Outcast Quest [Updated 10/10/18 - Turn 14]

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Razor One
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Re: Outcast Quest

Post by Razor One »

Okay, voting is closed. Here's what won with their attendant rolls:

[X] Colonial Point Defense Mounting (No roll for this)
[X] The Final Debate (Rolled 74 + 16 = 90)
[X] Shearing Down (Rolled 90 + 10 (dragoon bonus) = 100)
[X] Machine Shop (Rolled 2 + 14 = 16)
[X] Every Step You Take (Rolled 86)
[X] Loroi Trade (Rolled 1 + 23 + 18 + 73 + 74 + 14 + 19 + 2 + 7 + 2 + 22 = 265 + 1311 = 1576 / 1750)

You've basically passed all the rolls. Your worst one was Machine shop, but Alex Cole was able to tell your workers where the business end of a hammer was and why they shouldn't attempt dentistry with it. :P

Here's what Fenrir rolled:

Image

What this means:

When Fenrir shatters, it will break up into thousands of pieces. You'll be facing down 4d100 of them. The good roll on Shearing Down means you'll only be facing effectively half of that though, so 2d100.

I'm not going to restrict where you apply your bonuses too much. Pretty much anywhere a roll has occurred.

I'll start writing a more detailed results page. This is more for dragoongfa and joestej's benefit, since they've got bonuses to burn or bank as they see fit, though the sooner you guys get back to me as to what you want to do with those bonuses the sooner I can update.
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Re: Outcast Quest

Post by dragoongfa »

Quick question in regards to the Language research, if we take it again and we reach the limit with points to spare, could the extra points be added to Urkuk?

EDIT: Being explained with Lieutenant's Izumi's looking into it whenever she was bored all these months.

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Re: Outcast Quest

Post by dragoongfa »

If the Shearing down and the debates got an 100 what would we get btw?

The same with Fenrir getting an 80?

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Re: Outcast Quest

Post by Razor One »

No, the languages are too different.

More likely the overflow will translate to the follow on research, from Izumi learning Trade to her teaching it to everyone. Thus far Izumi's been the person who's been doing a lot of the interpreting, though Spear's high English score means she can talk to you on her own as well. Letting everyone know Trade would make it much easier to integrate them into your community, even if only temporarily. It'll also make trading with other civilisations easier as well, since Trade is fairly widespread as a language.

I'll add Teaching Trade to the research roster for Turn 10 and throw in a personal action for learning the ins and outs (and not just random words) of Trade yourself.

The Debates getting 90 gives you 3d100 to votes for your preferred party. A 100 would give you 5d100, potentially allowing for an upset vastly in your favour. Random chance though.

Fenrir getting an 80 would reduce your fragments to 2d100, reduced by half to 1d100 by your current Shearing Down roll (90). A perfect roll on Shearing Down reduces it to 1d100 from the start. 110 would get you 1d50, and 120 would more or less shatter Fenrir so thoroughly that won't even need to bother to defend your colony, it'll more or less be the equivalent of a nasty storm on Mars, which your colony is easily rated for.

It'd also derail my plans to give you a taste of combat, but hey, it's not a quest if the GM's plans get derailed. :P

If the Colonial PDL does not see use, the Ore Refinery malus will be waived.
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Re: Outcast Quest

Post by dragoongfa »

Okay then...

I am using 10 of my points to bring Shearing down to 100 then.

1 d100 roll facing both our ship and the colonial PDL is the safest bet by far and leaves us with 20 free points for a rainy day (if Joestej doesn't use his of course).

EDIT: This is a gamble to see if we don't end up using the Colonial PDL.

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Re: Outcast Quest

Post by joestej »

dragoongfa wrote:Okay then...

I am using 10 of my points to bring Shearing down to 100 then.

1 d100 roll facing both our ship and the colonial PDL is the safest bet by far and leaves us with 20 free points for a rainy day (if Joestej doesn't use his of course).

