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

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Razor One
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Razor One »

Jump Sickness is also usually a temporary condition that you get over fairly rapidly, which makes it difficult to study. When it's permanent, it's much easier to study, especially when you have specimens who appear to be utterly immune to its effects, such as Colonel Pierce and the loroi children in your care.

The Umiak can dodge the effects with drugs, as I recall, though given their nature it's probably not the kind of stuff you want being injected if you plan to live long.
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Durabys
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Durabys »

Razor One wrote:Jump Sickness is also usually a temporary condition that you get over fairly rapidly, which makes it difficult to study. When it's permanent, it's much easier to study, especially when you have specimens who appear to be utterly immune to its effects, such as Colonel Pierce and the loroi children in your care.

The Umiak can dodge the effects with drugs, as I recall, though given their nature it's probably not the kind of stuff you want being injected if you plan to live long.
It is also somehow related to Psionics. Loroi do not suffer from it. And Humans suffer the least when compared to ANY OTHER species in existence..which has major implications.

We need to get understanding of Loroi Biochemistry, Genetics and Anatomy and then study Loroi Psionics with Arrow..before we can attempt to find a solution to it.
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by harlequin2262 »

The Umiak dodge it by going into comas before jumping. Arioch mentioned that it was a limiting factor in how close they could jump to a target, because jumping too close would have half their crew barely awake and function when battle was joined.

And it has to be more than psionics, because the other Soira-Lion races barely experience it. The Barsam aren't psionic, for instance. Humans at least have a milder effect than what the Umiak suffer from.

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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Tamri »

Durabys wrote: It is also somehow related to Psionics. Loroi do not suffer from it. And Humans suffer the least when compared to ANY OTHER species in existence..which has major implications.

We need to get understanding of Loroi Biochemistry, Genetics and Anatomy and then study Loroi Psionics with Arrow..before we can attempt to find a solution to it.
IIRC, humans from postjump syndrome responding about like everyone else. Not worse, but not too much sensitivity. And drugs Umiak in my opinion - it is likely banal tranquilizers and pain reliever, allowing to survive the most extreme peak sensory overload in the log condition.

In my opinion, sensitivity to the jump isn't associated with psionics but gravity endurance. Somehow, all those particularly affected by hopping syndrome prefer gravity much lower than the Earth.

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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Durabys »

harlequin2262 wrote:The Umiak dodge it by going into comas before jumping. Arioch mentioned that it was a limiting factor in how close they could jump to a target, because jumping too close would have half their crew barely awake and function when battle was joined.

And it has to be more than psionics, because the other Soira-Lion races barely experience it. The Barsam aren't psionic, for instance. Humans at least have a milder effect than what the Umiak suffer from.
Barsam are a Soia Augmented race.

I am correcting my original statement: From all 'natural evolution' races, those have not been seriously altered by any Precursor Empire, the Humans suffer the least from Post-Jump Sickness.
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Razor One »

April 2nd 2156

Turn 12

Despite how deep you’ve dug your mines, your mineral reserves have never gotten so close to being depleted as they did in the last month, with your reserves low from hindered production and a sudden demand from construction to say nothing of upkeep. Fortunately, between Samantha Nguyen’s brains and Alex Cole’s foul language, a creative solution was found. It did demand a lot of creative bookkeeping, staggered work details, and even some time off for your workers, but you managed to get everything done without scraping the bottom of the barrel on your resources.

Towards the end of the month though, a wave of nausea rips through your colony, coupled with nightmares, a number of seizures, and a host of other complications associated with jump sickness. It took a while to subside, and when it did, you honestly felt worse off than before. Chief Engineer Volkova believes it was the result of a gravitational eddy from realspace passing through your region of negative hyperspace, but she can’t be certain without a proper study of the physics involved.

Jump Sickness Has Doubled in Intensity. -6 To All Stats.

--

Elections: The entire electoral system you were using has been overhauled. Additionally, both Jonathan Spencer and Vanessa Hughes have altered their policies in the hopes of better representing the will of the people. (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.

+15 To Learning Actions
+15 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.

+15 To Stewardship Actions
+15 To Learning actions that either secure your location or make the region more livable
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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[] 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: 40%, 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. With them being so close by, it’s almost too good an opportunity to acquire some samples.

Cost: 1000 RU, Time: 2 Months, Chance of Success: 70%, Reward: New research options, ???, ???

[] Chemical Missile 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: 50%, Reward: Missile production.

[] Niflheim CIWS: 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: 60%, 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: 40%, 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: 60%, 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: 60%, 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: 60%, 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: 60%, 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.)
SpoilerShow
[] Working Relations: Until recently you've kept the Loroi under guard and interacting with your military personnel only. With your recent successes in introducing them to your civilian population and their general itch to do something, it may be time to offer them some work on a purely voluntary basis.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???

