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Author Topic: Delta Pavonis C - Exploitation, Turn 2 (new players welcome)  (Read 8179 times)

Xvareon

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #75 on: February 19, 2023, 11:35:45 pm »

I think the most important thing to look into research-wise now is construction materials, actually. We're definitely going to run out of things we can reasonably improvise off the ship. Let's try to come up with something for making both temporary and permanent structures—enclosures for plants and wildlife, panic bunkers we can run into in case of weather or wildlife attacks, fences, and so on.

In review, wood and stone seem most common. We can potentially make concrete, but making a production line for it at reasonable scale would break us at this stage. Metal is out until we find ore veins. So, let's start with trees. We can use the Quad to haul wood on a travois, which is a sled attached to the back, and we have training ropes we can use to tie it with. Let's go out and cut a decent quantity of it and start figuring out what we're dealing with.

How strong is the wood? What are its properties? Does it behave like Earth trees or somehow differently? I basically just want to cut trees (Phryne's exoekeleton will help A LOT here, she's practically made for this stuff). I want to test (varieties if possible) to see if the wood's good for construction. Wood can make buildings, but also sharpened stakes for defense, storage crates & pallets for other things we find, and so on.

EDIT: I would also add to bring a laser gun, and to be ready to abort mission and drive off quickly if our activities disturb those giant creatures somehow. We can't afford to lose the Quad to some stomping elephant-ape.

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (1) - Xvareon

« Last Edit: February 20, 2023, 09:36:51 am by Xvareon »
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mightymushroom

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #76 on: February 20, 2023, 09:22:37 pm »

A quick chemical analysis of the ground itself identifies it as a composite resembling shale rock
OOC: I must admit that the "composite resembling" bit got discounted and erased in my memory. Still, there are plenty of well-defined rocks in geology. The classic recipe for cement/concrete/mortar takes advantage of calcium carbonate (i.e., limestone) chemistry, and if there were significant amounts present, then to my mind the initial round of tests probably should not have come back 'shale.' :) Any substitution using more exotic Fun With Chemistry™ will need to wait until I'm satisfied that we won't die of starvation, or for a more obvious narrative hook.

I could better justify myself in thinking that I have been too quick to dismiss the magnetite as an achievable resource. I suppose I could do some in-depth testing on the local stone to check if there any less intensive ways to liberate that from the rock matrix. I'm not confident this is the best use of the time, though, so I'm not automatically voting for it unless it attracts others' interest. Note the GM already said, "requires some setup to mine."

-----

A travois is a very good idea; I was trying to jump straight to wheeled carts and it wasn't planning out well.

I was under the impression, however, that the trees are beyond the explored area for which we have pathing? And that the ground is wet and mucky, without trailblazing won't it be quite a risk taking the quad or exoskeleton? I was waiting for next Exploration phase to make a similar suggestion.

Question: Do we have more than one exoskeleton? The number of experiments upgrades I might suggest in rounds to come will vary with how rare they are. Already, Turo wants to fit one with a bunch of actuators and a basic circuit board and get a robot to do the boring, repetitive work around here. Nothing can go wrong with that.

P.S. I don't know that concrete would break us if we discover suitable ingredients, any more than straight masonry would. It's more effort than quarrying blocks and also a great deal more shapeable as a payoff. But there is more than one step to building with it and it shouldn't work if we breeze through too many of them. One example: concrete is applied as a fluid or semi-fluid that hardens in place, and it needs forms to hold it up while it does so. From what do we construct the forms?
« Last Edit: February 20, 2023, 09:24:30 pm by mightymushroom »
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Quarque

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #77 on: February 21, 2023, 03:26:10 am »

Difficulty estimate for researching wood: I feel this has to be a Risky roll. As mightymushroom said, retrieving the wood sample is not easy at this moment, since the dropoff is pretty steep to cross even with the exoskeleton, and then you're getting into largely unknown terrain that could be tricky to get through. But you'd only be getting a sample for testing and not full-on exploiting it, so it's not harder than that. (I can't help posting a little spoiler: yes, exploring first for easier entry could help)

The classic recipe for cement/concrete/mortar takes advantage of calcium carbonate (i.e., limestone) chemistry, and if there were significant amounts present, then to my mind the initial round of tests probably should not have come back 'shale.' :)
Very good point.