EDIT: This is a gamble to see if we don't end up using the Colonial PDL.
Agreed. I'll hold mine in reserve, and if we tank any of our PD rolls I can throw in as much as we need to keep the colony safe.
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Re: Outcast Quest

Post by Razor One »

Alright, since nothing needs to change...

Turn 9 Results

Military:

[X] Colonial Point Defense Mounting: Break the spare parts for the L'Amour's point defense laser and assemble a PDL array in the colony itself. We'll need to divert power from the light ore refinery to properly power it up, and restarting the ore processing after shutdown is a delicate task.

Cost: 500 RU and light ore refinery disabled for turn 10, Time: 1 Month, Chance of Success: 100%, Reward: Major colonial structures defended against any stragglers that get through your defense.

-The laser is mounted and ready. Volokova has run all the safety checks and is confident it will fire when needed, though the power drain when that happens is definitely going to put a crimp in your economy.

For now, it sits dormant and waiting. You and your colonists alike hope that it won't be needed.

Laser is built and ready. Mining penalty waived if it doesn't require use.

Diplomacy:

[X] The Final Debate: In spite of everything going on, a final debate is being scheduled before next month's elections are held. You've been invited once more.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Debates moderated, political process goes forward, additional dice roll towards political parties depending on success.

Rolled: 74 + 16 = 90, Success

-Your influence has paid off, bringing to light certain impossible promises or grandiose talk not grounded firmly in reality. Moreover, you've also managed to get the party leaders to more earnestly talk about their actual policies.

3d100 Voters watch for where you cast your vote and may or may not vote with you.

Stewardship:

[X] Shearing Down: One of the bolder scientists has been talking with your mining foremen. They believe that if they improvised some mining charges and placed them at strategic places on Fenrir, then they could ensure that the surface will shatter rather than crack. He cannot guarantee its success though, and the number of charges it would take would put a crimp in your mining income.

Cost: Mining Income reduced by 50% until Turn 13, Time: 1 Month, Chance of Success: ???, Reward: Fenrir shatters rather than cracks, less chance of catastrophic damage.

Rolled: 90 + 10, Great Success

-You're honestly a little afraid of your colonists. One moment they're fearing for their own lives at the possibility that a nearby moon will shatter and release potentially carnivorous aliens in their midst, but the minute you hand them a series of shaped charges and high explosives, they get right back out there and find the optimal positions to blow them, or at least the crust, sky high.

Fenrir more thoroughly shatters upon hatching. 1D100 Fragments likely.

[X] Machine Shop: Allows for the reproduction and repair of basic tools and equipment.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic tool production, New options.

Rolled: 2 + 14 = 16, Success

-Alex Cole's surliness is the ship's worst kept secret, and now it's positively the worst kept secret on the colony now too. Rumour has it that his swearing about the horribly inept mismanagement, misallocation of supplies and inability to find the sharp part of a nail could be heard from your ship to the deepest part of the mines. Even the Marines were impressed with his... vocabulary.

He manages to drag things back on track, but you can tell it was a damn near thing.

Machine shop built. New options unlocked.

Intrigue:

[X] Every Step You Take: The Blue Rose managed to acquire high fidelity copies of the Loroi children's written materials while they were otherwise occupied with Christmas and New Years. They just need a primer on written Loroi from Lieutenant Izumi.

Cost: 0, Time: 2 Months, Chance of Success: 60%, Reward: Information on Loroi children.

Rolled: 86, Success

-Lieutenant Izumi has begun giving several 'civilians' their first lessons in written trade. She's using this as a testbed for eventually teaching your colonists how to read, write, and speak in Trade themselves, and her pupils are eager to learn.

Locked for one more turn.

Learning:

[X] Loroi Trade: Lieutenant Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends.

Cost: 0, Value Needed: 1311 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning) Reward: Lieutenant Izumi increases her knowledge of trade, can teach others upon completion.

