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Author Topic: Colony Command  (Read 9109 times)

Kashyyk

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Re: Colony Command
« Reply #90 on: August 23, 2019, 05:05:17 am »

I mean self-driving trucks that don't have mining gear attached to them so they can haul more material.

Sure, it's basically a mining drone, but it'd best to specialise them and whilst hauling a mining drone isn't using it's mining gear, so carrying it back and forth is just a waste.
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King Zultan

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Re: Colony Command
« Reply #91 on: August 23, 2019, 05:35:53 am »

You know this conversation got me thinking, shouldn't there be some drones purpose built to haul stuff around, like automated trucks?
If there are some of those we should have a few sent down.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
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Deny

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Re: Colony Command
« Reply #92 on: August 24, 2019, 01:38:03 am »

I think this means we need to build a drone repair shop or something, also it looks like we'll need to build a new Drone Hub soon.
Yes, I second building the repair shop

+1

We should also send a developer to the mining site with an armed escort to build another fence and
some turrets.
+1
+1
Spoiler: Kashyyk's plan (click to show/hide)
+1
+1

Foundation Stage; Days 12-14

With the southern threat temporarily dealt with, production is shifted to focus on the final preparations for the arrival of the colonists. Firstly the Developer drones having completed the perimeter fence now split up to further expand the colony, two drones get to work on two new Drone Hubs whilst two more drones get to work on a Refit Shop. Standard protocol calls for the refit shop to be built only after the arrival of the colonists but Standard Protocol flew out the window some time ago on this world, the end result looks from the outside like a large garage, but inside is filled with mechanical arms, small 3D printers and a myriad of tools for the maintenance and modification of Drones.

Far-Tread Robotics designed the drones for the Astral Genesis program to be highly modular, and indeed altering the base designs of the drones is not a particularly difficult task, it will however come with a cost in minerals and there are limits to what can be done especially without colonist approval, the most notable limitation being the San Jose Accords on Armed Robots which does limit somewhat the weapon capabilities of your Drones (some nonsense about preventing a machine uprising). With Colonist approval it would be possible to supersede these limitations but whether or not they will agree is another matter entirely, at the moment your Security Drones are about as armed as they can be while following the limitations of SJAAR.

The first task of the Refit shop is to fix the damaged drone, it is dragged to the shop and quickly cycled through, fortunately the damage was fairly minimal and by that night the Security drone is equipped with a new leg joint and at an acceptable level of combat efficiency. Adding more armour to the drones is however a bit tricky, the weak point that was hit was a joint and adding armour to that part isn't possible without severely limiting the mobility of the drone, thicker armour plates everywhere else is possible as well but that doesn't actually protect the weak points. The shot that took down the drone was a very lucky shot so perhaps it is okay to leave the Drones as they are for now.

Once the repairs are complete two of the Other Security drones are dispatched northwards on the next convoy to the mining site, yet again they are tailed by natives but this time the natives take action. As the convoy continues on its well worn trail the lead Security Drone observes some of the natives coming too close to the convoy and moves to intercept, however as it makes its way towards them it becomes apparent that the native had been busy last night, as the ground beneath it falls away and the drone plummets straight into a pit trap, one which unfortunately much like the last one, is lined with tar, trapping it inside.

However as some of the natives make their way forwards (there appear to be more of them than usual this time as well), they are halted by the others who start making what you by now recognize as somewhat alarmed gestures at the second Security Drone, which strides forwards to assist the first, it would appear that the doubling of the security around the convoy this time threw the natives plans for a loop. At this point the convoy halts as the second Security Drone works to free its trapped comrade, the process is simplified somewhat when the drones simply light the tar on fire, the drones themselves being extremely heat resistant, but escaping the hole still takes the better part of four hours as Security Drones aren't the most dexterous of machines. After this incident the natives mostly disperse and the convoy makers its way to the refinery without further incident, though some natives continue to track the convoy for the rest of its trip.

As a stroke of luck it appears that the Natives from the northern grasslands do not make any moves on the Refinery, and the only watching eyes come from the desert natives who followed the convoy, a single Security drone is left at the Refinery to watch over it while the other continues its work guarding the convoy. There is a slight bump in production for that day due to the delay caused by the trap but after that it appears the natives return to simply watching the convoy for the next two days.

The incident with the convoy also appears to keep the natives away form the colony as the patrolling Scout Drones along with the perimeter sensors detect no breaches and observe no native groups approaching the colony, and those fauna which do approach are seen of by the Perimeter Fence, for now it seems the perimeter is finally secure.

