs) (-10)

Warning:  Slight crowding in ship


VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #457 on: January 04, 2016, 10:24:12 pm »

Manpower 27  - 2 bad planning = 25



* [0/24] Manpower action
     - Manpower : Does anything possible at a -20+X modifier, where X is manpower.
     - Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.

Spoiler: Other Moral Slots (click to show/hide)

Spoiler: Misc Manpower Needs (click to show/hide)

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #458 on: January 04, 2016, 11:17:25 pm »

Plan!
Spoiler (click to show/hide)
Logged
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

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #459 on: January 06, 2016, 05:40:57 pm »

Plan!
Spoiler (click to show/hide)

Here we go, I am going to try out a new actions thingy to try and make this simpler.  Basically assume whatever is currently being worked on continues unless you want it stopped, then state out new projects and assets that can be assigned to them.

Here is what available projects would look like, this is just a dummy based on this turn.

Spoiler: available projects (click to show/hide)

Unoccupied Slots and resources would be here or look like this:


Here are the new projects you assigned, I would put this as the primary area to be changed in the update, you could change other things, but this way it is easier to see what decisions need to be made.

7 Manpower
Spoiler: New Projects (click to show/hide)

Here are ongoing projects, note that I would have put the meat vat MFFK in here in the actions thing, you would need to specify you wanted to change that.

12 manpower
Spoiler: Ongoing work (click to show/hide)

This stuff will continue to be in a generic spoiler that you can pull out if needed.

7 manpower
Spoiler: General Labor Demand (click to show/hide)

Tell me what you think or changes that can be made, this way we keep a focus on what needs to be done and what is not currently doing anything to make it clearer what the real decisions for the turn are.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #460 on: January 06, 2016, 05:56:31 pm »

Looks good, I like it! We'd only have to worry about setting off new projects when the old ones finish, and don't have to repost projects if we want them to continue.

Slight error, though, in that the MPF is doing the geo research, not the chemical facility(which is back on filtering duties)
Logged
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

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #461 on: January 06, 2016, 06:03:27 pm »

Looks good, I like it! We'd only have to worry about setting off new projects when the old ones finish, and don't have to repost projects if we want them to continue.

Slight error, though, in that the MPF is doing the geo research, not the chemical facility(which is back on filtering duties)

I kinda went fast and loose with the copy paste in the example because it is just that, real one should be better looking...

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #462 on: January 15, 2016, 04:28:10 pm »

Wow that took a long time to write out.

Plan!
Spoiler (click to show/hide)

Turn 11 Jan 2111

* Assemble meat vat (99+10+10-20=99) 183/250 critical success

The exo suits prove quite adapt at moving and setting up the parts already built by the factory.  Several industrial sized cloning vats are set up in the dome along with a complex life support system adapted from a cryo tube tray.  A smaller system is set up for the control room with seed stock from the Biodiversity Bay.  While the first meat begins to grow in the smaller dishes it becomes clear that more complicated diagnostic and nutrient mixing equipment will be needed to actually finish the mass production portion and ensure against various types of failure.

Installation will be quite easy if some extra parts are pulled out of storage, otherwise finishing the meat vat will require the Factory to manufacture specialized parts.

The construction of the vats has gotten several people thinking of alternatives a similar system could be used for.  The first is simply bio fuels.  These were almost completely supplanted by cheap fusion and batteries on Earth, but with strong sunlight and abundant carbon several types of energy dense fuels could be made with gene-modified bacteria or algae.  The theory is all there; however, it will take some time to actually research how such a system could be built and altering the base stock.

The more ambitious project would be to create plastic precursors using a similar setup and pair it with a specialized chemical plant to allow an almost limitless variety of building materials. 

Either way farming has become a little more interesting.

Meat vat can be completed immediately for .2 basic and advanced parts.

Bio-Fuels research can be developed at -20 (would be -40)
Bio-Plastics research can be developed at -30 (would be -50)


* Continue Mining (44+15+10=69) 89/250

Two small caverns are completed this month as the logistics of moving rock out of the area begins to lower the efficiency of the digging.  The heavy bot mech has it's tasks completely filled with just pulling out and dumping crates full of pulverized rock.

Enough of the cavern system has been completed for work to begin on sealing and reinforcing the area if desired.

* Build a Bradbury MRV (81+20=101) 101/150

Several flaws are ironed out in the practical design and the basic truck frame is completed despite each part being custom forged by the factory.  While the truck itself rolls off the assembly bed there is nothing to put on it to secure people or cargo.  The multiple smaller pieces prove difficult for the machine to press out quickly and it will take at least another month of work to get the vehicle in working order.

* Access destroyed bot+exo 79 success

Jacking the structural girder up to pull the flattened machines out proves the most difficult task.  A custom built patch is created to force pressure off this part of the ceiling allowing one of the exos to quickly pull the whole mess out while a custom fit part is wedged in.

The damage to the large cargo bay is made crystal clear while the crew plans out the maneuver, it is not a matter of if but when the whole thing will collapse further.  The central support spines of the ship were ruptured in the landing and both the multipurpose bay and part of life support and the cryo tubes are at risk of falling down a story or two when it goes.

On the upside the damage to the machines is not as bad as it looked at first.  The electronics are mostly intact, it just looks like the hydrolic systems, protective armor and titanium supports were crushed like an aluminum can.  It will be a lot of work to repair, but it will be substantially less then creating one from scratch and with the factory it will use no limited resources.