Rolled: 11 + 23 + 18 + 73 + 74 + 14 + 19 + 2 + 7 + 2 + 22 = 265 + 1311 = 1576 / 1750

Spear's English: 33 + 59 + 12 = 104 + 1357 = 1461 / 3000

-Lieutenant Izumi has made great strides in understanding Loroi Trade. She's at the point where she's confident that she can both teach others and interpret in more open situations in real time. While there are still some unfamiliar terms or words that have meanings beyond her ken, the likelihood of misspeaking at this juncture is low.

By that same token, Spear has done extraordinarily well in learning English from Izumi. While she has started to lag a bit behind Izumi, she should be able to hold her own in a conversation with strangers, provided that they're not too formal or informal with her.

Loroi Biochemistry (1d50): 26 + 196 = 222 / 650

Miscellaneous:

The fallout shelter has been built and is ready to house your colonists in an emergency. Your mining income has taken a hit, but people's lives matter more than anything at this point.

--

I'll see about transferring research over to the google sheet later tonight. Additionally, Whale Day and Turn 10, time permitting.

<< Turn 9 The Best Laid Plans || Turn 10 >>
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Re: Outcast Quest

Post by alpha »

Looks like I missed another vote. : P

Ah well.

Nice roll on the Shearing Down. Well, roll plus bonus.
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Re: Outcast Quest

Post by dragoongfa »

Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.

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Re: Outcast Quest

Post by Absalom »

dragoongfa wrote:Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.
Didn't Razor say that was a free action? I'd suggest looking back again.

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Re: Outcast Quest

Post by Username »

I just want to say that this has been quite enjoyable to read as of late. :D

Anybody mind if drop a vote in here or there ?

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Re: Outcast Quest

Post by Siber »

As far as I'm aware it's open to all.
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Re: Outcast Quest

Post by dragoongfa »

Absalom wrote:
dragoongfa wrote:Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.
Didn't Razor say that was a free action? I'd suggest looking back again.
Its a free action in the sense that it doesn't consume a regular action to execute but the action itself was supposed to be voted on and then subtract 50% of our mining income for a single turn.

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Re: Outcast Quest

Post by anamiac »

So... what happened here? Hiatus?

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Re: Outcast Quest

Post by Absalom »

I assume it's just fallout from the holidays.

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Re: Outcast Quest

Post by Razor One »

First off, I'd like to apologise for the long hiatus. The holidays certainly played a part in delaying things, however there were other factors, including helping a dear friend deal with some rather nasty drug withdrawal, that added to things. Throw in that my brother had complications due to surgery and I'm gearing up to move soon... yeah, interesting times for me.

Anyway, I've managed to find some time to come back to this. I've corrected the errors above and made good on making the science sheet. You can check Research here on the research tab of the budget.

I've also got Turn 10 prepared for you.

--

February 2nd 2156

Turn 10

The election in your colony is in full swing despite the tense situation. The willingness to keep calm and carry on is being spun as a strength both sides of the divide, and between your own point defense laser mounted on the L'Amour's bow and the backup mounted on the colony grounds, to say nothing of the emergency shelter just in case, your colonists honestly feel they have little to fear.

The only current of fear present is directed elsewhere, towards the Loroi. Your people know that you've finally managed to crack through the language barrier and have given them limited freedom of movement. The fear comes from talk and rumours, some of it true, some of it not.

That the Loroi look damn close to human while having telepathic powers of some description is both true and the main driver of the rumours. Others, such as mind control or alien egg implantation, wherever the hell that came from, are patently false. It might help to put forth an information campaign to get everyone on the same page, but for now you'll be holding that in reserve until the election and your immediate crises are over.

And speaking of your immediate crisis, you eye the most recent scans of Fenrir with a worried gaze. Yes, you've taken steps towards remedying this problem as best you can. Yes, you feel confident that you can handle a minor meteor shower with your military grade lasers. Yes, you're fairly certain that the whales and their attendant biota are not going to be a significant threat to your colony.