[] 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: 60%, Reward: Vox Populi becomes available.
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 None)
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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: 80%, 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: 80%, 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: 30%, 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: 70%, 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: 80%, 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: 80%, Reward: More research options, physics related research gains an additional 1d100.

[] Engineering Bay (Requires Science Annex): The engineering bay will handle all science engineering, from prototyping new designs to solving practical problems.

Cost: 5000 RU, Time: 3 Months, Chance of Success: 80%, Reward: More research options, engineering related research gains an additional 1d100, lowered difficulty for engineering related options.

[] 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 (2000) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn

[X] 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

Currently in Progress. Finishes on Turn 13

[] 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: 60%, 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: 60%, 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: 60%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads

[X] 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.

In Progress: Completes Next Turn

[] 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: 70%, 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: 70%, 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: 80%, 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: 80%, 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: 70%, 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: 50%, 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)
SpoilerShow
[] Every Move You Make: Part of the translated diaries the Blue Rose managed to acquire appeared to have been using a cipher or some kind of encryption. It could be nothing, it could be terribly important. Either way, the Blue Rose is eager to crack the code, with your permission of course.

Cost: 0, Time: ???, Chance of Success: ???, Reward: Information on Loroi children.

[] Keeping An Ear Out: Amongst the many skills provided by the Blue Rose, signals intelligence is one of the more common and expected. With the whales all but broadcasting your position for all to hear and see, it’s possible someone might come to investigate. Listening in on various frequencies might tip you off if that happens.

Cost: 0, Time: ??? Chance of Success: ??? Reward: Hopefully early warning?, ???
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)
SpoilerShow
[] Psionics 101: Spear and a few of the other Loroi children have offered to demonstrate telepathy to your brains trust. The skeptics are adamant that their telepathy is the result of something perfectly reasonable, whilst the more open minded are eager to formulate a viable hypothesis.

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Basic scientific knowledge about Telepathy

[] Psionics 102 (Requires Psionics 101): Having learned that telepathy is actually a thing that happens with the Loroi, your scientists are eager for a deeper understanding about Sanzai.

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Better understanding of Loroi Telepathy

[] Psionics 201 (Requires Psionics 102): Your scientists were intrigued to learn about the possibilities of telekinesis. While the children are adamant that they don’t possess this ability, your scientists want to at least try to assess this objectively.

Cost: 0, Chance of Success: ???, Difficulty: ???, Reward: ???

[] Psionics 202 (Requires Psionics 102): Humanities telepathic deadness is a deeply intriguing question. Just how strong is this ‘lotai’? Does it extend to your entire species or only a select number of individuals?

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Knowledge on the extent of human Lotai

[] Teaching English: Lieutenant Izumi is feeling a mite guilty about making blazing progress when it comes to trade while Spear lags behind. Although she is learning more every day she interacts with Izumi and your other colonists, Izumi believes that helping her along couldn’t hurt.

Cost: 0, Value Needed: 1450 / 3000, Difficulty: Medium (2d100 + 2d20 + Learning), Reward: Lieutenant Izumi continues teaching English to Spear, reduced chances of misunderstanding.

[] 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: 301 / 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 / 2500, 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)
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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: Your friendship with Lieutenant Izumi is strong, but you noticed a few discrepancies in her personal history. You’re somewhat intrigued, but also wary. You could dig a little further… or you can sit back and simply enjoy her marvellous tea.

Cost: 0, Time: 1 Month, Chance of Success: 60/30/10%, 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 (Random Stat) 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.

[] A Difficult Subject: The Loroi children are living in your colony and have floated the idea of allowing your people to study telepathy. One of the major questions on your mind though is the nature of the slave collars you found them with and how it affected their telepathy. Though it might be difficult, having their cooperation might go a long way towards helping you study this mysterious technology.

Cost: 0. Time: 1 Month, Chance of Success: ??? Reward: Difficulty on Slave Collar study drops, ???, ???
--

The discussion about Jump Sickness was awfully prescient. My notes had your 'safe period' in this region being twelve turns. If you'd gone for the fortress, it would have been six, and if you'd gone for the more isolated region, it would have been 18 turns. Your jump sickness getting worse was just the tip of the ice berg though, as a careful read will show that the difficulty for a number of things has gone up, though I've left alone anything that was in progress, and guaranteed successes weren't affected. You would've gotten adequate compensation for the shorter or lengthier easy modes though.

Point is, you're out of tutorial mode now.

This update was a bit of a bitch to get together; I lost my work in the midst of updating it, so there may be the odd mistake. Regardless, I strongly suggest reading things carefully and seeing if you need to reassess. There are new options available in the learning tree as well.

Your budget was also updated. Once Turn 12 is done, I'll start a new spreadsheet and carryover the values. With any luck I can find a less chaotic format.

