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Author Topic: Build a Colony: An educated adventure.  (Read 74384 times)

Taricus

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Re: Build a Colony: An educated adventure.
« Reply #480 on: January 14, 2012, 03:06:53 pm »

Genetic engineering and reality don't mix Armok, or at the very least the lines get blurred.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #481 on: January 14, 2012, 03:13:37 pm »

I'll vote for the Übermensch, not because I think it'll work (putting too much untested stuff in all at once will cause massive instabilities) but because it makes a good research case. I think we'll wind up with a horribly mishapen blob incapable of keeping it's heart beating for more then a couple seconds. But thats the first try. Practice makes perfect and we need to practice. Pluswe should learn at least one skill from the attempt. and we can always feed the genetic failure back into the cloner to recycle it into something useful.


I'd support this as well. This would make a good test case for future models. We need experimentation that might bring useful results, not experimentation for the sake of producing strange clones that might be useful for one thing. We can save the really crazy stuff for when we have the material and cloning pods to spare.

Armok: Those weren't intended as 'plug and play' suggestions, but as general areas that we should try to research in. I could have spent a few hours documenting the exact changes I would shoot for in proper terminology, but frankly, I've got better things to do. It isn't as if we're modelling the exact processes our character takes to produce these results, and the whole research and experimentation process is a bit too abstracted for us to get into arguments over what is or isn't 'realistic', especially given that



It is the distant future and you are aboard a Colony ship headed for Deep Space: The current frontier. Like all passengers on the ship you will be left on a habitable planet. From there you will build a colony using the wonderful technologies of the future and become rich beyond your wildest dreams!


is the setting. With that we could very easily justify handwaving all sorts of absurdly simply modular biological construction, but I think most of us are making the effort to walk the line between realism and fun.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #482 on: January 14, 2012, 05:46:48 pm »

Spoiler (click to show/hide)


This.

The übermensch thing seems a bit overkill, I don't think we wanna risk ending up like doctor Mengele, stuff gets reeeallly psycho once you go that way. I suspect Armok is trying to get the maximum profit and being as efficient as possible, but there's no need to experiment with things we don't need. So what is our goal? Becoming an interstellar tradebaron, becoming incredibly rich? Exploring the planet? Seeing how far the technology tree goes, developing our base? Building a great and prosperous colony? Profit? Fun? I dunno. I'm all for creating the Halo Spartans/Warhammer Space Marines and perhaps specialized stealth/scout clones. But I am saying that making superclones is okay as long as we don't screw around with moral standards and our reader's comfort.

Something else: even though we're many years into the future our biggest threat is still WILD ANIMALS. Whoa. We're 1000-something years in the future but we're being butchered like club-wielding loincloth monkeys. How about electrified barbwire, or better still, energy field wall-projectors. We don't have to kill them if they can't reach us in the first place. The enemy can't win if they can't score in the first place.

Another idea would be to get decent barracks where many clones can sleep, eat, rest, train and store all sorts of weapons and items. A nice, big, sturdy hall with enough room for just about twice our population so far and optionally with sealable doors. I propose connecting the two houses and knocking out the walls, creating a big single building. We could recycle the walls that'd have to be removed.

Finally and last priority: a Garage where we can make Vehicles of all sorts. Light buggies to begin with, eventually heavy load trucks and combat mechas.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #483 on: January 14, 2012, 06:15:29 pm »

I'm trying to get as much variation as possible as fast as possible, to see what kind of thing works and what doesn't, while still getting something somewhat useful out of it. Science.

Also, the "übermensch" is basically just really athletic. And has 6 arms, and that's it. The rest is just disadvantages to it to maximize those things and details on how exactly to accomplish it.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #484 on: January 14, 2012, 06:17:21 pm »

Instead of extra arms, we might want to try two arms and then a pair or two of combat tentacles, as long as we all understand that we won't be going there. That'd probably be less awkward if we want 6 grasping limbs.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #485 on: January 14, 2012, 06:20:59 pm »

Just push all the buttons on the cloning module and see what comes out.
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raptorfangamer

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Re: Build a Colony: An educated adventure.
« Reply #486 on: January 14, 2012, 06:28:27 pm »

Just push all the buttons on the cloning module and see what comes out.

THIS.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #487 on: January 14, 2012, 07:11:49 pm »

combat tnetacles are good except a) we were asked not to make abdominations, and b) we don' have the code for real tentacles, so we'd have to use whatever muscular hydrostat we do have, wich means they'd be ginat tungues, wich is disgusting.
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #488 on: January 14, 2012, 08:13:27 pm »

I'm not deciding anything. I just seem to be the only person here who knows basic biology and respect the GM enough to assume he'll at least try to make things realistic.
Yes. As you are the only person in these forums who has an inkling of biology knowledge.
Don't overplay yourself. Its annoying.

Maybe, concerning the blood of our clones, we could make it have a higher platelet count? Assuming that we can keep it at still healthy, but at higher levels, that would help with most cutting wounds, and the like. Perhaps also increasing the amount of Hemoglobin? Just a suggestion.
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Orb

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Re: Build a Colony: An educated adventure.
« Reply #489 on: January 14, 2012, 09:08:36 pm »

I was just curious. Have you pre-planned invasions and attacks Lincoln? For instance, on turn 100, 'Omni Corp' attacks with 6 combat clones armed with normal lasers from the west?

Or are you just winging it, basing attack strength on how strong we are?
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Evil Lincoln

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Re: Turn 51
« Reply #490 on: January 14, 2012, 09:15:03 pm »

Turn 52
Colony:
Spoiler (click to show/hide)

You purchase the concrete blueprints for 70 yollars.