Longer range observations from the Aerial drones meanwhile begin to paint a slightly grander picture of this desert. The Aerial scout tracking the Saakin finds that the group (and your gifts) are now located at an oasis in the desert around which natives appear to have made some kind of Bazaar, this appears to be a trading outpost, with the Saakin bringing mostly hides and meats with them, but they also appear to have come to sell your gifts. Your craftsmanship appears to be impressive to these natives, as does the Far-Tread Robotics logo inscribed onto them, and after about two days where a great many well decorated natives approach them, your Gifts are traded to a group of natives adorned in clothing similar to what you know the city dweller wear. For now these city natives are still at the Bazaar, and it is unknown how long they will stay.

The Southern Aerial Drone meanwhile follows the armed intruders all the way back to the city. Being airborne it is able to continue to observe the natives as they enter the city, and the natives appear to go straight to one of the largest structures in the city, a temple or administrative centre most likely. It loses track of them after this, only occasionally spotting them over the next few days as they walk though the city, for now they are still in the city. However it is during these observations that it makes a very startling discovery, the natives you have been observing for most of your stay here are not the only sapient's on this planet! During its flights it spots several bulky quadrupedal creatures lumbering throughout the city, they are very squat compared to the other natives and have no arms but two long prehensile tails that rise over their backs almost like scorpion tails, except these ones end in three fingered appendages which they use to grab objects.

The other scout had seen these creatures for some time but had assumed they where beasts of burden, however the Aerial Drone observes them interacting in ways that clearly display a level of sapience, they trade, they converse, some of them even seem to order some of the city natives around! These other creatures are very rare in this city and spend most of their time near the water, some of them even entering the river for a swim at some points which the city natives have never been observed doing. They also seem to adron themselves in a different style of decorations, with long flowing robes over their backs that hang down and scrape along the ground and usually having several rings around their tails. For now observations indicate that they are not found in this specific area very much and are quite possibly amphibious, nor do they seem to be a ruling class, but they are Sapient.

Meanwhile the final two Developer Drones get to work on the final and most important step of the Foundation Stage, the Orbital Receiver Pad, this is a fairly large project as it contains not just a simple cleared space for landing. The end result is to be a large crater like space lined with multiple layers of metals and soil to take the impact without damaging the colonist pod and ringed with five specialized antenna to guide the pod in for landing. With two drones on the task it would take about five days to complete but as the other drones arrive to assist the work is completed just before sunrise on the third day. By day 15 the Receiver pad is complete, and the drones start to work on a series of other antennae to guide the Biopod when it arrives.

The Medical Drones are all gathered together to make the medications necessary for the colonists once they arrive, environmental suits will also be recommended for a while but those can be dropped with the colonists. This work is completed quickly with all three Medical Drones working on it, and with the farms now up and running, and a series of videos made by you yourself to inform the colonist of everything you have encountered so far, all the steps required for the colonists are at last complete, all that remains is the finishing of the comm's array, which should be done by tonight, and the colonist can be brought to the planet



The preparations are nearly complete and soon the colonists will be brought down, Foundation Stage is nearly over. It is time to decide priorities for what kind of colonist will be requested form the Mothership. The first wave will have 100 colonists among whom the three colony Directors are included. Director of Development (colony planning and construction, as well as exploration), Director of Population (population management and ensuring the people have what they need) and Director of Security (self explanatory). These three directors and you Augustus, are to jointly command the colony for the upcoming Colony Stage until a civilian government can be created. There are 1000 colonists total on the Mothership of maximum ethnic diversity to ensure a wide genetic sample. The colonists themselves are all fairly independently minded people used to roughing it, but they do have specific skill sets to be requested according to the priorities set by you. These range from researchers to farmers, construction workers, explorers and security personnel.

Spoiler: Colony (click to show/hide)

Spoiler: Northern Mining Site (click to show/hide)

Spoiler: Drones (click to show/hide)

Spoiler: Supplies (click to show/hide)

Spoiler: Notes (click to show/hide)
« Last Edit: September 11, 2019, 11:53:01 pm by Deny »
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King Zultan

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Re: Colony Command
« Reply #93 on: August 24, 2019, 05:27:24 am »

I guess its time to bring in the colonists, hopefully we have some linguists among them otherwise figuring out the native language will be difficult.

I say whatever people we bring down should include engineers, doctors, farmers, and linguists if we have any, but other than those types I'm not sure what else we need to start with.