Question: Do we have more than one exoskeleton? The number of experiments upgrades I might suggest in rounds to come will vary with how rare they are.
Uh good question. The NPC's are evenly divided between specialties, so there are two other Defense specialists. One of them has a very basic exoskeleton, like Phryne. So two in total.

Already, Turo wants to fit one with a bunch of actuators and a basic circuit board and get a robot to do the boring, repetitive work around here. Nothing can go wrong with that.
damn I love that tale. Did you have specific jobs to automate in mind? Doing a proof of concept for this is a valid research thing with Normal difficulty, if you leave the details of what to automate open.
« Last Edit: February 21, 2023, 03:44:23 am by Quarque »
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mightymushroom

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #78 on: February 21, 2023, 06:46:50 pm »

One of them has a very basic exoskeleton, like Phryne.
I understand that in the Solar system exoskeletons were often used as soldiers' war machines. On Delta-P-C where we have obstacles to fashioning power tools, well, every tool wielded by someone in an exoskeleton is a powered tool. Power chisels, power saws, power drills. At some point, if he hasn't already, Turo is going to want those exoskeletons to be made communal property.

As for making one (or more) into a robot, there are many uses. The clearest and most imminent is sawing lumber. Not felling trees, I wouldn't want one to come down strangely and land on valuable equipment. Once the tree is down, dividing it into timbers and boards will be an excellent test bed for the new robot. This is my answer to "how do we get machine era processing without machine era factories?" We build a machine that need not remain stationary in a factory.

The proof of concept should be designed as a modular package, capable of being fitted to and removed from the exoskeleton so as to share with human users. (It need not be a "single" piece like a human is.) Sensory hardware may be minimal; the plan for now is to use it with supervision and thus it does not need situational awareness beyond its task.
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Quarque

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #79 on: February 22, 2023, 01:04:40 am »

hmm I thought this would not involve much roleplaying, maybe I'm wrong. If it develops into heavy roleplaying, cool. In any case, confiscating personal items for communal benefit is possible (if a majority votes in favor of course), but I feel a warning is fair here. An internal conflict in your small group would be dangerous, as you have no one else to depend on. The difficulty of the roll would reflect that, unless Phryne enthusiastically supports the idea.
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Xvareon

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #80 on: February 22, 2023, 08:05:35 pm »

I would honestly prefer to just help out with whoever seems to have the better idea. I agree that going out for wood may not be the wisest thing to try at this stage, at least not until we do some more exploration. Messing with our extremely limited and precious exoskeletons by trying to slave them to remote/autonomous control, though... are we sure we want to do that now? I'd be left without an asset if trouble strikes. I don't really see that it'd effect a real difference vs. just having me work with it on projects.

mightymushroom

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #81 on: February 23, 2023, 10:53:28 am »

Well, I'd try to do it to the NPC exoskeleton, not yours. But your larger point is correct, there's absolutely no need for aggressive asset appropriation while everyone is cooperative.

Sounds like that leaves us with studying the pteroleons.

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (1) - Xvareon
Passive study pteroleons: (1) - mm
Prototype helper robots: (0)
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Xvareon

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #82 on: February 23, 2023, 11:06:41 am »

Changing my vote, then. Defense-related, I still want to look into sound emitter devices powered by our lamp posts that could be used to try and communicate with or scare away these creatures, and others that rely on sound. Research that if possible. It should just be as simple as amplifier circuits, a speaker, and remote radio control.

Oh, there's also one thing I want to point out for when we access the wetlands, since that might give us a new source of iron if my guess is right. One that humans have used for millennia.

Bog iron

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (0)
Passive study pteroleons: (2) - mm, Xvareon
    ancillary: design sound emitters for communication & deterrent: (1) - Xvareon
Prototype helper robots: (0)
« Last Edit: February 23, 2023, 11:57:48 am by Xvareon »
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Nirur Torir

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #83 on: February 23, 2023, 06:12:57 pm »

Quote
Oh, there's also one thing I want to point out for when we access the wetlands, since that might give us a new source of iron if my guess is right. One that humans have used for millennia.
They might have peat, too. I think we should consider prospecting the swamp while building a path down for the Exploration action.

