Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Draxis

Pages: 1 ... 25 26 [27] 28 29 ... 80
391
I won't just be rolling one die every turn; there will be several, and for something to go critically wrong will take a very low roll; however, even with good maintainance and construction minor damage will likely build up over the years to the point where something reaches critical levels, as rolls for the crew to make things significantly better without a dedicated effort will be harder than rolls for wear to take place.

You can do however many actions you want each turn, within reason - each turn is 5 to 15 years - because with such a large crew compared to the requirements there will be lots of free time left over for actions to be done.  However, the more time-consuming things are done the more the crew will become stressed out (mostly for standing orders, not usually one-off jobs,) which is obviously not helpful.

392
Allright. So, when are we ungrateful bastards getting an update?
Now!

Update 7: Launch!
April 2053. edge of the Solar system

With everything and everyone loaded and the reactors heated up and tested, the Outpost ship (named, at the last minute, Heart of Gold) is ready for launch. The scaffolds are cast away, and the engines brought to full power; the ship pulls away from Lunar Base and towards its destination with no problems - every system is working as demanded.  The ship's 15 crew are able to spend most of their time relaxing - though of course, they are too expert to allow it to get in the way of their duty.  As the ship passes through the outer limits of the Solar system, the crew reflects on what they have left behind, and what they are even now approaching.



What they are even now approaching is the second stage of the game - the Flight Stage!  The game proceeds in 5-year turns now - 11 of them will be needed before the ship reaches the destination system, assuming there are no delays.  Also, nothing much will happen in many of them - unless something goes critically wrong (maybe well...), or problems somehow build up to the point where player intervention is needed most will be simply 10 minutes of making a few rolls and writing up a summary of "Everything was pretty good, but a few pipes exploded and Crewman Jim fixed them."  As such, I will be running the 5-year turn in groups of three and grouping up the summaries of those three into a single post.

Of course, if player input is needed for any reason within these groups of turns, I will interrupt and post an Event update or series of them.  Input won't really be as structured in this phase as in the others, mostly consisting of event reactions and write-ins.  You can assume that the crew will generally act sensible and responsible on their own.



Update 7 Status: April 2053, Post-launch.

Starship: Heart of Gold, hybrid Ark-Outpost Ship
Total Size: 160 units
Structure mass: 105 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power. 1 crew.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.
  • Large Cargo Bay.  Cost 4 RU. Size 43. Mass 2. Cargo Space Filled: 40/40
    • Organic sludge processor Cost 2 RU, Size 2, Mass 1.
    • Automated production line . Cost 20 RU, Size 4, Mass 7.
    • Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
    • Optronic Central Computer.  Cost 10 RU. Size 2. Mass 2.
    • Seed Bank. 2 RU, 4 mass, 3 size.
    • D&D vehicles. Cost 2RU, size 4, mass 4
    • Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 2, Mass 2
    • Ore Processor. Cost 6 RU, Size 4, Mass 5.
    • 4x Advanced parts 3x4 RU. Size 1x4. Mass 1x4.
    • 3x Basic Parts 2.3 RU. Size 1x4. Mass 1x4.
    • Advanced Medical Supplies 2 RU, size 1. Mass 1.
    • 2x vac suits 1x2 RU, Size 1x2, Mass 1x2.
    • 2x Air tanks. 1x2 RU. Size 1x2. Mass 1x2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power.
  • Biodome. Size 20. Mass 2.
  • MCF Fusion Reactor. Size 5x2. Mass 3x2. 75x2 to 37.5 power. Uses 1x2 to .5 Fuel/Yr.
  • Smart Command Centre. Size 2. Mass 2. -3 power. 1 crew.
  • 10 Small Fuel Tanks.  Size 2x10. Mass 3x10. Fuel 8x10
  • 3 Improved Ion Drives.  Size 3x3. Mass 7x3. -6x3 power. Thrust 9x3.
  • Focused Detection Array. Size 1. Mass 1. -2 power.
  • 4x vac suits in hallways. 1x4 RU. Size 4/6. Mass 1x4

Expert Crew Bonus: +5 to all relevant rolls in the Flight phase, due to high levels of training and familiarity with the ship in the crew.
Masterful Engineering Bonus: Effects of having 40 vacuum suits in the crew spaces minimised - only minor mobility issues remain.
Rugged Construction: +5 to all rolls relevant to the ship being overengineered and tested further than usual.
Atmospheric Flight Capacity: While not graceful, the ship is capable of landing with relative precision and control for a multi-thousand-ton brick, on any planet with an atmosphere at least.