Still, you feel uneasy. Have you considered the situation from all the angles? Have you taken into account all the possible variables? Your crew gives your their assurances, but even large numbers of people can sometimes miss the patently obvious in hindsight.

You'll feel better when this is all over.

--

Elections: This is an election turn. Two political parties currently exist and are vying for dominance in an election. While your people stream to the polls, you are but one woman, and you have but one vote. What political party would you prefer to win? (Choose One)
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[] Frontier Party

Jonathan Spencer leads what is called the Frontier Party. Their goals are to investigate this new area of space as thoroughly as possible, find a way home, and discover all that can be discovered about aliens. They are, in essence, a party of knowledge and discovery.

+10 To Learning Actions
+10 To external diplomacy
+10 To knowledge derived stewardship actions (Biolab, Physics Lab, etc.)
+10 To military and intrigue actions that increase knowledge of the region

[] Homesteading Party

Vanessa Hughes, and only Vanessa you note, is the leader of the Homesteading party. Their goals are to tame this region of space and turn it into a true home for humans. They support any actions that assure the prosperity and security of what is certain to be an infant nation within this starless void. They are, in essence, a party of strength and security.

+10 To Stewardship Actions
+10 To Military Actions
+10 To internal diplomacy
+10 To Learning actions that either secure your location or make the region more livable

With your vote cast, you turn your attention towards planning for the month. While the date of Fenrir's shattering is uncertain, the duration is likely to cause no more than a day or two's disruption, and thus there is no reason you can't plan for the rest of the month, provided everything goes alright.
Martial: Both Commander O'Malley and Colonel Pierce have begun work to secure your colony's future with their military knowledge and might. (Choose One)
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[] Childrens Creche: With children on the way to being born, Colonel Pierce suggests a contained and well defended area be built to shelter them in case of an emergency. A team of marines will be posted as a permanent defence force to defend them to the death.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Children guaranteed protection during boarding actions. Parents rest easy. Colonel rests easy.

[] Combat Exercises: Commander O'Malley wants to run a series of combat simulations aimed at determining how best to defend the colony in case of an incursion by Urkuk or something worse.

Cost: 0, Time: 1 Month, Chance of Success: 50%, Reward: A better idea of how you'll fare in a worst case scenario.

[] Whalers of the Sky: Ever since the discovery of life flying about in the Briar Patch, the prospect of samples to work with has been on most people's lips. Acquire them.

Cost: 1000 RU, Time: 2 Months, Chance of Success: 60%, Reward: New research options, ???, ???

[] Ordnance Plant: An ordnance plant would allow the manufacturing of ammunition for the marines existing gear as well as the production of your first round of mass drivers.

Cost: 2000 RU, 250 RU Upkeep, Time: 1 Month, Chance of Success: 80%, Reward: Guns and Ammo ranging from sidearms to CIWS batteries.

[] Chemical Missile Plant (Requires Ordnance Plant): Basic chemical missile production facilities. Not the best in the universe, but better than nothing.

Cost: 5000 RU, 250 RU Upkeep, Time: 3 Months, Chance of Success: 70%, Reward: Missile production.

[] Niflheim CIWS (Requires Ordnance Plant): A series of defensive CIWS batteries for your colony that will attempt to shoot down anything that threatens you that is within range.

Cost: 5000 RU, 500 RU Upkeep, Time: 2 Months, Chance of Success: 80%, Reward: Colony better defended.

[] Niflheim Missile Batteries (Requires Chemical Missile Plant): Missile Batteries for your colony, allowing you to fire on enemy ships at greater range and accuracy than your CIWS system.

Cost: 5000 RU, 500 RU Upkeep, Time: 3 Months, Chance of Success: 60%, Reward: Colony better defended, can support actions at greater range.

[] Shipyard (Requires Drydock): A place for building ships.

Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of frigate and scout vessels.