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (0)
Passive study pteroleons: (3) - mm, Xvareon, Nirur
    ancillary: design sound emitters for communication & deterrent: (1) - Xvareon
Prototype helper robots: (0)
I have no opinion on the lights.
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Quarque

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #84 on: February 24, 2023, 05:02:41 pm »

Turn in ~24 hours.
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Quarque

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Re: Founders of Delta Pavonis C - Research phase, Turn 1 (new players welcome)
« Reply #85 on: February 27, 2023, 04:24:20 am »

TURNTURNTURN


Research phase 1: a new friend. (roll: [3+4+4] -2 (Normal) +1 (Social specialty) = 10, Unexpected Boon)

At the initiative of Nigel Rosenburg (+1 influence), you passively study the Pteroleons prying around your base. A few small sound recorders are installed at the light posts to study their cackling, clicking noises. You carefully follow them around with the drone to get a better idea where they go, what they eat and what they do.


The first thing you notice is that they seem to be monomorphic: there is no visible difference between sexes. If they have a sex at all. They do vary in size, with the larger ones seemingly in the lead. You do not observe them fighting to establish a pecking order, though. As for diet, the Preroleons are quite large (standing taller than a human when they land) and as such, they seem to be quite high up the food chain. Luckily, while they seemingly playfully follow the drone in the air sometimes, they do not attempt to grab it. You carefully follow a group of three to the edge of the forest and see them eat both plant material and they catch a few creatures that you see crawling through the forest in a large group. The prey looks like this:


While the brightest engineers in the crew work on algorithms to analyze recorded Pteroleon sounds, Nigel carefully approaches a group of them near the base. As before, he can't escape the impression the creatures study him as much as he studies them. A particularly large individual (standing almost two meters tall) among them looks directly at Nigel and then emits a loud series of noises. It sounds crass and yet melodious, in a way. The group flies off to the forest. After a while they return. The large Pteroleon approaches Nigel slowly and cautiously, carrying a soggy white round object with a diameter of about 30 cm. It looks vaguely like a giant turnip. The beast carefully puts it on the ground in front of Nigel and takes a few steps back, with a soft "krrrrrrr.." Nigel hesitates, but then picks it up. Oof, that's heavy. Nigel stumbles and drops it. The Preroleon cocks its head and comes closer, sniffing on Nigel and giving him a gentle poke with its head.
Nigel stands up. "Huh? Oh thanks". He nervously pats the beast.
A minute later the beast is carrying the giant turnip and walking alongside Nigel, back to the base. Phryne runs toward Nigel to defend him if necessary. The beast drops his "turnip" again and flies off, with a final nod to Nigel.

In the following days, Nigel and the large Pteroleon further bond. It does not behave as an obedient pet, but rather they develop mutual trust and respect. They can't directly communicate, but Nigel is ever more convinced that he is dealing with a highly intelligent species. Grace makes a meal out of the white "turnip". It tastes a little bitter but refreshing.

You discover that they're not at the very top of the food chain, though. One evening you notice the Pteroleons seem to be agitated by something to the north. They nervously fly around and loudly emit what sounds like a warning. After this has continued for a while, two of them fly off. You decide to follow them from a distance with the drone. It turns out they are heading to the river. You notice a few black tentacles emerge from the water and then disappearing again. The two Pteroleons directly fly toward it. As they arrive at the location, a tentacle grabs one of them and drags it under water. The Pteroleon doesn't seem to resist at all. A few moments later the other Pteroleon is grabbed and disappears as well. And then it's over. A minute later you briefly glimpse a tentacle above water, much further downstream. And that's all you find out about it. The other Pteroleons calm down.

As you're busy with all of this, the number of bugs attracted by at night by the lights increases. One night your cameras record a giant bioluminous thing flying nearby one of the lights. Unfortunately you don't get to know much else about it.

Studying the Pteroleon language, your conclusion for now is that they have highly developed speech patterns, comparable to dolphins. Indeed, like dolphins they each have a unique special pattern of clicks and caws that they might be using to identify themselves. You aren't able to fully understand it, but it is clear that some patterns correspond to "Danger". You also try out playing back some sounds to see how they respond. Replaying Pteroleon sounds leads to some excitement initially, but they soon lose interest and ignore it. You do find out that they like classical music; they respond by coming closer, seemingly calming down and imitating some of the sounds.

Following them to identify flight patterns does not reveal any nest location. All you find out on this subject is that they seem to sleep somewhere deep in the mountains and eat in the wetlands. All in all, as all good research it has answered some questions but left you with new questions. In any case, Nigel has a new friend. On the final day of the phase it even lets Nigel have a brief ride on its back - it takes just as long as Nigel can handle without losing grip.