Maintenance roll 91, no ongoing damage.  There will be a (now visible) maintenance roll every turn for when the large cargo bay collapses.

Rebuild single exo suit project 75/175 progress
Rebuild Heavy Bot mech 200/450


* investigating Banded Iron 29+10+10=49 slow progress

Several different standard systems for efficiently taking apart shale elements are attempted by the machine, they all fail but give some insight into how the material is not constructed..

+5 ongoing research

* Continue Cryo Research (84-30+15=69) Progress, completed/abandoned

The latest round of samples from the sleepers are treated to different levels of heating and removal of the various chemicals, and it soon becomes clear what the primary issue is.  When the secondary wake-up chemicals are decreased the type of damage seen is identical to the tissue samples from the patients, along with some of the crew.  It becomes clear that the chemical does not penetrate the body at sufficient concentrations to prevent some levels of microscopic ice crystallization.  It effects only a tiny percentage of tissues and areas, but it is enough to be highly dangerous, particularly with repeated use of the system.

Unfortunately, most of the damage has already been done.  Who is badly hurt will be impossible to detect in the pods themselves and even an altered wake up process may not prevent systemic injuries.  The only silver lining is that there is no evidence that long term stasis causes injury as long as temperature is sustained, good news for the Ark.

Repairing the damage is completely outside the medical facilities present on the ship.  With experimental nano robots and designer drugs research might be able to proceed, but at this point an altered wake up cycle and care for the symptoms is all that can be offered.

Cryogenic Damage Repair (-60) not possible without advanced medical facilities.

Altered wake up cycle adopted.  2 month, additional +20 bonus to wake up.

* Continue Living Space Design (49+20+30+20=109) Success

Work on the modular, stacking living spaces hits a breakthrough when plans for prefabricated living structures are brought in by the colony computer.  While the final designs are slightly different the possibility of constructing entire walls and floors in the factory and installing them in place should reduce construction time.  The designs quickly fall into place from there with slight modifications for larger and smaller areas to take full advantage of the space available.  Life support, electrical and other support are placed in out of the ways but accessible areas.

In the end a mixture of single and two person rooms are implemented with variously sized group spaces.  The large and huge sized domes have dedicated viewing screen domes while the small and medium have viewing windows or walls set up.  The huge sized dome even has room for some extra small entertainment or office space, or even more housing.

Much of the space saved is thanks to multi-use hygiene rooms taken from a stock design, although they are still shared between the crew.

Overall the housing will be cramped, but still a big step up from the ship.  They can also be quickly adapted to differently shaped areas or used to fill up extra space.

Living Space Designs - All require a factory to build, eliminate moral penalties for overcrowding and poor living conditions, underground versions use advanced materials for view screens, must be built in an existing dome or cavern

small - 75 work, advanced materials or parts required, .5 MW required - 3 people, small common area with view windows
medium - 150 work, advanced materials or parts required, 1 MW required - 8 people, common area with viewing wall
Large - 325 work, advanced materials or parts required, 2 MW required - 16 people, common area, medium viewing dome
huge - 700 work, advanced materials or parts required, 4 MW required - 32 people, 2 common areas, medium viewing dome, space for 2 small facilities (Can be turned into space for 6 additional people if needed.)



Rain picks up towards the end of the month, swept in from the ocean and does not let up, a constant light shower.  The weather satellite indicates that a dust storm is picking up across the equator and expanding while a weaker storm system is moving north.  The planet will soon make it's closest approach to the star.



Over the last year many new designs have been created and the crew have begun to adapt to the constant work.  News of the extent of the damage to the ship and hope to begin the hydroelectric and housing projects have created a new sense that things need to get done, now.  Some have called into question the leadership focus and may want a new person in charge.  In many ways life has really just started back up and the time in space seems like a dream.

Spoiler:  Leader Choices (click to show/hide)



Turn 12 Choices:

Leadership change (effective next turn):

Finish Meat Vat immediately for .2 basic and advanced parts?

Assign Projects:

Unassigned Slots 12 manpower available (27 base - 2 (leader) -6 assigned - 7 passive)
Spoiler (click to show/hide)

Available Projects
Spoiler (click to show/hide)

Assigned Slots 6 manpower
Spoiler (click to show/hide)

Passive Slots 7 manpower
Spoiler (click to show/hide)

Bonuses and penalties
:
Spoiler (click to show/hide)

Any questions on the projects or anything I left out just ask!

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #463 on: January 15, 2016, 04:43:07 pm »

 I think that Xiao Hong Che may be a good choice. For the meatvat... I think we can spare the time next turn to finish it and save some parts.

 Ah, Voidslayer, can we do something to prop up the cargo bay?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #464 on: January 15, 2016, 04:57:23 pm »

I think that Xiao Hong Che may be a good choice. For the meatvat... I think we can spare the time next turn to finish it and save some parts.

 Ah, Voidslayer, can we do something to prop up the cargo bay?

Sure!  A maintenance action might be able to stall the damage, but is is extensive.  The part that fell was just what was visible, the whole roof of the largest cargo bay is going to fail.  You will basically have to rebuild or prop up a large part of the center of the ship, going to need dedicated construction for that.
Pages: 1 ... 29 30 [31] 32 33 ... 41