[] Shipyard II (Requires Shipyard): A place for building larger ships.

Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of destroyers.

[] Shipyard III (Requires Shipyard II): A place for building even larger ships.

Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of cruisers.

[] Shipyard IV (Requires Shipyard III): A place for building ships loaded for bear.

Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of carriers and battlecruisers.
Diplomacy: Lieutenant Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)
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[] Opening Relations: Until now you've kept the Loroi under guard and interacting with your military personnel only. Introduce them to your civilian population as the first step towards establishing a greater trust.

Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???

[] The Common Folk: Between the upper echelons of your society and the military, you haven't had much of a chance to talk to the average people of your colony in a cordial and unofficial manner, and while everyone is working hard there's always a chance to converse with regular folk in the mess.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Vox Populi becomes available.

[] Improving Relations: Your last exchange with your Loroi guests went quite well, but there are still things you don't know about one another and steps to take if they're going to do more than sit tight.

Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Boost in Loroi Opinion, Improved chances for Opening Relations, ???
Stewardship: Alex Cole and an economist, Samantha Nguyen, have worked out not only a way to easily tabulate your resources, but also what you can do to build your colony up. (Choose Two)
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[] Recycling Tanks: Recycling is a time honoured tradition of any successful colonisation. Why throw away anything that can be broken down and reused?

Cost: 500 RU, Time: 1 Month, Chance of Success: 100%, Reward: +1 RU per Population

[] Hab-Complex Expansion (Small): Expand your hab complex and give your population some room to grow.

Cost: 500 RU, 125 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +250 People

[] Hab-Complex Expansion (Large): Expand your hab complex even more and give your population room to grow.

Cost: 1000 RU, 250 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +500 People

[] Agricultural Complex Expansion: An expansion to your existing Agri-Complex, this expansion will increase your food production capacity.

Cost: 2250 RU, Time: 1 Month, Chance of Success: 90%, Reward: Agricultural Complex Expanded, Increased Food Production, +500 Food, requires 250 RU upkeep, requires two turns to begin production after completion.

[] Crop Diversification: You brought more than just potatoes with you. Introduce these crops to your agri-complex and diversify your foods. [IN PROGRESS UNTIL TURN 15]

Cost: Agricultural Yield Halved, Time: 8 Months, Reward: Diversified Crops, chance of crop failure falls to zero, colonists happy about not having a diet of 100% potatoes, once executed, does not occupy Stewardship slot.

[] Expanded Yeast Production: More yeast. More food.

Cost: 750 RU, 125 RU Upkeep, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Expanded, +500 Food.

[] Stabilisation Thrusters: Pimp your ride and roll on around the Briar Patch with these sweet 'air' breathing rockets. Allows you to move your home slowly with constant thrust, so long as it stays in the Briar Patch.

Cost: 2000 RU, 375 RU Upkeep, Time: 2 Months, Chance of Success: 50%, Reward: Able to move asteroid home (slowly) out of harms way.

[] Science Annex: A place for general scientific inquiry.

Cost: 5000 RU, 250 RU Upkeep, Time: 3 Months, Chance of Success: 80%, Reward: All Learning based actions gain an additional 1d100.

[] Biolab (Requires Science Annex): The biolab will handle all science biological, from alien physiology, botany and disease control, to genetic manipulation and vaccination production.

Cost: 5000 RU, Time: 2 Months, Chance of Success: 90%, Reward: More research options, Biology based science gains additional 1d100.

[] Physics Lab (Requires Science Annex): The physics lab will handle all science physical, allowing you to understand the new realm you find yourself in more fully.

Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: More research options, physics related research gainsa additional 1d100.

[] Mining Operations: Start mining operations on a nearby mineral rich moon with whatever you can scrape together.

Cost: 10,000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Mining operations commenced, +500 RU per turn, unlocks new options.

[] Mining Operations Expansion: Expand your existing mine on Niflheim for more glorious ore. Due to the depth of your current mine, further expansion will be a bit more expensive to undertake.