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 80 units
Fuel remaining at destination: 27 units

Crew Lifesupport: 25
Required Crew: 2
Crew Awake: 15

Destination: Star A, distance 1.
Max. thrust: 27
Flight time remaining: 53 years (mass/thrust*distance*5 years)

Standing Orders:
  • Keep 15 crew awake, rotated in shifts of 5 on duty at any time.
  • Shut down as much as possible 1 month every 5 years for intensive maintainance, and swap out which reactor is being run then to maintain the other.



Quote from: Turn 7 Orders, taking effect in April 2053
     [ ] _____________________________
     ...



If people have problems with the multi-turn updates, I can do them singly, but with such a long flight time I would prefer not to.

393
They will be 5 years, but I plan to just roll them one after another until something requiring player input comes up and post them in big blocks.

394
There are about 150 crew members to be rotated through.

395
Update 6
January-March 2023.  Lunar Base. 

Quote from: Proposal
Phase 1 Turn 5 orders: January-April 2053.
    Ship modifications: (choose up to 4)
         - Improved Ion engine  (30 RU)
         - Improved Ion engine (30 RU)
         - Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW.
         - Aid Science and Engineering team, do what needs to be done. Disassemble self for resources if needed.
    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Find some solution to reduce hindrance/ damaged cargo from loose Vac suits. In fact, turn a liability into a benefit. Easy access to vacsuits reduce chances of violent decompression, provided you don't trip over them, or get them smashed into your face. [2 RU, size unit, if needed.]

    Cargo purchase: (choose any number)
        Cargo Bay:  (36RU)

Seed Bank. 2 RU, 4 mass, 3 size.
D&D vehicles. Cost 2RU, size 4, mass 4
Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2
Ore Processor. Cost 6 RU, Size 4, Mass 5.
Advanced parts x4 (12 RU, Size 4)
Basic Parts x3 (6RU, size 3)
Advanced Medical Supplies x1 (2RU, size 1)
2x vac suits (2RU, size 2)
2* Air tanks

Corridors/storage lockers (4/6, 4RUs)

4x Vac Suits (4RU, 4 size)

Launch in April

Ship modifications: (choose up to 4)
         - Improved Ion engine  (30 RU)
         - Improved Ion engine (30 RU)
         - Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW.
         - Aid Science and Engineering team, do what needs to be done. Disassemble self for resources if needed.


With only 3 months left before the final pre-launch preparations, the Base crew work hard to get the ship finished - assembling the remaining engines, mounting a large sensor pod behind the biodome, completing the control and lifesupport systems, and running as many system tests as possible.  Everyone not involved in these last stages of the project enters the completed and primed cryobays, the last of the cargo is loaded, and by launch time everything is ready. The random event roll was subsumed into this; you got an 80 so everything was done on schedule or before, and nothing happened of note.

- Find some solution to reduce hindrance/ damaged cargo from loose Vac suits. In fact, turn a liability into a benefit. Easy access to vacsuits reduce chances of violent decompression, provided you don't trip over them, or get them smashed into your face. [2 RU, size unit, if needed.]
(51) While vacuum suits are fairly resistant to impacts and vibration, they are quite bulky, and to remain usable on short notice they must be stored in a way that leaves them somewhat in the way of many crew activities.  The of the 60 suits taken on board the ship, 40 will be packed into the crew spaces instead of the cargo bay for easy retrieval, cannot be simply crated down because of the close spaces of the corridors and the need for easy access.  A group of engineers is given some time and whatever scraps of material are left from the construction and told to figure out a way to store the vac suits conveniently.  They report back in late Febuary with their plan of action: build into the open conduit spaces running above many of the hallways small cable assemblies such that the suits will be affixed to the ceiling, but with the pull of a slipknot at each limb they can be brought down in seconds.  Of course, putting them back is practically impossible while the vessel is accelerating.

The Chief of Engineering is taken with the elegance of this system, but the Admiral's Second-in-Command is not.  He quietly orders a group of Navy personnel to confiscate the suits and Velcro them to the walls of wherever the crew will be spending lots of time.  Problems for having things in the hallways mostly removed - though the space is still that much more cramped, the suits should be always accessible and not floating around.



Phase 1 Turn 6 Status: April 2053.