<< Turn 11 Results || Turn 12 Results >>
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Tamri
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Tamri »

Elections:
[X] Frontier Party;

Martial:
[X] Whalers of the Sky; {While they were here - it would be nice to study their activities. Or they then fly away, will have to wait another year. Or some.}

Diplomacy:
[X] The Common Folk; {Given the situation with the aggravation of the syndrome - I think it's better this month to pay attention to the people in the colony.}

Intrigue:
[X] Keeping An Ear Out; {The same as with other animals. Maybe even allow to diversify the diet :D }

Learning:
[X] Jump Sickness Research; {If you already have an exacerbation went, pull further not see the point. The faster we close this question, the better.}

Personal:
[X] A Difficult Subject; {Either that or Volkova.}

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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Shrewfoot »

Hey. New poster, looooong time reader. I've finally come out to play with everyone else. *shyly clasps hands*

[X] Frontier Party
With a bonus to all learning actions, it's pretty clear that this party is simply better. The previous spread left me tempted for homesteading for the first election for faster/more efficient initial colonization. But the second round seems soundly in the Frontier's favor.

[X] Whalers of the Sky
Meat. Maybe. Good for morale and nutrition. "From HELL'S HEART I stab at THEE!"

[X] Working Relations
While I really do think we need The Common People, the extra manpower from the Loroi would really help out if it took the form of another action somewhere, even if we eventually lose them.

[X] Every Move You Make
Sure, I think listening for invaders is a priority. But a potential enemy in the hand is worth two in the Briar. Also, cracking the code would give us insight into how the Loroi think, how similar their linguistic and psychological profiles are to ours when it comes to encrypting code which will come in handy later when we deal with their fierce grandma.

[X] Jump Sickness Research
Gotta solve the sickness, before we all kill each other.

I'm torn between [] Spending Time with Spear and [] Spending Time with Colonel Pierce. Anything that further increases Loroi relations is a plus. However, Colonel Pierce has done a lot for us and he is also a bit of an unknown. Sure, he's trustworthy but if things get really screwy somehow he's also the absolute biggest threat for mutiny or internal military factions. Even though he outranks us, because of the situation it looks like his subordination is permanent. And we don't even know if this upsets him. This has to be addressed. The question is, can it wait another month during this critical time of Loroi working transition? I think... it can. But I haven't put my mental foot down on that supposition.

Thoughts?
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Razor One
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Razor One »

Regarding Colonel Pierce:

From what I understand of military parlance, a GroPo Colonel is about equivalent in rank to a Navy Captain; you're technically the same rank, but since it was your ship, you had seniority over him from the start. After the colony was founded, you were given the title of Colonial Governor as the highest ranking TCA official present. This again defaulted to you, as the person with the mobile starship has a lot more options and relevant skills than the Colonel with a company of marines, who has only force.

That being said, the Colonel is the biggest threat to you internally. His reasons for subordinating himself to you fully rather than taking a more active role are his own, and you'll need to spend some time with him to figure that out, in addition to whatever conditions and triggers might make him insubordinate in future.
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by dragoongfa »

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

[X] Frontier Party. Learning about our surroundings is the best means of defense.
[X] Common Folk. The condition of our jump sickness worsened so it must be addressed ASAP.
[X] Whalers of the Sky. The CIWS can wait a couple of turns and I hope that this will improve our Learning somewhat (plus cheaper for us, opens more options).
[X] Keeping an ear out. The damn whales are currently a sonic beacon to our position
[X] Loroi Biochemistry. It may end up saving the life of one of our guests and it could potentially boost our Jump sickness research since the don't get jump sickness, also it has the potential of getting finished early and us wasting only a couple of turns on it.
[X] Spending time with Colonel Pierce. Its time we get 'Pierced'

I want to draw attention to Loroi Biochemistry:

Depending on our rolls we may have to spend only 2 turns on it for it to bring results. It's currently on 301/650 with a good roll the next turn we may end up in the high 400s and with two moderate rolls at low 500s. Then we can let the automated system to finish the struggling number crunching.

I consider this an investment since there is the potential of this expediting our Jump Sickness research.

Also if we go with the Whalers now we can actually start the science annex the next turn without hurting our budget or our timetable for the expedition to get to the Loroi.

Check the head plan for what I have in mind in regards with the Science Annex.