Cost: +500 Per Expansion (1500) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn

[] Industrial Autoplant: Unpack your industrial equipment and start churning out finished goods.

Cost: 500 RU, 150 RU Upkeep, Time: 3 Months, Chance of Success: 100%, Reward: +50% Base Income from Mining

[] Heavy Ore Refinery: “Heavy Ore” is the spacer term for difficult to refine ores, often requiring specialised conditions or equipment to get at the good stuff.

Cost: 4000 RU, Time: 3 Months, Chance of Success: 70%, Reward: +50% Base Income from Mining

[] Centrifuges (Requires Heavy Ore Refinery): A requirement for the processing of nuclear material for power generation and nuclear ordnance.

Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: Fissile Materials available for use.

[] Fission Plant (Requires Centrifuges): Modern nuclear power is safe, energetic, clean, and only slightly radioactive.

Cost: 15,000 RU, Time: 4 Months, Chance of Success: 90%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads

[] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.

Cost: 2000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.

[] Docks: Basic mooring and umbilicals for the L'Amour, allowing for ease of transport and for cargo and personnel and basic repairs.

Cost: 3000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.

[] Drydock (Requires Docks): More significant facilities for ship repair and modification, including an annex for smallcraft.

Cost: 3000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Allows for major repairs and refitting of the L'Amour. Allows the production of smallcraft (Fighters, Corvettes) when researched.

[] Warehousing: Space to store spare parts, raw materials, and sensitive goods. Allows you to empty the L'Amour's cargo hold.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: A place to store goods and cargo other than the ship.

[] Machine Shop II: Allows for the reproduction and repair of more advanced tools to micron precision.

Cost: 2000 RU, Time: 2 Months, Chance of Success: 90%, Reward: Advanced Tool Production, Shipbuilding

[] Machine Shop III (Requires Machine Shop II): Allows the reproduction of precision scientific equipment and specialist equipment. Includes 3D printers for custom jobs.

Cost: 4000 RU, Time: 4 Months, Chance of Success: 80%, Reward: Scientific Tool Production, Shipbuilding

[] Skunkworks (Requires Machine Shop III): When confronted with impossible to understand supertechnology, the Skunkworks will be there to rip it apart and put it back together until they learn all its secrets.

Cost: 15,000 RU, Time: 6 Months, Chance of Success: 70%, Reward: Better able to analyse advanced alien technology, reverse engineering

[] Scrapping the Jumpdrive: Your Jumpdrive is useless here and consists of a lot of highly valuable materials that could be used elsewhere in the founding of your colony, though Volkova argues that it's made of precision parts that can't be easily reproduced.

Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: +15,000 RU.

[] Deep Pressure Proofing: When a few heads turned towards toughening up your colony versus meteors, one person had a rather bright idea. The Briar Patch is unique in that it actually has atmospheric pressure coupled with relatively free movement. With a lot of work and dedication, it's believed that your colony can be proofed against high pressure environments, allowing you to live where your enemies would find it difficult at best to get at you.

Cost: 20,000 RU, Time: 6 Months, Chance of Success: ???, Reward: Colony able to withstand up to 20 Atmospheres of Pressure.

[] Deep Pressure Proofing II (Requires Deep Pressure Proofing): Toughen up your colony even further, allowing you to hide even deeper in the Briar Patch.

Cost: 50,000 RU, Time: 6 Months, Chance of Success: ???, Reward: Colony able to withstand up to 50 Atmospheres of Pressure.

[] Deep Pressure Proofing III (Requires Deep Pressure Proofing II): Toughen up your colony yet again, allowing your colony to penetrate into the deepest regions of the Briar Patch.