Starship: UNNAMED, hybrid Ark-Outpost Ship
Total Size: 160 units
Structure mass: 105 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power. 1 crew.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.
  • Large Cargo Bay.  Cost 4 RU. Size 43. Mass 2. Cargo Space Filled: 40/40
    • Organic sludge processor Cost 2 RU, Size 2, Mass 1.
    • Automated production line . Cost 20 RU, Size 4, Mass 7.
    • Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
    • Optronic Central Computer.  Cost 10 RU. Size 2. Mass 2.
    • Seed Bank. 2 RU, 4 mass, 3 size.
    • D&D vehicles. Cost 2RU, size 4, mass 4
    • Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 2, Mass 2
    • Ore Processor. Cost 6 RU, Size 4, Mass 5.
    • 4x Advanced parts 3x4 RU. Size 1x4. Mass 1x4.
    • 3x Basic Parts 2.3 RU. Size 1x4. Mass 1x4.
    • Advanced Medical Supplies 2 RU, size 1. Mass 1.
    • 2x vac suits 1x2 RU, Size 1x2, Mass 1x2.
    • 2x Air tanks. 1x2 RU. Size 1x2. Mass 1x2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power.
  • Biodome. Size 20. Mass 2.
  • MCF Fusion Reactor. Size 5x2. Mass 3x2. 75x2 to 37.5 power. Uses 1x2 to .5 Fuel/Yr.
  • Smart Command Centre. Size 2. Mass 2. -3 power. 1 crew.
  • 10 Small Fuel Tanks.  Size 2x10. Mass 3x10. Fuel 8x10
  • 3 Improved Ion Drives.  Size 3x3. Mass 7x3. -6x3 power. Thrust 9x3.
  • Focused Detection Array. Size 1. Mass 1. -2 power.
  • 4x vac suits in hallways. 1x4 RU. Size 4/6. Mass 1x4

Expert Crew Bonus: +5 to all relevant rolls in the Flight phase, due to high levels of training and familiarity with the ship in the crew.
Masterful Engineering Bonus: Effects of having 40 vacuum suits in the crew spaces minimised - only minor mobility issues remain.

Total mass: 286 units.
Free space: 1 units.
Required power: 72 units.
Maximum power output: 150 units.
Total fuel: 80 units
Fuel remaining at destination: 27 units

Crew Lifesupport: 25
Required Crew: 2

Destination: Star A, distance 1.
Max. thrust: 27
Flight time: 53 years [/i](mass/thrust*distance*5 years)

Recommended Launch Date: April 2053. LAUNCHING
Late Launch Date (chance of being caught in edge of radiation storm): July 2053.




Quote
Phase 1 Turn 6 orders: April 2053
    Ship's Name: _____________
    Crew to remain awake(2-25): _____________



I will be running the launch update in a day or two.

396
A 100 would have been something more than RU, especially at this stage; maybe a transmission from the surface about some important item or information, a sudden scientific or engineering breakthrough or something which would have been helpful at the destination, or something to that effect.  I shouldn't have given RU twice anyway, but was just lazy the second time a roll around 70 came up.

397
If you mean the Weapons one, probably an amazing speech leading to nullifying all possible morale problems for some turns.

398
Yeah, forgot to update that again.  Fixed.

399
Update 5
October 2052-January 2053.  Lunar Base. 

Quote from: Three Engine version (Final edition?)
Phase 1 Turn 4 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Atmospheric Flight conversion Cost 10 RU. Mass 15 units. Size 5.
         - Smart Command Centre 30 RU. Size 2, Mass 2. Electricity 3 MW
         - 10*fuel tanks (Total fuel 80) 2x10 RU. Size 2x10, mass 3x10.
         - Improved Ion drive Size 3. Mass 7. Electricity 6 MW. Thrust 9.

    Science/Engineering Project: (choose 1, say how much RU to spend)
         - Expert crew cataloging. RU 0.

    Cargo purchase: (choose any number)
         - Automated sludge processor Cost 2 RU, Size 2, Mass 1.
         - Automated production line . Cost 20 RU, Size 4, Mass 7.
         - Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
         - Optronic computer  Cost 10 RU. Size 2. Mass 2.
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate

As most of the ship's front is finished, the hull plating is now being added - aiming for a form which will allow some atmospheric control.  No outpost ship is exactly graceful, and this oversized one less than ever, but it should be able to reliably keep the bottom side down and the landing site within a few kilometers of the target, at worst.  Some cargo is now being produced, to be loaded into the ship's cargo bays just before launch.  The first of the engines is being installed as well, and the huge fuel tanks carrying fuel for the reactors - at this point, everything except for the command center is in place for launch.

