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Outcast Quest [Updated 25/9/16 - Turn Thirteen Results] 
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
For me the Loroi Biochem is two fold:

1st: Since the Loroi are immune to Jump sickness their Biochem may give us a small bonus to the cure
2nd: Accidents do happen and I want to have all my bases secured

As for its automatic research, with our average rolls it would take at least 8 turns to cover 200 points of research, not quickly enough and the potential bonus from knowing their biochem may be crucial.

Still we will go full steam ahead with the cure research from the next turn.

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Tue Sep 13, 2016 2:27 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Quote:
Since the Loroi are immune to Jump sickness their Biochem may give us a small bonus to the cure


Hm, doubtful, and this immunity is something neither the Niflheimers nor the Loroi could conceivably know, because no Loroi here since the semi-legendary past has made any hyperjump. And I don't think you can find out so easily without trying a jump youself... which no one with any brain cell whatsoever would attempt without a lot more knowledge.

It's much more significant that the Colonel doesn't suffer from jump sickness. The Loroi as well as the newborns shouldn't display any symptoms anyway.


Tue Sep 13, 2016 4:16 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Remember that all natural species suffer from jump sickness one way or the other in the 'normal verse' so the Loroi at large should be able to know about the effects of Jump Sickness to all 'new arrivals' in this 'backup verse'. Immunity to jump sickness in general is either down to individuals (see the Colonel) or to every Soia Liron biochemical life like the Loroi.

That's basic canon knowledge and I am working with it in mind.

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Tue Sep 13, 2016 4:26 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Except that humanity hasn't encountered any aliens yet, so as far as IC knowledge goes, it might be just a thing with Terran species, and, if I got that right, it was mentioned in one of the earlier GM posts that human science didn't understand the phenomenon completely.

The Loroi might have some records about it, but they arrived here so long ago that their origins are semi-mythical, and since it would be completely irrelevant to their life here after the first generation, it is extremely unlikely that a bunch of half-trained kids would know such an obscure piece of data. Apart from that, what Soia Liron? Spear didn't tell (or know) anything about that, for the Captain that would be a Thai noodle dish or something. ;)


Tue Sep 13, 2016 8:48 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
We aren't role playing so we can draw on canon knowledge at will :P

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Tue Sep 13, 2016 9:39 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Vordarian wrote:
...because no Loroi here since the semi-legendary past has made any hyperjump. ... The Loroi as well as the newborns shouldn't display any symptoms anyway.


Unless there's a definitive statement from Razor I'm forgetting, I think this is an incorrect assumption. The inference I've gotten so far is that we're in the/a realm that you pass through during a regular hyperjump, and we're stuck there. We don't have constant jump sickness because we had a bad jump and it's lingering, we have jump sickness because we're still jumping, after a fashion. The kids may provide us more data on if that assumption is incorrect, but I don't remember getting any so far.

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Tue Sep 13, 2016 9:52 pm
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Siber wrote:
The inference I've gotten so far is that we're in the/a realm that you pass through during a regular hyperjump, and we're stuck there.
Sort of. The area in question is related to jumping, but it is NOT normally traveled through during a jump: jumps go "up", and this is "down", which is presumably why there's been no rumors of a race getting out.


Tue Sep 13, 2016 10:50 pm
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Well, getting back "up" should be simpler than going further "down", as our engines are made for the "up" jump.
The questions is how high do we need to jump to get back? The jumping height would need to be nearly exact the necessary "level difference", as otherwise we'd "punch through" again on our way down.


Can we build small jump-capable missiles and have them do test jumps?
But how would we get information of successful or unsuccessful jumps back?
Some unsuccessful jumps we might "see" (in form of scattered elements on our "plane"), but most we will never know about.
So forget I asked this.

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Wed Sep 14, 2016 12:34 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Quote:
Sort of. The area in question is related to jumping, but it is NOT normally traveled through during a jump: jumps go "up", and this is "down", which is presumably why there's been no rumors of a race getting out.


