But this would save power and resources as well. Taking the skeleton source and just shoving a full cost life support in seems to defeat the purpose to me.
Our main priority should be to limit life support usage as much as possible. We want to have multiple systems online without massive life support budgets and devote skeletal space otherwise to more crucial things, like mining and power, while making due with a single, preferably well protected and redundant life support system for all of them that require it and are crucial, like the reactor we currently have.
Namely, what we should do is develop an affordable modular life support system, in my opinion, where-in we can buy 'add-on' units with a fixed amount available per module (say, 3, 5 or 7) for a lower total price per purchase than a full module that could just outright fail or have a steep repair cost. While possibly similar in output to the auxiliary module used currently per add-on, we'd be left with what is in essence something we can tailor to our needs.
Make note, the WIMP has a falsely flagged life support drain, which Chief has acknowledged, and we can count on it not needing it for operation. Just thought I'd add that.
Now onto the various things. Currently, we are nearing the end of Jump 1, with the revision phase and the production phase to go. The event has three possible outcomes.
- Crew Quarters (+2 Life Support)
: Permanent, independent life support addition that would remain functional with a damaged core module - enough to power the reactor and mining bay, keeping in function crucial systems for our automated defensive and offensive weapons, as well as our wimps.
- Scrap (+100 Metal, +150 Non-Metal, +1 Skeletal Space)
: Given we are at our Non-metal cap, I wonder if Chief would let us carry the 150 Non-metals over-capacity for a bit, since that would sweeten the deal. This effectively also saves us 250 Non-metals and Metals in the long run via giving us additional skeleton space for free, though I'd be triggered by the uneven number of spaces we'd have.
: If permanent, our best option, but I doubt Chief would make it so (then again, it really depends on his stance on the matter) - despite the other two options also being permanent. This would most likely be a temporary boost for next turn or for whenever we needed it, which, if proved, would make it akin to the Life Support option in my opinion - handy if utilized in exactly one way, but even less so than the Life Support.
Currently we have, and I quote:
500 Advanced Plastics
500 Noble Gases
500 Uranics
1,000 Hydrogen
1,000 Metals
1,500 Non-Metals
For our first turn, we have several options:
1. The Jack-of-all Trades Approach - We could opt to possess an offensive weapon, an additional mining bay and a reactor. (We'll probably want to make armor next turn and invest dice in crucial projects to get their cost down, if at all possible, but yeah). This would, assuming we chose the
P-01, a fully stocked
AWIMP and the
Mjolnir, assuming all of them are finished by then, run at a cost of:
60 Advanced Plastics, 140 Uranics, 1300 Metal, 1700 Non-Metal and 100 Noble Gases
With a half stocked WIMP module functioning alongside the standard mining bay, we'd be looking at a cost of:
60 Advanced Plastics, 120 Uranics, 1200 Metal, 1500 Non-Metal and 100 Noble Gases
Which is almost within our budget, assuming we don't purchase any armor and all of them are finished by that point. This would increase our offensive capabilities considerably, allowing us to impart heavy damage upon the enemy Ark right off the bat, allow us to get the resources needed to purchase another wimp on Jump 4, increase our free power by +24 and decrease our LS budget by -2, down to 1. This seems like the Jack-of-all-Trades option in all honesty, and would most likely result in us not faring quite well or not managing to meet it's goals by Jump 3.
2. The Striker Approach - We could invest in a reactor, a Mjolnir, and future armoring (Assumed to be relatively cheap), while sacrificing our resource acquisition capabilities somewhat on Jump 3, it would impart heavy damage on the enemy and require them to invest significant resources in repairs, making us in the lead in that respect, and letting us invest more into resource acquisition for Jump 4. The cost for this plan would thus be variable given the cost of armor, but we can estimate what kinds of funds will be left over for that once it's developed.