It is now the Exploration phase. You get to propose any sort of exploration plans or new ways to explore. In addition, Nigel gets to name his new friend. You're welcome to give names to other things you discovered as well, of course. :)

Spoiler: equipment (click to show/hide)

Spoiler: influence (click to show/hide)

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Xvareon

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Re: Delta Pavonis C - Exploration, Turn 2 (new players welcome)
« Reply #86 on: February 27, 2023, 09:20:43 am »

A tentacled creature that seems to prey on these flying beasts, who don't resist at all? Yet they seemed agitated at first? Okay, barring this is somehow part of their life cycle—highly unlikely—that smacks of some kind of control mechanism to me. The drone didn't measurably pick up any sound, so perhaps it's based on scent, light, or something else. That would indicate a creature capable of gearing its hunting mechanism to different species, which means they might be able to do it to humans as well, if they had a sample to work with. I'm going to name this creature the Lorelei, after the mythological beast from Germanic folklore on Earth that lured river bargers to dash their boats on rocks. I hesitate to use "Siren" only because we don't fully understand it yet. I'm also flagging the area we spotted those tentacles in as extremely dangerous. Please note that on the map, GM. Thank you.

Did our cameras pick up any detail at all about this "giant bioluminous thing" we saw come near? Roughly how big was it relative to the other glowing bug-things? Was it the same color? Did it wobble as if having trouble with weight, or was it steady?

mightymushroom

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Re: Delta Pavonis C - Exploration, Turn 2 (new players welcome)
« Reply #87 on: February 27, 2023, 12:03:51 pm »

Heh, my instinctive reaction is that their nonresistance makes the most sense if it is part of their life cycle. We haven't identified any nests yet, and I'm not convinced we know enough to tell one kind of agitation from another, perhaps they were becoming randy.

Or, given the pteroleons demonstrate high levels of both intelligence and social bonding, perhaps the act was sacrificial rather than an unknown and unobserved form of mind-control. That's a sacrifice we can't readily afford, and I agree with labelling the river as dangerous until we have further observations.
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Quarque

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Re: Delta Pavonis C - Exploration, Turn 2 (new players welcome)
« Reply #88 on: February 27, 2023, 01:24:01 pm »

I'm also flagging the area we spotted those tentacles in as extremely dangerous. Please note that on the map, GM. Thank you.

Here you go, flagged the observation point on the Local Map. Technically there are two observation points, but they're so close together that you can't tell them apart on this map anyway.

Did our cameras pick up any detail at all about this "giant bioluminous thing" we saw come near? Roughly how big was it relative to the other glowing bug-things? Was it the same color? Did it wobble as if having trouble with weight, or was it steady?
Well Craiyon (the AI image generator) helps me out with showing you the shape and color. Regarding size, the bugs you find are very small (two cm and less) and this thing was much larger. The problem is that you don't know how far away it was, so you can't reliably know the size either. It could be anywhere between 30 cm or 3 meter. The flight pattern was a little wobbly.

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Xvareon

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Re: Delta Pavonis C - Exploration, Turn 2 (new players welcome)
« Reply #89 on: February 27, 2023, 02:52:57 pm »

I just want to say, GM, I'm kinda awed and inspired you're putting in so much effort with all these charts, maps, pics and whatnot. It makes this stand out from other forum games, that's for sure. Just putting my two cents out there.

Now then, exploration. We know the... "Pteroleons" can be friendly, even enough to bring us food to eat. I have to wonder if they would've eaten that big turnip themselves, or if they had an inkling we could from observing us and were just being nice. Our water situation is semi-stable, and we have some shelter, though our food supply is yet weak. I have some ideas to fix the latter, but that'll probably have to wait until the Exploitation phase. One thing I definitely want to do is make a water cistern, basically a well dug into the shale so we have secure supplies if for some reason the line to the creek is interrupted. But that's all for later.

I'd like to start looking for ways to make the local environment work for us. If we're in these badlands for a while, there's no reason we can't tweak things a bit. Search for spots where water collects. Soil-and-sediment hollows that don't get swept by wind and are closer to groundwater. Points where we might be able to divert a bit of the creek and use it to irrigate soil. We should have several samples of hardy Earth plants in our gene bank—kernsa (a grain that thrives in hot climates), cacti, agave, tomatoes, etc. I want to look into any good spots for tillage nearby.
Quote from: Votebox
Search for farming spots nearby: (1) - Xvareon
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