Tamri
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Tamri »

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

[X] Frontier Party. Learning about our surroundings is the best means of defense.
[X] Common Folk. The condition of our jump sickness worsened so it must be addressed ASAP.
[X] Whalers of the Sky. The CIWS can wait a couple of turns and I hope that this will improve our Learning somewhat (plus cheaper for us, opens more options).
[X] Keeping an ear out. The damn whales are currently a sonic beacon to our position
[X] Loroi Biochemistry. It may end up saving the life of one of our guests and it could potentially boost our Jump sickness research since the don't get jump sickness, also it has the potential of getting finished early and us wasting only a couple of turns on it.
[X] Spending time with Colonel Pierce. Its time we get 'Pierced'

I want to draw attention to Loroi Biochemistry:

Depending on our rolls we may have to spend only 2 turns on it for it to bring results. It's currently on 301/650 with a good roll the next turn we may end up in the high 400s and with two moderate rolls at low 500s. Then we can let the automated system to finish the struggling number crunching.

I consider this an investment since there is the potential of this expediting our Jump Sickness research.

Also if we go with the Whalers now we can actually start the science annex the next turn without hurting our budget or our timetable for the expedition to get to the Loroi.

Check the head plan for what I have in mind in regards with the Science Annex.
Also an option. Support you in Learn-part.

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Siber
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Siber »

dragoongfa's plan and thoughts align with my own. Also I wonder, did the jump sickness wave have any effect on the Loroi?
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Razor One
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Razor One »

None whatsoever. Colonel Pierce also remains immune for some reason.
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Shrewfoot
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Shrewfoot »

Dragoongfa's reasoning seems fine to me as well, with The Common People assumed, I have no problem with Pierce and Keeping an Ear Out seems to me about as important as decrypting the notes. I wonder if the learning that Whalers might give us could also further our efforts to get a discount on Jump Sickness, since natural species would presumably have no jump sickness and possibly have very obvious mechanisms to deal with it.

I'll change my vote to -
Plan Crises Management v. 2
X] Frontier Party
[X] Common Folk
[X] Whalers of the Sky
[X] Keeping an ear out
[X] Loroi Biochemistry
[X] Spending time with Colonel Pierce
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Absalom
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Absalom »

Elections
[X] Homesteading Party

Martial:
[X] Combat Exercises

Whalers requires resources, better to store that up since we're running on fumes.


Diplomacy:
[X] The Common Folk

Intrigue:
[X] Keeping An Ear Out

Learning:
[X] Jump Sickness Research

Personal:
[X] Spending Time with Doctor Campos

Krulle
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Krulle »

Shrewfoot wrote: I wonder if the learning that Whalers might give us could also further our efforts to get a discount on Jump Sickness, since natural species would presumably have no jump sickness and possibly have very obvious mechanisms to deal with it.
Natural species deal with those things by evolutionary selection pressure.
If there are predators jumping after you, it is necessary to be quick on the way again.
If there are no predators following you, why take it quick?
They may even have worse Jump Sickness problems, requiring them to stay adrift for a week... Evolutionary this may not pose a problem at all, if there is no predator following them. And when jumping in, the chances of some predator close by the point where you jump in is very small anyway, as they have no way of knowing that someone jumps in...
But, they may have mechanisms allowing them to jump extremely precise... Finetuning their energy usage....
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charred steppes, borders of territories: page 59,
jump-map of local stars: page 121, larger map in Loroi: page 118,
System view Leido Crossroads: page 123, after the battle page 195

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Siber
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Siber »

I'd like to point out that unless I goofed my math somehow, jump sickness is going to take us an average of 24 turns to finish at our current rates... but on the other hand, the sci anex only takes about 4 turns off that.

Edit: My math was a bit wrong, it's actually 21 turns to start.
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dragoongfa
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by dragoongfa »

Which is why I am hoping that the combo of Frontier Party + Whales + Loroi biochemistry will alleviate the research length somewhat even before the Sci-Annex and Bio-Lab combo are finished.

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dragoongfa
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by dragoongfa »

Krulle wrote:
Shrewfoot wrote: I wonder if the learning that Whalers might give us could also further our efforts to get a discount on Jump Sickness, since natural species would presumably have no jump sickness and possibly have very obvious mechanisms to deal with it.
Natural species deal with those things by evolutionary selection pressure.
If there are predators jumping after you, it is necessary to be quick on the way again.
If there are no predators following you, why take it quick?
They may even have worse Jump Sickness problems, requiring them to stay adrift for a week... Evolutionary this may not pose a problem at all, if there is no predator following them. And when jumping in, the chances of some predator close by the point where you jump in is very small anyway, as they have no way of knowing that someone jumps in...
But, they may have mechanisms allowing them to jump extremely precise... Finetuning their energy usage....
The Whales do have the mantas to contend with, a radical jump sickness wave like the one that just happened will mean that one of the two will be rendered immobile unless they have some means of countering it.

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Siber
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Re: Outcast Quest [Updated 19/7/16 - Turn 12]

Post by Siber »

@Dargoongfa: I agree, I mostly posted that in response to Absalom's votes. I also wonder if a physics lab would contribute to the jump sickness rolls, if so it might be worth getting asap.
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