All in all, we're looking at a minimum cost of 60 Advanced Plastics, 100 Uranics, 1000 Metal, 1100 Non-Metal and 100 Noble Gases, leaving us with:
440 Advanced Plastics
400 Noble Gases
400 Uranics
1,000 Hydrogen
0 Metals
400 Non-Metals
Assuming we don't pick the "Scrap" option for this event, in which case we can afford an additional 'Saker' and be down 100 more NGs. In either case, we would require armor utilizing non-metals and uranics as opposed to metals, which would be risky.
We'd be looking at an income of:
1x Standard Mining Bay: 100 Noble Gases, 100 Uranics, 200 Hydrogen, 200 Metals, and 300 Non-Metals / Jump
And on the end of the turn, we can expect the Mjolnir to take on both an offensive and defensive role, thus bringing us down by 20 Noble Gases. Our final balance in this situation would be...
440 Advanced Plastics
480 Noble Gases
600 Uranics
1000 Hydrogen (bay income - reactor costs per jump)
200 Metals
700 Non-Metals
Which is sufficient for a AWIMP bay and a single wimp. We should upgrade the Chtorr extensively for this, allowing it to gather hydrogen and further increasing it's material income per drone. Assuming we do that in this turn's revision process alongside a drone capacity enhancement, it'll provide a great launch point from this. To be honest, we might actually want to do a general Chtorr income revision or two instead of the planned capacity enhancement, given no plan lets us afford a second Chtorr AND obtaining defensive/offensive capabilities other than the industrial options, detailed below.
3. The Saker Approach - We can additionally replace the Mjolnir in the above plan with two Saker laser turrets for precision damage at a lower cost, and invest further into either armor or resource acquisition to repair sustained damage. This would have the following effect on our budget:
460 Advanced Plastics
300 Noble Gases
400 Uranics
1,000 Hydrogen
200 Metals
300 Non-Metals
Probably leaving us with sufficient funds for appropriate armoring, if it is developed in time.
4. The Industrial Approach - We chill for the first Jump and invest heavily in armor and resource acquisition, investing in two fully upgraded AWIMP modules (as they are now - not accounting for improvements here) upon finalizing the project and using the rest for armor. Since they use 2 Power, our auxiliary reactor should provide more than enough juice to fuel them. Another thing we could do is add in a fixed Kesler for point defense, which will be detailed in the 'Defended Industrial Approach'. The cost of this approach would be...
80 Uranics, 800 Metal, 1600 Non-Metal
Necessitating the "Scrap" option in the event. This would leave us in the following resource situation:
500 Advanced Plastics
500 Noble Gases
420 Uranics
1,000 Hydrogen
200 Metals
50 Non-Metals
And we would see a turn-ly income equal to the following, assuming we send the Gen-Chtorr wimps onto metals and non-metals as a maximum priority:
1x Standard Mining Bay: 100 Noble Gases, 100 Uranics, 200 Hydrogen, 200 Metals, and 300 Non-Metals / Jump
4x WIMPs: 500 Metals and 500 Non-metals / Jump
Leaving us with a total of...
500 Advanced Plastics
600 Noble Gases
520 Uranics
1,100 Hydrogen
900 Metals
850 Non-Metals
Which would most likely be more than enough to repair our armor and buy new offensive armaments, or alternatively a more potent powerplant, as we'd be at 9/12 with our current one, making all our current gear impossible to afford simply in terms of power otherwise. This is, of course, assuming we don't lose any wimps and no modules are outright destroyed due to armor failure.
5. The Defended Industrial Approach - We buy an additional Kesler system in addition to the Industrial approach for added security. This would increase the chance that we'll escape unscathed, but would require a functional and finished Kesler system on time (and is thus a gamble, like the offensive options, but less so). This scenario is hypothetical, as we wouldn't have enough resources to actually purchase a Kesler system without sacrificing a WIMP on one of the modules, reducing our earnings in either Metals or Non-Metals by 250 when compared to the above scenario.