Colonytech agrees to your new offer of 20 per clone and 370 as an opening payment and you send them the DNA. You soon after receive your 370 yollars. (+25xp for completed deal)

You use the payment to purchase a mineral scanner from Omnicorp for 250 yollars.

What's this? Ardin is evolving going up a level.

Pick one perk to continue:
Big League Bargainer:5% discount with all large corporations.
Laser optimisation:You can optimise lasers you own to only use 0.5 charge per shot.
Quick Cloning:All clones are produced 10% quicker.
Experimentation:Experimental clones are less likely to fail.
DIY:you receive a 10% discount on module components (excludes blueprints).
6th Sense:You will have visions of key events before they occur.

Looks like your delivery has arrived. The forman in charge of the shuttle (who appears to not be a clone) walks up to you and asks where you want the cryopod, then he flicks you 20 yollars.
You ask what he gave you money for.
He tells you to "Buy some godamn pants."

All of the clones wake up and you tell them to go help the other clones. One of the basic clones doesn't have anything to help with so you tell him to put the cabbages into the barrel.

You think about making a number of clones but the one that stands out to you is a 'Minnion' clone.
Quote
>* MINNIONS: this one is probably best described as a list of features and their consequences:
* Dwarfism: smaller size, meaning needing less nutrients and such, and quicker growing to it's full size
* Force grown: grown as fast as possible, at the cost of durability, intelligence, and increasing the risk of defects. going to grow fast enough as it is.
* Cut corners: reducing the cost of growing and the amount of food needed by reducing organs and muscle mass, and any parts of the brain not stimulated by an education.
* Slow metabolism/cold blooded: reduce food needed, at the cost of reaction speed and the ability to withstand cold. They will already not need much food because they are small and they won't be able to sleep in the rain if they can't withstand the cold.
* Natural blood opioids: increased ability to withstand pain, fear, discomfort, and general mistreatment. Stuff like sleeping in the rain, eating the same crappy food all the time, or being treated as expendable cannon fodder. Reduces intelligence and ability to detect and avoid harm.
* Twinned: grow like Siamese twins joined slightly at the head, two in a single tank counting as one clone. The input stream from education is duplicated so bot the clones receive the same one. immediately before decanting they'll split and from then on act just like separate clones.
Summary: Extremely cheap, small, crappy clones that can be produced two at a time.

Although to avoid to many defects you cut down on some of the redundant features. You estimate it will take you 5 turns to work out how to make the first prototype. In the mean time you start growing another worker clone.


You currently have 105 yollars

Hyportech Metals Catalouge:
Name:Cost:Strength
Arodine31
Red Arodine3.61.2
Borine62
Red Borine7.22.4
Colline93
Red Colline10.83.6
Blue Colline186
Laticed Blue Colline248

Omnicorp Catalouge:

Name:Cost:Description:
Omnicorp Capacitor450
Spoiler (click to show/hide)
Omnicorp Basic Smelter500
Spoiler (click to show/hide)
Omnicorp Normal Smelter900
Spoiler (click to show/hide)
Omnicorp Basic Planter Module900
Spoiler (click to show/hide)
Omnicorp Normal planter Module1400
Spoiler (click to show/hide)
Omnicorp Anti-Tank Plasma Turrent.2000
Spoiler (click to show/hide)
Omnicorp Basic Accelerated Growth Cloning Module2000 1200
Spoiler (click to show/hide)
Omnicorp Normal Accelerated Growth Cloning Module4000 2400
Spoiler (click to show/hide)

Omnicorp Weapons/tools:
Name:Cost:Description:
Fixed laser350
Spoiler (click to show/hide)
Hand-held Mineral Scanner250
Spoiler (click to show/hide)

Omnicorp Vehicles
Name:Cost:Description:
Light inter-colony Shuttle3000
Spoiler (click to show/hide)
Medium inter-colony Shuttle4500
Spoiler (click to show/hide)
Buggy800
Spoiler (click to show/hide)
Combat Buggy1000
Spoiler (click to show/hide)
APC1500
Spoiler (click to show/hide)



Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1600
Spoiler (click to show/hide)
Enhanced Accomodation Module2400
Spoiler (click to show/hide)
Basic Medical Module1300
Spoiler (click to show/hide)
Cryogenics Pod200
Spoiler (click to show/hide)
Refrigeration Box150
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Cloning Module Lifeform Analyser400
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms70 40
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel20
Spoiler (click to show/hide)
Crate15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Concrete70One unit of both sand and gravel
Spoiler (click to show/hide)
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)
Electric Pump1208 units of metal.
Spoiler (click to show/hide)


Night will come in 3 turns.

Power: 5 (+1/-0.5)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)
Party Members:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.
Hyportech Mining is selling a variety of metals.
The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered.

To place an advertisment of your own will cost 50 yollars.


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 14, 2012, 09:29:24 pm by Evil Lincoln »
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Elfeater

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Re: Build a Colony: An educated adventure.
« Reply #491 on: January 14, 2012, 09:20:52 pm »

Buy pants
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #492 on: January 14, 2012, 09:29:38 pm »

Screw that. Mad Eccentric Scientists don't need pants! In fact they interfere with our mad ambitions amazing experiments!
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #493 on: January 14, 2012, 09:31:01 pm »

I suggest we get DIY or 6th sense as our first perk. Have someone use the mineral scanner around our camp to look for stuff. Also, is it possible for us to refine chemicals?
« Last Edit: January 14, 2012, 09:32:41 pm by RulerOfNothing »
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #494 on: January 14, 2012, 09:33:58 pm »

6th sense sounds good.
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