         - Expert crew cataloging. RU 0.
(96)  During the early planning period, as construction was just beginning, everyone with space-flight experience was required to go through a set of physical, psychological, and practical tests, and everybody who scored highly across the board was marked as potential crew material and set to training.  Now, nearly a year later, the Base's Chief of Personnel and their assistants began working to determine which of those should actually be woken during the journey. 

They find that of those who entered the training program, almost all are highly competent and disciplined, though somewhat fatigued, thanks to the efforts of the program's director, who apperantly requisitioned every ship which was not in use hauling materials to the shipyard to simulate various scenarios, and even sent the future crew with the engineers working on the ship's critical systems to learn how the ship worked and how to make it do so.  The Chief of Personnel helps to organize them, and work out a waking schedule which will avoid any known conflicts between the crew members or any "changing of the guard" scenarios which could lead to disorder and failure to keep the next group informed.
       
Bonus gained - Expert Crew.  +5 to all appropriate rolls during the Flight phase.  Cannot negate or cause a critical roll, but can mitigate the effects of one.

(93) Take weapons crate  The adniral manages to convince the other Base leaders that carrying the crate would at worst be a waste of space, and at best serve to protect against any riots or other problems which may emerge; the vote comes out strongly in favor of taking the crate.  He then meets with the group who had been speaking against it, in an attempt to convince them as well.  They aren't really convinced, but they do agree to deal with it and follow the vote without doing or saying anything which would hurt relations between them and those in favor.

Random Event Roll: 70.   With the Outpost vessel nearly complete, the ships previously used in the crew training program are returned and disassembled.  +10 RU.



Phase 1 Turn 5 Status: January 2053.

Resources:108 RU.
Starship: unnamed, hybrid Ark-Outpost Ship
Total Size: 160 units
Structure mass: 105 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power. 1 crew.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.
  • Large Cargo Bay.  Cost 4 RU. Size 43. Mass 2. Cargo Space Filled: 14/40
    • Organic sludge processor Cost 2 RU, Size 2, Mass 1.
    • Automated production line . Cost 20 RU, Size 4, Mass 7.
    • Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW.
    • Optronic computer  Cost 10 RU. Size 2. Mass 2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power.
  • Biodome. Size 20. Mass 2.
  • MCF Fusion Reactor. Size 5x2. Mass 3x2. 75x2 to 37.5 power. Uses 1x2 to .5 Fuel/Yr.
  • Smart Command Centre. Size 2. Mass 2. -3 power. 1 crew.
  • 10 Small Fuel Tanks.  Size 2x10. Mass 3x10. Fuel 8x10
  • Improved Ion Drive.  Size 3. Mass 7. -6 power. Thrust 9.
Total mass: 238 units.
Free space: 8 units.
Required power: 58 units.
Maximum power output: 150 units.
Total fuel: 80 units
Fuel remaining at destination: -22.25 units


Crew Lifesupport: 25
Required Crew: 2

Destination: Star A, distance 1.
Max. thrust: 9
Flight time: 132.22 years [/i](mass/thrust*distance*5 years)

Recommended Launch Date: April 2053
Late Launch Date (chance of being caught in edge of radiation storm): July 2053.




Quote
Phase 1 Turn 5 orders: January-April 2053.
    Ship modifications: (choose up to 4)
        ( )
        ( )
        ( )
        ( )
    Science/Engineering Project: (choose 1, say how much RU to spend)
        ( )
    Cargo purchase: (choose any number)
        ( )
        ...



Those rolls.

400
They can do it just fine, as long as they do actually receive maintenance before starting up again - not doing so risks electrical damage and possibly fires.

401
Yes, but fusion reactors can't go below 50% power.

402
Other Games / Re: THANCS - a Newtonian space TBT
« on: January 26, 2014, 09:11:01 am »
Girlinhat just said that she wouldn't have time to continue the game and that we should do so without her; can we somehow transfer her ships to Ekolis' control?

403
Alright, unless the plan suddenly starts changing again I'll update in about an hour.  If there are any more changes, make them soon.

404
He swapped it for the General Laboratory.

405
But sure, a lab sounds very helpful - more so than meat-vats by far, actually.
That means you're good with the three-engine plan?

Pages: 1 ... 25 26 [27] 28 29 ... 80