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Messages - VoidSlayer

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3706
Forum Games and Roleplaying / Re: Outpost Delta Turn 9:Landfall
« on: February 13, 2015, 06:22:26 pm »
For the survival suits what we need is just a layer to prevent contamination from the environment and some kind of mask and back mounted battery powered filter to remove too much CO2, Nitrogen and whatever other contaminants there are.

If we are really desperate for materials we can just make the masks and filter system and just scrub off when we get back inside...

3707
Forum Games and Roleplaying / Re: Outpost Delta Turn 9:Landfall
« on: February 13, 2015, 06:16:50 pm »
We only have 5 people who can work outside the ship right now, we need to study the local atmosphere and build respirators or something.

The second exo suit is total scrap right?

That seems like a long distance for a walk, 16 hour round trip, no way we can haul a computer that far.  Design mountain bikes to retrieve the digging machines?

It will be a bit before we can start digging, lets concentrate on research first.

Wake up 3 more people to bring our total to 35 next month, if she is not up have our leader be one woken up, 32 manpower this month.

Lets have 15 manpower repair the machine shop, the exo-suit and 3 vac suited guys repair the holes on the outside of the ship, starting with cargo, with scrap and split the rest into learning about atmospheric conditions and making some kind of survival suit.

Loosing that machine shop AND exo-suit basically destroyed any manufacturing we can do right now.

Actions

Psych Card: On the Shoulders of Giants

Manufacturing & Building
[]Exosuit Constructors(one destroyed, -5 to bonus) (1 manpower) (3 manpower 3 vac suits)
                     Repair external damage, cargo bay first

[]Machine Shop & Damage Control(damaged, offline:0/100 to fix)


Mining


Engineering
[]VR CAD (3 manpower)
             Prototype mountain bikes.

Repair & Maintenance
[]Damage Control & Machine Shop(Offline)

Science
[]On the Shoulders of Giants: Biology (5 manpower, 2 vac suits)
               Research atmospheric conditions and design survival suit.

Other
[]Raw Manpower (20 manpower)
               Repair machine shop.

3708
Forum Games and Roleplaying / Re: Outpost Delta Turn 9:Landfall
« on: February 13, 2015, 04:26:12 pm »
Restore power is first priority, assuming there is nothing actively on fire.  Then exosuits and check damage.

3709
Forum Games and Roleplaying / Re: Outpost Delta Turn 9:Landfall
« on: February 13, 2015, 04:22:51 pm »
I doubt damage control needs advanced parts, its a machine shop and tools, not a 3D printer.  Lets see how damaged it is before we proceed.

Also good landing considering our entire cargo bay did not break open and vent our cargo over the surface.

3710
Forum Games and Roleplaying / Re: Outpost Delta Turn 9:Landfall
« on: February 13, 2015, 02:12:37 pm »
Close off airlocks to damaged areas, start reconnecting power, send vac suited guys into the breached areas to assess the damage.  Might want to check on cargo also...

Then seal up the breaches we need to, leave the airlocks in place to the areas we do not and check on the damage control and medbay.  Those VR pods might not have survived.

That was technically a good landing though!

After the ship is.. patched up... we can take some air readings and see how far we landed from the pods.

Edit: Yeah having the exo suits help with patching the ship from the outside is probably the best idea.

3711
Forum Games and Roleplaying / Re: Outpost Delta Turn 8.5:Orbit!
« on: February 12, 2015, 10:14:58 pm »
No the digging vehicles were in a pod A and the seed bank and OCC were in pod B, the exo suits LSLD and MFFK were in the main hold.

Organize two 10 man Emergency respond teams equipped with tools and basic parts, one stationed in the bio-dome, one in the workshop, have 5 people oversee the cargo, have the other 10 concentrate on the landing and running the ship.  I assume we have crash chairs of some kind for the actual landing?

3712
It should have been 60 turns if we go by earth months though, the months are about 10% longer then earth months, we could have a "2 day" month-turn every 10 month-turns to account for the extra 30 days of work.

Edit: meh too much work probably.

3713
So a Chiron-year is 100.8 Chiron-days, if we set up a calendar of 40 hour Chiron days (split into 'half days' for human sleep cycles, maybe an AM-PM setup of some sort) then we can have 5 months of 20 days each.  These would be the same length of a earth-month (about 33 earth-days).

This would allow tryrar to keep track of turns based on the new Chiron-Years, ages could be kept track of as basically double whatever peoples current age is.

With this setup we have about 11 Chiron Years, or 55 month-turns before the ark arrives.

3714
It is unfortunate we did not get the focus detection array, without it determining anything specific is gonna be difficult from orbit.

Yeah the plant life will almost certainly be toxic, but we can minimize exposure and keep areas free of water to prevent bacterial growth.

We do need to get that LSL built as soon as we have space and a working industry.  First research project should be a bio-survival vac suit of some kind to outfit all of our crew.

Land on the plateau

Take 1 month to survey the likely landing site from orbit.

A good map is worth it's weight in compressed food rations.

3715
Forum Games and Roleplaying / Re: Reach for the Stars [Suggestion Game]
« on: February 12, 2015, 03:38:14 am »
Attempt to Hire Mercenaries to Deal with the Mystics. Science is more important than Insane Cultism.
I don't think we have the resources to eliminate them. Our total budget is 335 worker/days. Hard to civilize people on that budget.

Let's just explore our own spot.
I would like to vote an automatic -1 against all future actions that involve violence, unless there are drastic extenuating circumstances.

Meanwhile I am perfectly open to violence! 

After we have more resources or missiles or battlestars or something.

3716
So with that much plant life, full level 4 quarantine against the native life.  Might even consider going to ice planet.

Let us land on the high plateaus, flattest area so we don't crash into a canyon or something. 

Take a month to observe local weather, map whichever area we are going to land on, look for any signs of large animals and make and launch that sat if you must.

Base construction should probably go industry and computers underground, make some living areas like habitat domes above ground, if we build up and dig down at the same time we should have double the space.

3717
The green could also be large areas with copper heavy sand or something along those lines.

3718
We did install the combined med bay/workshop/entertainment center right?  Just not seeing it on our build.  Got that instead of the full LSL so I am just making sure we at least have that accounted for.

Nor aygi Tun - Not sure what that means.

Something like green or island or something similar would make for a good name.

3719
No, I was overruled in not taking the full LSL, we only have a computer bank.

We do have the My First Factory kit, which can probably build up a LSL, add in some bacteria from my gut, the seeds in the bio dome and that foot fungus Dave has and we got starting stock.

3720
Nah, most likely the native life is like some kind of simple single celled thing.

I am just saying that if it IS a threat we can deal with it.  I would much rather study it.

But it is not a reason to exile ourselves to the arctic.

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