Jump 0: Revision PhaseRevision: Automated Drone HierarchiesThe potential for massive and efficient resource mining is present in our drone swarms, but their lack of organization makes this difficult. The obvious solution would be to make the drones smarter, but the obvious solution is rarely the best one. Instead, we will make a majority of the drones far less intelligent, with only a few that are made much more intelligent. These smarter drones work as control centers, directing the actions of the "Dumb" drones. Each one acts as a foreman in charge of a group of about a dozen smaller drones. The "dumb" drones transmit positioning and receive orders. Other than that, the only things they can do is move and mine. The larger drones identify suitable objects for mining and direct the smaller drones to these areas. They monitor weight loads, coordinate movement paths, and generally do all the intellectual heavy lifting. This simple network for mining drone coordination will hopefully lay the groundwork for much bigger things such as coordinating smart munitions and firing paths as well as advanced mechanized infantry.
This should not increase the cost, since we are essentially just centralizing the processing power of the drones already built.
Efficacy: [3]Centralizing the processing power in the drones and making some more advanced software for the centralized spots has certainly alleviated our issues. But as we had to decrease the processing power of other drones in order to accomplish this without increasing cost, we've still ran into some problems. As the majority of the drones now have little-to-no intelligence, each master drone has to manage every drone one-by-one. It's able to successfully avoid the problems of old, but it takes a while to do all those calculations. The swarm is much slower, with lots of drones waiting for new orders as the local Master drone is busy with others.
Still, though. The new system produces
20 Noble Gases, 20 Uranium, 100 Hydrogen, 200 Metals, and 200 Non-Metals / Jump without increasing costs, which is a notable benefit.
0 Dice
500 Advanced Plastics
500 Noble Gases
500 Uranics
1,000 Hydrogen
1,000 Metals
1,500 Non-Metals
Ark 25/12 Power available
2/5 Life Support Capacity available
4/10 Skeleton Space available (500 Metals & 500 Non-Metals required for next +2 expansion)Modules(Green integrity indicates the module is working at full effectiveness; Orange indicates partial effectiveness; and Red indicates the Module is offline.)- [100%] X-05 Auxiliary Fusion Reactor
+12 Power; -1 LS Capacity; -1 Skeleton Space
Consumes 100 Hydrogen/Jump
A Tokamak Fusion Reactor. Intended originally to be the auxiliary reactor to the primary power source (which is not installed), the X-05 is specially stable: designed to continue operations despite degradation from wear-and-tear. It can lower output according to damage, translating current integrity directly to current power produce compared to max power possible. Shuts down at 20% integrity.
50 Advanced Plastics, 100 Uranics, 400 Metal, 200 Non-Metal - [100%] Emergency Life Support
-3 Power; +5 LS Capacity; -1 Skeleton Space
When launched, the Ark didn't have its own dedicated Life Support systems and was still relying on an umbilical to the shipyard. The ELS represents the existing small amount of Life Support Equipment hastily put together to keep the ship's atmosphere sustained until it reaches Eden, as long as only a relatively small amount of crew members are thawed at any one time.
100 Metal, 200 Non-Metal - [100%] Ion Thrusters
-1 Power; -0 LS Capacity; -1 Skeleton Space
Thrusters with their own self-contained fuel tanks expected to last the entire trip, using external power for most of the propulsion. Can move the ship, but very slowly.
10 Advanced Plastics, 100 Noble Gases, 200 Metal, 100 Non-Metal - [100%] Mining Bay
-1 Power; -1 LS Capacity; -1 Skeleton Space
Produces 100 Noble Gases, 100 Uranics, 200 Hydrogen, 200 Metals, and 300 Non-Metals / Jump
A small hangar and a few tiny piloted mining ships to extract resources from only material sources with little to no gravity present.
50 Uranics, 50 Noble Gases, 400 Metal, 400 Non-Metal - [100%] Cryovault
-1 Power; -1 LS Capacity; -1 Skeleton Space
A place where skilled crewmembers are frozen, ready to be thawed when needed; and also where our thawed crewmembers live. If below 50% integrity, we will not be able to man new crew-requiring modules. Due to advanced backups, this module cannot be destroyed.
500 Metal, 1,000 Non-Metal - [100%] Cargo Bay
-1 Power; 0 LS Capacity; -1 Skeleton Space
A depressurized large cargo bay with dedicated storage for each resource type and requiring EVA suits to access. Stores 1,500 of each resource.
400 Metal, 600 Non-Metal
P-01 Stellarator: 0/9 [3] | 20U + 10NG + 30H + 30M | Rushed 0 Times | Nothing Invested- Design: P-01 Stellarator
+30 Power; -1 LS Capacity; -1 Skeleton Space
Consumes 100 Hydrogen / Jump
A Stellarator fusion reactor using external magnets to stabilize plasma in twisted flows for better power production. Shuts down at 60% integrity, and any damage sustained before it shuts down is multiplied by 150% after the battle (but won't reduce integrity to 0%).
60 Advanced Plastics, 100 Uranics, 600 Metal, 400 Non-Metal
Automated Resource Requisitions: 0/8 [1] | 20M + 50NM | Rushed 0 Times | Nothing Invested- Design: Automated Resource Requisitions
-3 Power; -0 LS Capacity; -1 Skeleton Space
Produces 20 Noble Gases, 20 Uranium, 100 Hydrogen, 200 Metals, and 200 Non-Metals / Jump
A mining system composed of a swarm of very poorly-cooperating drones trying to mine "together". They are very inefficient, but eventually produce some resources..
600 Metal, 700 Non-Metal
'Saker' Laser Turret 0/5 [2] | 30NG + 30M + 80NM | Rushed 0 Times | Nothing Invested- Design: 'Saker' Laser Turret
-5 Power; -1 LS Capacity; -1 Skeleton Space
A highly precise pulse-laser that doesn't do tremendous amounts of damage, but is good at hitting precise single targets. Low rate of fire and cannot fire without full power. -10% integrity damage to unarmored module.
100 Noble Gases, 100 Metal, 400 Non-Metal
The Production Phase of Jump 0 has begun. We will encounter the Corporate Ark on the beginning of Jump 3.
Barring special circumstances, voting for Company and Ark names will conclude at the end of this Jump. Meaning the end of this phase; last chance to vote.