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Author Topic: Angry Red Planet - Totally And Completely Dead  (Read 48160 times)

Aqizzar

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #135 on: December 30, 2008, 09:14:36 pm »

Mars is the red planet because of rust on the surface, right? Rust is just oxidised iron. So, if there is so much iron, why no magnetic field?
Also, is there a way to de-oxidise the iron to get a source of building material?
I was mistaken in my original description - Mars does have an iron core, it's just not molten.  A giant superheated spinning ball of iron produces a lot more magnetism than a cold solid ball.  All the rust dust on the surface is another matter.  Mars is probably about as iron laden as the Earth, but the dust comes from millions of years of iron-heavy meteors vaporizing in the atmosphere.  That's probably entirely wrong, but I'm the GM so I'm going to say it's right.

Turning iron-oxide into useful iron shouldn't be too hard.  You just have to separate the oxygen out and melt-  Ah, wait.  That's you folks' responsibility.

I believed Simon had crashed to Mars in a just larger than man sized terrarrium, which was why I was using the mud. Must have missed the module part. Not that I'm complaining, mind you :P

I was confused on that as well.  I decided a lab module with a bunch of cases in it made more sense than a giant fishtank falling out of the sky.


I wonder, since such overarching goals require many years, and we go by a maximum of... 1 day per 2-3-4 days? Yeah, this might take a while. :D
That's just until the emergencies die down.
Once a semi-permanent base is up and running, to include semi-replenishing food/water/air supplies, I imagine the turns could be a month at a time, or more.

I've been thinking a lot about this, and I've got a few answers - I should run this by you all now to see what you think.

As the colony gets properly established and builds some actual infrastructure, it'll take some constant effort by a few people to maintain.  Botanists to tend the greenhouses, mechanics to repair jury-rigged machinery, etc.  Meanwhile, groups will head out to do other missions like mining ice, or investigating unknown things.

I hope to keep it somewhat tight and interesting by handling activity in a episodic, multi-plotline way.  Like: Turn 14.1 - Pitor, Harry, and Vlad dig for ice. Turn 14.2 - Faris, Sean, and Louise hunt down radio signals. Turn 14.3 - Roy, Strife, and Squeegy fix odd equipment failures.

The obvious implication here is that most of the time, a few people will be out having fun and dealing with immediate decisions, while everyone else is back at base doing chores.  There will be updates, probably consecutive ones, where some players will stuck saying "Yes, I'm still throwing playing cards in a hat" as their continuous action.

The dramatic irony in this is that it's characters doing chores that really keeps everyone alive, but the players stuck doing them will be bored.  This is an outlet for people who would rather only check in once and a while, but means that the vital stuff is in the hands of players most likely to drop inactive, leaving their characters to go berko and put everyone in jeopardy.  It's gettin' all meta-gamey in my head, but I'm sure you'll all surprise me.

I'll do my best to generate weird problems to deal with, and rotate the skills needed to give every character something to do, but there will be slow patches, and I don't want the situations I throw you in to sound contrived.  Of course, so far we've got riding from orbit in refrigerators and turning carbon nanotubes into a planetwide terraformer, so I don't know why I'm concerned about contrivance.  Between my ideas and yours, I'm sure we'll keep ourselves entertained for a while.
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Strife26

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #136 on: December 30, 2008, 09:28:47 pm »

With the ideas of the assembled members, we could, conseivably, stay amused for several enternities. Provided we don't get bored.
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deadlycairn

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #137 on: December 30, 2008, 10:30:26 pm »

I don't see how my landing in a terrarrium makes less sense than a fridge, but I'm still glad I got more to work with - even if I don't know what that more is yet.
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Sean Mirrsen

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #138 on: December 31, 2008, 07:13:36 pm »

Interestingly, with enough forward velocity one could survive reentry onto Mars in a fridge - remembering that Mars's gravity is 40% of Earth's, you would really only need a large curved piece of land - like the side of Olympus Mons. You'd tumble down the side and eventually come to a stop without extreme deceleration. In theory, anyway - with enough forward velocity you could crashland safely onto anything, just match up your approach trajectory to dig a few inches into the anything's surface.
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Game Two, Discontinued at World 1.

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Serg

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #139 on: January 01, 2009, 03:08:09 am »

Sorry I'm late, but, it seems to have been implied that the air leak hasn't finished sealing, so I will continue to do that. But if it was, start looking for the water leak.

(Everyone else on the planet mars survived, except for the hydroponics lab which filled to the top with water, and everyone drowned. On mars.)
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Duke 2.0

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #140 on: January 01, 2009, 03:18:16 am »


 Things you don't want to die by on Mars:

 Bear Attack
 Mugging
 Hit by a car
 
 Seriously, don't die due to these things. Do it on Earth. Die from, Radiation, hunger, cold, whatever.
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Aqizzar

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #141 on: January 01, 2009, 05:05:50 am »

Sorry I'm late, but, it seems to have been implied that the air leak hasn't finished sealing, so I will continue to do that. But if it was, start looking for the water leak.

I only now realized that I didn't fully update the location statuses in the master list.  I'm about to start on the next turn, so everyone just pay attention to the results in the turn post itself.
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Sean Mirrsen

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #142 on: January 01, 2009, 06:04:18 am »

Well, getting hit by a car on Mars is still a viable demise, as is mugging. I doubt we brought any bears though.
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Aqizzar

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #143 on: January 01, 2009, 06:05:55 am »

Well, getting hit by a car on Mars is still a viable demise, as is mugging. I doubt we brought any bears though.

Won't you be surprised.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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Sean Mirrsen

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #144 on: January 01, 2009, 06:08:08 am »

Ah, yes, silly me. I forgot our equipment and cargo is also selected by NASA.
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Asheron

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #145 on: January 01, 2009, 11:03:40 am »

Ah, yes, silly me. I forgot our equipment and cargo is also selected by NASA.
Which means we also have something with us that can potentially destroy the entire planet in the blink of an eye.
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Sir_Geo

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #146 on: January 01, 2009, 11:37:45 am »

Nukes? ohh, I want some! :P
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Sean Mirrsen

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #147 on: January 01, 2009, 12:01:04 pm »

Yes, I can just imagine NASA engineers supply us with surplus nuclear reactors. Packed into one pod with seven tons of mining charges and using the same faulty retrorockets for landing.
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Game Two, Discontinued at World 1.

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Strife26

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #148 on: January 01, 2009, 12:11:27 pm »

Remember, Strife is competent in nuclear technology! And he's not NASA!

I call all nukes. Unless I die, then whoever can have them.
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Sir_Geo

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Re: Angry Red Planet - Turn 2 - Welcome to Mars
« Reply #149 on: January 01, 2009, 01:55:32 pm »

Oh so i have to work for them I see.
Note to self: kill Strife as soon as possible! ...erm I mean befriend him...*hides knife*
« Last Edit: January 01, 2009, 01:57:48 pm by Sir_Geo »
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