Cost: 100,000 RU, Time: 12 Months, Chance of Success: ???, Reward: Colony able to withstand up to 100 Atmospheres of Pressure.
Intrigue: SOD SOP is to lay low, watch, and wait for anything that might require our attention. The Blue Rose Cell is vigilant and on standby. If something comes up, we'll contact you. (Choose One)
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[X] Every Step You Take: The Blue Rose managed to acquire high fidelity copies of the Loroi children's written materials while they were otherwise occupied with Christmas and New Years. They just need a primer on written Loroi from Lieutenant Izumi.

Cost: 0, Time: 2 Months, Chance of Success: 60%, Reward: Information on Loroi children.

{Locked in until Turn 11}

[] Half The Battle: Rumours about our Loroi guests have been spreading since we broke through the language barrier. A lack of information is causing people to fill in the gaps with whatever they can invent. While they were concerned more with survival before, the relative security in spite of recent events is proving to be the perfect environment to set tongues wagging. Setting things straight should be fairly straightforward.

Cost: 0, Time: 3 Months, Chance of Success: ???, Reward: Rumours quelled, ???
Learning: You have many skilled people at your beck and call just waiting to tear into the unknown and reveal its juicy, succulent knowledge. (Choose One)
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[] Loroi Trade: Lieutenant Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends.

Cost: 0, Value Needed: 1576 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning), Reward: Lieutenant Izumi increases her knowledge of trade, can teach others upon completion.

[] Teaching Trade: Lieutenant Izumi is now both fluent and confident enough in Trade to begin teaching others to speak the alien language. Considering all the things you've learned, it may well be beneficial for your people to know this regions vernacular, to say nothing of other benefits.

Cost: 0, Value Needed: 0 / 1500, Difficulty: Very Easy (10d100 + 5d20 + Learning), Reward: Lieutenant Izumi begins teaching Trade to your colonists, greater succcess chance on Opening Relations.

[] Urkuk: Considering how prolific the Urkuk are to the region, it may be prudent to have the Lieutenant learn what she can of Urkuk. Perhaps they'll go away if you ask them nicely?

Cost: 0, Value Needed: 230 / 750, Difficulty: Easy (4d100 + 4d20 + Learning), Reward: Lieutenant Izumi increases her knowledge of Urkuk, can teach others upon completion.

[] Jump Transit Analysis: Chief Engineer Volkova wants to look over the data for your last jump transit to see if your sensors picked anything up anything unusual, perhaps what brought you here in the first place? Perhaps a clue to getting home? She's not sure.

Cost: 0, Value Needed: 0 / 500, Difficulty: Medium (2d100 + Learning), Reward: ???

[] Loroi Biochemistry: Doctor Campos would like to do a more detailed study into Loroi biochemistry to determine with certainty what foods the Loroi can handle as well as derive what nutrients they require to fully recover from their ordeal in addition to what medicines they're able to consume.

Cost: 0, Value Needed: 222 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry.

[] Slave Collar: Chief Volkova and a number of scientists want to look into how the slave collars removed from the Loroi work.

Cost: 0, Value Needed: 25 / 50,000 (DC 90), Difficulty: Almost Impossible (1d100 + Learning, requires roll of over 90 to succeed), Reward: Knowledge of the inner workings of the collar, ???

[] Drone Design: Some of your civilian engineers want some time to continue designing those sensor drones they proposed to you.

Cost: 0, Value Needed: 64 / 500, Difficulty: Hard (1d100 + Learning), Reward: Disposable sensor drone capable of extending your sensor range.

[] Jump Sickness Research: Dr. Campos research into jump sickness has the potential to eliminate it in your population. All he needs is time.

Cost: 0, Value Needed: 819 / 5000, Difficulty: Easy (4d100 + Learning), Reward: Jump sickness penalty removed.
Personal: Months of trials and tribulations have finally come to an end and you now have a small modicum of spare time. Spend it wisely. (Choose One)

{Currently Locked Out}
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[] Spending Time with Commander O'Malley: Commander O'Malley has been your XO for some time and you trust her implicitly. Talk shop with her on how best to proceed from here on out.