The engineer had a theory that you 'broke through' normal spacetime on reentry into some sort of negative hyperspace. Due to the mechanical failure, you probably either reentered with too steep a gradient or in the wrong place, too far from a gravity well, and instead of punching through the hyper barrier into normal space, you punched through that, too, into, well, wherever you are now. However, this is just a theory, there hasn't been any research into it yet.

Quote:
Well, getting back "up" should be simpler than going further "down", as our engines are made for the "up" jump.
The questions is how high do we need to jump to get back? The jumping height would need to be nearly exact the necessary "level difference", as otherwise we'd "punch through" again on our way down.


The problem is that your normal hyperspace tech is utterly useless here. You can only jump from one gravity well to another. A blind jump is deadly (or, at least, you will be stranded in some other plane). This plane however seems to preclude the formation of deep enough gravity wells. Apart from the problem that it's still uncertain what really happened during the jump, the hyperspace generators would have to be at least heavily modified, if not practically reinvented. Furthermore, the field generators, engines, power suppy and inertial dampeners can't be miniaturized enough for small missiles or probes, the smallest hyper-capable vessels are around 100m long, which would be a considerable investment.


Wed Sep 14, 2016 12:38 pm
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Krulle wrote:
Well, getting back "up" should be simpler than going further "down", as our engines are made for the "up" jump.
The questions is how high do we need to jump to get back? The jumping height would need to be nearly exact the necessary "level difference", as otherwise we'd "punch through" again on our way down.
Outsider jump engines don't actually "jump up", instead they "jump unstuck". Instead of changing your trajectory, they change future changes to your trajectory: to jump successfully, you need to be on a jump-ballistic course, "jump" to unstick yourself so that space-time doesn't force you to stick to normal space, and intersect another jump-well sufficiently close that the "sticky space-time" effect is strong enough to grab you once again.

I'm not saying your plan is completely impossible, but first the crew would need to find a "ski ramp", AND the "ski ramp" would need to support a trajectory that would throw them back into a safe-ish gravity-well at a tangential-enough angle to actually stick: if there are such "ski ramps", then goodness only knows where they are.


Wed Sep 14, 2016 7:06 pm
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Survey Results:

[X] Whalers of the Sky 2
[X] Working Relations
[X] Science Annex
[X] Docks
[X] Keeping An Ear Out 2
[X] Loroi Biochemistry
[X] Spending Time with Spear

Rolls and results soon.

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Mon Sep 19, 2016 4:31 am
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Post Re: Outcast Quest [Updated 12/9/16 - Survey Up]
Turn 13 Results

Martial:

[X] Whalers of the Sky 2: The whaling expedition last month was a smashing success, and your scientists could always use a few more samples.

Cost: 0 RU, Time: 1 Month, Chance of Success: 70%, Reward: New research options, +10 to the roll.

--

Required: 30
Rolled: 28 + 10 + 12 + 15 = 65, Success!
(1d100 + Bonus + Martial (O’Malley) + Bonus)

The whales seem to be a lot more skittish around your shuttles, trying to keep away whenever possible. Still, they can’t keep away forever, and your team manages to acquire some samples, albeit somewhat damaged due to a bit of thrashing.

Whale Research Tactical Turn 2 Unlocked.

Diplomacy:

[X] 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: ???

--

Rolled: 27, Failed!
Izumi Re-Roll: 98 + 19 = 117! Critical Success!

Spear and the other Loroi almost took the idea of putting them to work the wrong way. Fortunately Lieutenant Izumi managed to convey the full and proper meaning of the proposal and tensions soothed remarkably quickly. Doctor Campos has cleared them medically for work and the children are eager to begin contributing to your colony instead of being a drain on your resources.

Loroi Duty Roster Tactical Turn Unlocked.

Stewardship:

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

Cost: 5000 RU, 250 RU Upkeep, Time: 3 Months, Chance of Success: 70%, Reward: Additional Learning Action Unlocked, All Learning based actions gain an additional 1d100, reduced difficulty for various projects.

--

Required: 30
Rolled: 43, Success!