Transposing the cost of a Kesler over that of a WIMP:
20 Noble Gases, 100 Metal, 250 Non-Metal vs 20 Uranics, 100 Metal, 200 Non-Metal
We see that, given the "Scrap" option, this route is feasible, but reduces our ability to recover from damage quite as extensively as the first option assuming the enemy brings out a weapon as effective as the Mjolnir or of similar effect to unarmored modules.
4 Dice
Better fire control for the Mjolnir?
More drones in one bay for the AWIMP?
Faster firing speed on the Saker? (Because to many Mjolner will get Pricey fast, both in noble gas and in non-metal(700 of the damn things)
See about fixing the stability problem for the stellarator?
Better target tracking for the Kestral?
See if we can patch the lifesupport as a temporary measure?
Currently, the Mjolnir is the most risky aspect of any plan as it requires 18 points to finish due to that dreadful time roll. We gain 3 per turn, meaning it would be ready in 6 Jumps without investment - which is unacceptable. Investing 3 Dice, the chance of getting 15 points is around 9.26%. If we want to reduce the number of jumps necessary to 1 (available on Jump 4), we're looking at a 37.5% chance of success, leaving us with 7 dice next turn to spend on whatever - potentially 1 design and 4 revisions like this turn, or outright 7 revisions to polish all our essential gear for the fight instead of starting new projects. Given combat Starts on Jump 3, if we can't revise armor, or invest dice during the Revision Phase, we won't be able to get it done before Jump 4 regardless of it's simplicity and Progress roll - so the latter might be more useful. This means we should expect battle damage and shouldn't exactly worry about armor all that much. I'd edit the above plans, but I feel they are still valid representations of our situation even without armor, as it wasn't accounted for anyways.
In terms of dice, the AWIMP bay is cruical in terms of priority - which is obvious given our situation, and so is SOME form of either point defense or offensive capability. A single Saker could be mounted with the current setup, but we'd need to pimp it out for combat purposes for it to be especially useful. Assuming next turn we invest dice into the two, our odds are as follows:
State of Projects at the Design Phase of Jump 2Saker: 4/5
AWIMP: 3/8
Mjolnir: 3/18
Investing 3 dice:Investing 2 dice:
Investing 1 die:
Mjolnir:
3.90% Available on Jump 2.
0% Available on Jump 2.
[0% Within Scope of Analysis]
33.5% Available on Jump 3.
0.39% Available on Jump 3.
Saker:
[Unnecessary Usage of Resources]
[Unnecessary Usage of Resources]
100% Available on Jump 2
AWIMP:
99.76% Available on Jump 2.
90.62% Available on Jump 2.
25% Available on Jump 2.
100% Available on Jump 3.
100% Available on Jump 3.
93.75% Available on Jump 3.
Assuming Combat happens at the Start of Jump 3, we should not invest in armor* and should utilize the remaining dice to fix issues with our gear or otherwise accelerate their progress along so they arrive on Turn 2, assuming we can purchase them that same turn. If Combat starts at the end of Jump 3, then we can invest in armor on Jump 2 and still manage to finish it by the time we encounter the enemy, and thus purchase it that turn. Given we don't know when resource acquisition happens (before or after the production phase for that jump), we'll just assume it happens after or during combat, and that we won't be getting any more resources if that is the case, voiding events.
*unless it is possible to invest in the time WHILE developing the project, where-in we should dogpile 5 dice into it for the best odds of getting it done instantly, since I doubt armor would take a very long time to develop.
While my ramble here has certainly been lengthy, I do hope I've contributed to the analysis of the situation enough so as to warrant it's creation. Hopefully, this will be useful in guiding our efforts towards a more effective strategy and let us use the "stops" and dice we have left in a useful fashion. This should be taken as just that, a guide, and everything said here should be taken with a grain of salt, as it is mostly based on speculation, while we still have all our resources and between 14 and 19 unused dice before combat. There is ample time for change in that timespan.