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Author Topic: Arks Race - Exploratory Systems, Incoporated: Ark Endeavour (Jump 1, Revision)  (Read 16620 times)

Kashyyk

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #120 on: July 15, 2018, 02:37:03 am »

@ChiefWaffles: can armour only be an add-on to existing modules, or could we design an armour module that specifically takes hits before the rest of the ship? I was thinking one where you roll against the Armour's integrity per shot, and if you get below the armour takes the hit and losses integrity, if you get above an internal is hit instead.
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Chiefwaffles

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #121 on: July 15, 2018, 02:41:34 am »

Add-ons allow for prioritizing of specific armor modules over many, and makes more sense realism wise -- if the enemy hits your reactor's armor a lot of times, then it should only be damaging the armor around the reactor and not the armor around the entire ship.
There are ways to implement defensive measures with modules, and armor could theoretically be involved, but straight-up using module-based armor as a stand-in for armoring the whole Ark is out of the question (and insanely expensive).

There's nothing stopping you from building a lot of add-ons at once, so don't worry too much about that.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

TricMagic

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #122 on: July 15, 2018, 07:06:57 am »


Quote
AI Overwatch System (4): Happerry, Nirur, Powder Miner, TricMagic

Not much else to say, if that's discussion nearly done.
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Nirur Torir

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #123 on: July 15, 2018, 11:04:36 am »

Quote
Seraph Stellarator Fusion Reactor: 0/14 [3] |  20U + 10NG + 30H + 30M | Rushed 0 Times | Nothing Invested
Will be at 6/14, requiring 8 points. ~74% chance at 3 dice, costing 60U, 30NG, 90H, 90M

Quote
"Harvester" Automatic Mining Probes: 0/10 [2] |  50M + 100NM | Rushed 0 Times | Nothing Invested
Will be at 4/10, requiring 6 points. ~58% chance at 2 dice, costing 100M, 200NM
  Combined odds 42%. For stacking the odds better, and since this is a priority, this has ~90% chance at 3 dice, costing 150M, 300NM.

Quote
Atmospherics System Conversion 0/5 [3] |  50NG + 50M + 100NM | Rushed 0 Times | Nothing Invested
Will auto-complete before the game starts.

Conservative estimate total cost of 6 dice, 60U, 20NG, 90H, 240M, 300NM.

Build cost is 30 Advanced Plastics, 100 Uranics, 500 Metal, 300 Non-Metal +
 50 Uranics, 50 Noble Gases, 500 Metal, 600 Non-Metal +
 100 Noble Gases, 300 Metal, 500 Non-Metal
Total build cost is 30AP, 150U, 150NG, 1300M, 1400NM.

Total cost to finish research and build them: 30AP, 210U, 170NG, 1540M, 1700NM.
We have 500 for most, 1000 metal or hydrogen, and 1500 non-metal.
Metal and non-metals cannot meet this demand, let alone Jump 1's designs.



We have power, LS, and mining. I'm strongly leaning for 3 new projects next time, since the resource stress means finishing more things faster isn't as important. I'd like an engine and weapon (power stress; something unpowered would be best, and lasers are of very limited immediate use to us). I'm thinking armor (expensive, but so are repairs), sensors (To get it started with trickle research), or an asteroid docking bay for my third pick.
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Powder Miner

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #124 on: July 15, 2018, 01:00:05 pm »

I would personally suggest working on a cargo bay next turn, actually — we’re going to start raking in resources once we get that drone mining bay up and running (which we absolutely should before all else), and as the resources here prove, our current cargo bay limits are not very much at all, and we will get to raise what we can carry if we hope to be doing serious building in a few turns. Let’s not bother to rush the reactor until maybe the game starts for real — it’s not expensive, but we shouldn’t build it immediately, as the two most vital infrastructure upgrades are mining and life support, as ournlife support capacity is trash with the emergency life support.

I would suggest not bothering with armor until Turn 1, because we’ll want to know what they’ve built to attack with before we try to defend against us. A weapon may be viable, but I don’t even necessarily want to be attacking them jump 1 so much as focusing on getting in and getting out with our materials. For those purposes, engines and sensors (to see them and help dodge them) are probably the best way to go.

Therefore, my suggestion for next turn is a cargo bay, engines, and sensors.
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TricMagic

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #125 on: July 15, 2018, 01:01:23 pm »

Therefore, my suggestion for next turn is a cargo bay, engines, and sensors.
+1 to this.
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Rockeater

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #126 on: July 15, 2018, 01:03:14 pm »

How you plan to make a cargo bay better?
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

TricMagic

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #127 on: July 15, 2018, 01:06:19 pm »

Actually, we could just build another copy of what we already have. It already stores 1,500 of each. No need to reinvent the Wheel.


Specialization is also important. Holding the Noble Gasses in a single storage unit would greatly boost the amount we can carry. Same with Uranics. And we can do that just a bit later.

Or just build more as neccesary, and use the excess to boost skeleton space.
« Last Edit: July 15, 2018, 01:08:26 pm by TricMagic »
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Powder Miner

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #128 on: July 15, 2018, 01:07:11 pm »

Better organizational systems to try and hold more shit, some sort of high tech storage system, robotics of some sort, maybe redesigning the actual structure of the bay to make it cheaper since it costs quite a bit.

Really, it is literally just a big empty depressurized room right now, we could make it pressurized and give it space to organize shit and store it within an efficient 3d schema rather than a 2d one and we’d probably get improvements.

We could just make a second one, but that’s pretty expensive so at the least we should considerat a later point designing a cheaper version, OR an addon that adds extra cargo space for cheaper than it costs to actually build a cargo bay (I think this is a winner), or the improved space idea just because 400 M and 600 NM is actually a large amount of resources and we’ll be strapped for cash for the shit we want to build even with our improved mining,.
« Last Edit: July 15, 2018, 01:09:23 pm by Powder Miner »
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Rockeater

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #129 on: July 15, 2018, 01:12:54 pm »

No reason to pressurized it now, just a waste of LS, what is intresting is the high cost, how it cost more then 3 life support systems, we don't even make sure it sealed
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Powder Miner

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #130 on: July 15, 2018, 01:16:34 pm »

Yeah, it’s fuckin’ expensive, which is why after going and considering the possibility of building a second one I still want to improve it so that either we can build cheaper addons to get a bit of extra cargo space or either design (or, for that matter, revise) a cheaper or more effective bay. We wouldn’t need or want to put progress dice into it, since we’d be doing it for economy’s sake in the first place and it’s not an incredibly short term need, but we might gain from making the cargo bay’s price efficiency better.
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10ebbor10

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #131 on: July 15, 2018, 01:21:40 pm »

I don't see the need for a new storage system. Our current storage is perfectly adequate. We're not going to be stockpiling much stuff.
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Nirur Torir

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #132 on: July 15, 2018, 01:26:08 pm »

A second storage room would be nice, so we have some redundancy if it gets shot up. It's pretty expensive to get now, though.

Adding LS to a new cargo bay should increase the storage space, since the current one is organized for access by EVA suit.
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Rockeater

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #133 on: July 15, 2018, 01:31:37 pm »

LS is gonna be bigger limting factor then storage space for long time
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

10ebbor10

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Re: Arks Race - Company Ark (Jump 0, Revision)
« Reply #134 on: July 15, 2018, 01:36:38 pm »

Honestly, we should do armor and weapons next. We want, at the least, to be capable of armoring our reactor, and we want to be able to take potshots at the enemy.
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