Work has begun in earnest on the science annex. It’s a fairly significant addition to your colony and requires a lot of room, time, resources and planning to complete. For safety reasons, it’s being located away from the main habitation area.

[X] 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: 1 Month, Chance of Success: 70%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.

--

Required: 30
Rolled: 40, Success!

No station, base or colony with a triple digit population lasts long without the necessary facilities to dock and service the ships that supply and protect them, and Niflheim is no exception. With the docks built you’re now able to ease the burdens on your shuttle crews, freeing them up for other actions.

Reward: Shuttle scouting actions unlocked.

Intrigue:

[X] Keeping An Ear Out 2: Puzzling out the sonar signatures of the Briar Patch is tough work, but the Blue Rose is dedicated to nailing the necessary specifics. They don’t like the idea of anyone sneaking up on the colony anymore than you do.

Cost: 0, Time: 1 Month, Chance of Success: ??? Reward: Briar Patch Sonar resolved.

--

Rolled: 48 + 15 = 63, Success!

The equipment is working, and a number of civilians with good hearing have stepped up to begin familiarising themselves with the ambient noise and attempt to pick out anything suspicious.

Reward: Discernment intrigue action unlocked.

Learning:

[X] 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: 454 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry.

--

Rolled: 40 + 6 + 15 + 13 + 47 = 121 + 454 = 575 / 650
(2d100 + Bonus + Learning(Campos) + Computing)

This research project is reaching completion. Dr. Campos wants to do a few rounds of final testing though to watch out for individual reactions, and there are still a few questions regarding some proteins, mostly tying up the various Loroi and Terran equivalents.

The Blue Rose also appears to be interested in the good Doctor’s work. You find an email in signed by them with a small list of poisons that would affect them ‘should the worst come to pass’, including ricin.

Personal:

[X] 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.

Rolled: 82, Success!

You actually spend quite bit of time with Spear discussing potential duty assignments for her diral. She’s grown since you first laid eyes on her as well as filled out, looking more like a proper woman now rather than the emaciated sack of bones you found her as. She also seems a bit more relaxed, to the point that you almost forget that she’s a blue-skinned pointy-eared alien at times. You do get a reminder that she isn’t human whenever a man is present though. She quite visibly tenses up and is significantly more guarded, and her refusal to eat in their presence would appear rude if you didn’t know in advance that it was a cultural thing.

It’s not all work and no play though. You’ve taught Spear the basics of chess, and you can see why she managed to become leader of her diral towards the end of the month when she begins beating you, though she doesn’t seem to fully understand the nuances of trash talk.

There were two final developments towards the end of the month. The first is that Spear’s tattoo work is now done, and you’re a fairly prominent feature. The only space left was the one reserved for their homecoming.

The second development was Spear requesting in no uncertain terms to become your adjutant until her return home. It’s an intriguing offer that you’ve waived off on for now until you’ve finalised the Loroi Duty Roster.

Misc:

Spear’s English: 32 + 12 + 1450 = 1494 / 3000

--

Vox Populi

Cheese Please:

Some enterprising individual managed to cook up a batch of ersatz cheese. It reminds you of a slightly worse version of cheez whiz you had once during your academy days when visiting the United States. Still it does the job in sating the colonial cravings for all things cheese, at least for now, everything seems alright. At least until someone mentioned bacon.

A Festivus for the Restofus:

Now that survival is no longer a questionable thing, there’s talk of organising a series of festivals to liven up the colony throughout the year. Christmas is all well and good but a few festivities to break up the year does seem like a good idea. For now though, it’s just talk.

---

Tactical turns soon.

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Sat Sep 24, 2016 8:02 am
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Post Re: Outcast Quest [Updated 25/9/16 - Turn Thirteen Results]
Damn, bad roll at biochem there. In fact some lower than average rolls all around this time.

Anyway everything went good enough. Its time we start researching for the cure and if Biochem finishes on its own and helps it will be good enough.

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Sat Sep 24, 2016 8:48 am
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