Cost: 0, Time: 1 Month, Chance of Success: 80/50/20%, Reward: +1/+2/+3 Martial, Increased Closeness with O'Malley.

[] Spending Time with Lt. Cole: Lt. Cole has done a phenomenal job of managing supply chains and shuttle schedules. Just how the hell does he manage that?

Cost: 0 Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Stewardship, Increased Closeness with Lt. Cole.

[] Spending Time with Chief Engineer Volkova: The chief is a miracle worker with all things technological. Not so much with people. That doesn't mean you can't learn anything from her, and thanks to your time on the Centaur, you're as handy with a wrench as she is.

Cost: 0, Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Learning, Increased Closeness with Chief Engineer Volkova.

[] Spending Time with Colonel Pierce: Colonel Pierce has suggested that you undergo the same anti-interrogation training that his marines go through. He does not promise to be gentle.

Cost: 0, Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Intrigue, Increased "Closeness" with Colonel Pierce.

[] Spending Time with Lieutenant Izumi: Rumour has it that Lieutenant Izumi has the best tea set in the colony. Put that rumour to the test, and get to know your Lieutenant a bit better to boot.

Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Lieutenant Izumi.

[] Spending Time with Doctor Campos: Dr. Campos would like to perform a routine physical exam whenever you have the time to spare.

Cost: 0, Time, 1 Month, Chance of Success: 80/40/10%, Reward: +1/+2/+3 ???, Increased Closeness with Dr. Campos.

[] Spending Time with Spear: Spear is the leader of the Loroi and is the only one of them that speaks, making her an important point of contact. Get to know her better.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???, Increased Closeness with Spear.

[] The Lost Souls: Are there other humans out there? Since the jumpdrive was invented, quite a few ships have disappeared, never to be seen again. Could they have wound up here? Could there be a successful human enclave out there? Do some research and try to figure out what the odds are.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: List of ships likely to have misjumped before you.
Survey should be up in a few days. Hopefully me being rusty hasn't introduced new errors. Sorry again about the delay.

<< Turn 9 Results || Turn 10 Results >>
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dragoongfa
Posts: 1920
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Re: Outcast Quest

Post by dragoongfa »

Don't worry too much about the delay, I can sympathize :P

The only 'big' thing that we may have forgotten is the whales lingering around to make an other egg.

Other than that I will look into things but my stewardship and military propositions are the same as my head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Military:

[X] Ordinance plant. In order to negate the explosives malus

Stewardship:

[X] Industrial Autoplant
[X] Mine Exp

The next turns will have to be debated, I am in favor of a quick journey to the Loroi mixed with enhanced RU production.

For the elections I am leaning towards the frontier party for the simple reason that a good offense is the best defense. More Learning, better external diplomacy and enhanced intelligence offer better chances overall to the colony.

Diplomacy I am leaning towards improving relations. The 60% is still chancy and I want to know more about the general situation. Plus I don't want to get the Loroi out with the rumors circulating uncontrolled.

Learning, I will take teaching Trade. Better odds for opening relationships and maybe it will help in bringing down the rumors.

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joestej
Posts: 179
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Re: Outcast Quest

Post by joestej »

I'm with dragoongfa.

We'll need the Ordinance Plant to avoid mining penalties, and our existing strategy of research/diplomacy makes the Frontier Party the most logical election choice. I also agree that 60% is too low for me, so I think we need to Teach Trade and Improve Relations before we formally introduce the Loroi to everyone else.

PS: THE QUEST LIVES! Yay!
"Sometimes it's better to light a flamethrower than to curse the darkness."

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Siber
Posts: 362
Joined: Sun Mar 06, 2011 5:10 pm

Re: Outcast Quest

Post by Siber »

Glad to have you back Razor, life happens. Trade, frontier, and improving relations all sound good to me. I still want a creche and a sci annex, but I'm not prepared to do math to those desires.
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Razor One
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Re: Outcast Quest

Post by Razor One »

Survey is up, please vote here.
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