Also if we have any cargo drones or something similar we should have those send down as well.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Kashyyk

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Re: Colony Command
« Reply #94 on: August 24, 2019, 06:18:31 am »

I'd like to bring the biocenter down before we bring down the colonists. If it does flub the landing and crash into the base, I'd prefer it was only drones and empty buildings that get trashed, rather than killing colonists as well.
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ConscriptFive

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Re: Colony Command
« Reply #95 on: August 24, 2019, 08:57:14 am »

First off, kudos to the GM.  I'm really digging this game world.

Okay, assuming the Biopod (some kind of cryo seed bank?) doesn't go full 9/11 on the colony, we're going to finally be set on sustainable life support infrastructure.  I'd like to talk about what kind of planetary operations we should start planning for our colonists.

Xeno Relations and Potential Uplift/Integration.
We appear to be amidst a multi-actor, multi-culture, and now multi-sapient situation.  Whilst the universal language of violence has served us well, if we wish to truly exploit the indigenous population, we'll need our Xenoliguistics/Xenology Team to establish a common language.  The so-called Saakin have potential as indigenous guides and may even be further uplifted or otherwise integrated with the colony in the long term.

Advanced Resource Extraction.
As key as our Northern Mine has been, we're going to need more than just iron to fully industrialize our efforts.  The proliferation of tar traps to the north suggests easily accessible petroleum deposits.  We'll need our Geology Team to prospect for petroleum and other mineral resources.

Ecology and the Nanomachines
Our medical drones have found a flourishing ecology apparently supported by nanomachines.  We need a Biology Team to examine what exactly is going on here, and how we can exploit it.  Furthermore, they may prospect for useful pharmacological or genetic resources for rention and further analysis at the Biopod.


With the security and infrastructure system stabilized, I recommend we prioritize Xenology, Geology, and Biology personnel in the first wave.

Naturegirl1999

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Re: Colony Command
« Reply #96 on: August 24, 2019, 09:02:04 am »

First off, kudos to the GM.  I'm really digging this game world.

Okay, assuming the Biopod (some kind of cryo seed bank?) doesn't go full 9/11 on the colony, we're going to finally be set on sustainable life support infrastructure.  I'd like to talk about what kind of planetary operations we should start planning for our colonists.

Xeno Relations and Potential Uplift/Integration.
We appear to be amidst a multi-actor, multi-culture, and now multi-sapient situation.  Whilst the universal language of violence has served us well, if we wish to truly exploit the indigenous population, we'll need our Xenoliguistics/Xenology Team to establish a common language.  The so-called Saakin have potential as indigenous guides and may even be further uplifted or otherwise integrated with the colony in the long term.

Advanced Resource Extraction.
As key as our Northern Mine has been, we're going to need more than just iron to fully industrialize our efforts.  The proliferation of tar traps to the north suggests easily accessible petroleum deposits.  We'll need our Geology Team to prospect for petroleum and other mineral resources.

Ecology and the Nanomachines
Our medical drones have found a flourishing ecology apparently supported by nanomachines.  We need a Biology Team to examine what exactly is going on here, and how we can exploit it.  Furthermore, they may prospect for useful pharmacological or genetic resources for rention and further analysis at the Biopod.


With the security and infrastructure system stabilized, I recommend we prioritize Xenology, Geology, and Biology personnel in the first wave.
+1
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ConscriptFive

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Re: Colony Command
« Reply #97 on: August 24, 2019, 04:49:44 pm »

Speaking of "maximum ethnic diversity," here's some NPCs.  Just enough detail to spark the imagination, while not burying it in minutiae and lore.

Toshiro Yutani, Director of Development
42 year old Japanese male with a doctorate from MIT in Civil Engineering.  Minored in philosophy and has published poetry.

Chitra Patel, Director of Personnel
31 year old Indian female with an MBA from Yale.  Promoted relatively young due to extraordinary ambition.

Juan Rodriguez, Director of Security
44 year old Mexican-American male military veteran.  Famously decorated as "The Hero of Houston."
« Last Edit: August 25, 2019, 01:20:09 pm by ConscriptFive »
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1freeman

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Re: Colony Command
« Reply #98 on: August 25, 2019, 06:47:24 am »

First off, kudos to the GM.  I'm really digging this game world.

Okay, assuming the Biopod (some kind of cryo seed bank?) doesn't go full 9/11 on the colony, we're going to finally be set on sustainable life support infrastructure.  I'd like to talk about what kind of planetary operations we should start planning for our colonists.

Xeno Relations and Potential Uplift/Integration.
We appear to be amidst a multi-actor, multi-culture, and now multi-sapient situation.  Whilst the universal language of violence has served us well, if we wish to truly exploit the indigenous population, we'll need our Xenoliguistics/Xenology Team to establish a common language.  The so-called Saakin have potential as indigenous guides and may even be further uplifted or otherwise integrated with the colony in the long term.

Advanced Resource Extraction.
As key as our Northern Mine has been, we're going to need more than just iron to fully industrialize our efforts.  The proliferation of tar traps to the north suggests easily accessible petroleum deposits.  We'll need our Geology Team to prospect for petroleum and other mineral resources.

Ecology and the Nanomachines
Our medical drones have found a flourishing ecology apparently supported by nanomachines.  We need a Biology Team to examine what exactly is going on here, and how we can exploit it.  Furthermore, they may prospect for useful pharmacological or genetic resources for rention and further analysis at the Biopod.


With the security and infrastructure system stabilized, I recommend we prioritize Xenology, Geology, and Biology personnel in the first wave.
+1

+1

We should request four more developer drones, three aerial drones, and three new security drones.


Spoiler: Development Plan (click to show/hide)

I believe that the natives are trying to capture our drones to get beads like their neighbors did. We should give them another alternative by following my economic victory plan.

Spoiler: Economic Victory (click to show/hide)

Back on day one, our scout saw a line of outcrops like the one our refinery is on, we never investigated them but I feel we should send one scout to cautiously move to investigate these outcrops and search for additional minerals that we can exploit.

If we can't put weapons on other drones can we modify a security drone to be able to fly. If so we should do so with two of them and use them as a quick reaction force.



Edit:
« Last Edit: August 25, 2019, 12:11:34 pm by 1freeman »
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Urist Mc Dwarf

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Re: Colony Command
« Reply #99 on: August 25, 2019, 04:35:21 pm »

I like the first part, but I think we should hold off on Plan Economic Victory until the humans wake up. We can definitely prepare for it though, by making the beads and vending machines.

King Zultan

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Re: Colony Command
« Reply #100 on: August 26, 2019, 01:25:22 am »

I like the first part, but I think we should hold off on Plan Economic Victory until the humans wake up. We can definitely prepare for it though, by making the beads and vending machines.
+1
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

1freeman

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Re: Colony Command
« Reply #101 on: August 26, 2019, 05:00:00 pm »

If you guys don't want to do operation Economic Victory, then we should have that developer drone make as many drone hubs as it can.
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Urist Mc Dwarf

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Re: Colony Command
« Reply #102 on: August 26, 2019, 11:36:42 pm »

I want to do Operation Economic Victory, just not yet. Let's lay the groundwork and get human input first.

1freeman

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Re: Colony Command
« Reply #103 on: September 06, 2019, 06:50:37 am »

We should have one of our aerial drones fly a continuous patrol over the mining road until the fence is completed.

We should have two other aerial drones spread out and map out all the indigenous populations and major landmarks within a 100 km radius of our compound.

If we do not have environmental suits for the colonists we should make them using whatever kind of drone is needed for that task and have them ready before they arrive.

If a developer drone finishes its current task it should help any other development drones finish their current task, if all tasks are completed then the developer drones should build drone hubs as long as the amount of materials in storage are >= 5.

If the scout that is sent to investigate the outcrops of minerals near the mining site finds more advanced types of ore, we should request 2 more mining drones once additional drone hubs are completed and have them tunnel underground to the new site from the refinery complex.
« Last Edit: September 08, 2019, 06:54:37 am by 1freeman »
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Naturegirl1999

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Re: Colony Command
« Reply #104 on: September 06, 2019, 06:54:11 am »

We should have one of our aerial drones fly a continuous patrol over the mining road until the fence is completed.

We should have two other aerial drones spread out and map out all the indigenous populations and major landmarks within a 100 km radius of our compound.

If we do not have environmental suits for the colonists we should make them using whatever kind of drone is needed for that task and have them ready before they arrive.

If a developer drone finishes its current task it should help any other development drones finish their current task, if all tasks are completed then the developer drones should build drone hubs as long as the amount of materials in storage are >= 5.

If the scout that is sent to investigate the outcrops of minerals near the mining site finds more advanced types of ore, we should request 2 more mining drones once additional drone hubs are completed and have them tunnel underground to the new site from the refinery complex.
+1
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