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

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joestej
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Re: Outcast Quest

Post by joestej »

Razor One wrote:I was originally going to throw Scurvy at you at some point, but apparently potatoes have Vitamin C in them. Loads of it, if you don't fry them. So uh. Yeah. Potatoes Strong!
joestej wrote: Not sure how much we'll have to worry about vitamins (medical supplies might cover that), but oranges and other citrus fruits have some very critical nutrients. It'd really suck if our colonists started dropping to scurvy.
CALLED IT!

:oops: ...ahem.
Siber wrote:I can agree with wanting that science annex. The sooner we get bigger dice pools the better, and that'd practically halve some of our research times. We kinda need that.
Thirded. We'll want as many buildings/technologies that boost our rolls as soon as possible. Besides, Research is both insanely useful and a nasty bottleneck for some of the stuff we need, so the faster we can get our projects done the better.
"Sometimes it's better to light a flamethrower than to curse the darkness."

Absalom
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Re: Outcast Quest

Post by Absalom »

Razor One wrote:Yep. Yeast is 500. That overcrit did you massive favours. If you could take that design back to Earth the people who worked on it would be millionaires since that's a massive improvement over existing systems. It wouldn't solve all food issues though since man cannot live on yeast alone.

I was originally going to throw Scurvy at you at some point, but apparently potatoes have Vitamin C in them. Loads of it, if you don't fry them. So uh. Yeah. Potatoes Strong!
Also, yeast has been used as a vitamin source, in addition to it's value for both protein and fats.

anamiac
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Re: Outcast Quest

Post by anamiac »

The yeast supercrit is most welcome. We should end the food rationing immediately. Even without any rationing we still have a food surplus, and enough of a reserve that we can go at least a month with crop failure, if that's even possible (I don't know if the benefits from crop diversification kick in in turn 5 when we started or turn 15 when we complete).

As for stewardship, I think we should get started on the industrial Autoplant. It's cheaper than mine Expansions, since it costs 500 and our next mine exp costs 1000, with the one after that costing 1250.

Research will probably need to be the same for now, but perhaps for personal we could spend some time with spear? I'd like to integrate the Loroi into our population as soon as feasable, and to do that, we need to improve our language.

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alpha
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Re: Outcast Quest

Post by alpha »

joestej wrote:
Razor One wrote:I was originally going to throw Scurvy at you at some point, but apparently potatoes have Vitamin C in them. Loads of it, if you don't fry them. So uh. Yeah. Potatoes Strong!
joestej wrote: Not sure how much we'll have to worry about vitamins (medical supplies might cover that), but oranges and other citrus fruits have some very critical nutrients. It'd really suck if our colonists started dropping to scurvy.
CALLED IT!
Me too. Be prepared for everything by bringing EVERYTHING.

joestej wrote:
Siber wrote:I can agree with wanting that science annex. The sooner we get bigger dice pools the better, and that'd practically halve some of our research times. We kinda need that.
Thirded. We'll want as many buildings/technologies that boost our rolls as soon as possible. Besides, Research is both insanely useful and a nasty bottleneck for some of the stuff we need, so the faster we can get our projects done the better.
Fourthed. (Is that even a word?)

I think we should delay med centre in favor of the Science Annex.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

The medical center costs 1000 RUs, takes 1 turn and has a 90% chance of completion.

The Science annex costs 5000 RUs, takes 3 turns, has an 80% chance of progress each turn and also has a 250 RU upkeep.

The chief problem is with the 5000 RUs and how they will kick our budget in the curb, delaying other martial and stewardship actions. The budget can't handle it until after our RU production is further expanded.

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Re: Outcast Quest

Post by Razor One »

December 2nd 2155

Turn 8

The arrival of what would traditionally be the holiday season has your crew and colonists in somewhat low spirits. Nobody talks about it openly, but everyone is certainly thinking of it. Friends. Family. Home. People and places they'll never see again, and as much as you've tried, even you're not immune. Your thoughts turn to your parents, your instructors, and even that brat James Ander that you grew up with. You miss home. You miss Earth. Most of all, you miss the opportunities for leave. There's no way you can take time off, real time off, while you are your first and only line of defense for Niflheim.

Still, you have options available to take people's minds off things. A christmas and new years party is planned amongst the crew of the L'Amour. Your food woes are no more with the yeast plant at full production, and while it may not be the most palatable of foods, it does allow you the option of withdrawing rationing. You've also got your strategic chocolate reserve to draw from. Given that this is a seasonal thing, you may be able to part with some of that to help lift spirits.

Free Actions:

Rationing:

[] Lift Rationing (+250 Morale)
[] Don't Lift Rationing (Static Morale)

Strategic Chocolate Reserve:

[] Unleash it! (-100 Chocolate, Morale hit averted)
[] Reserve it! (Chocolate maintained, -250 Morale)

Martial: Both Commander O'Malley and Colonel Pierce have begun work to secure your colony's future with their military knowledge and might. (Choose None)

[] 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. +250 Morale.

[] 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.

[X] Militia Training: Train your civilians in how to use sidearms and defend themselves should the worst happen.

Cost: 500 RU, Time: 3 Months, Chance of Success: 100%, Reward: Colonists able to contribute to defence against boarding actions.

Currently In Progress. Martial Actions Locked until Turn 9.


[] 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, ???, ???
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[] Ordnance Plant (Requires Machine Shop): 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: Ensign Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)

[] 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: 30%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???

[] Christmas Elves (This Turn Only): Spear has been hearing Lt. Izumi talk about Christmas as a time for festivity and feasting. Invite the Loroi to your crew's private Christmas and New Years celebrations.

Cost: 0, Time: 1 Month, Chance of Success: Up to you, Reward: Omake bonus system unlocked

[] Debate Moderator: Although elections are still months out, it seems that the two parties want to have a series of debates over the coming months and they've asked you to moderate them. They both consider you to be impartial.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Debates moderated, political process goes forward, Opinion of you improves.

[] 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: Boost in opinion

[] Improving Relations (Requires Loroi Trade > 1500): 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)

[] 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.
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[] 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.

Cost: +250 Per Expansion (1000) 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
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[] Heavy Ore Refinery (Machine Shop): “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.
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[] 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: 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.
SpoilerShow
[] Machine Shop II (Requires Machine Shop): 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
[] Medical Center: From brain surgery to bone marrow transplants, the medical center's got it covered.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Full medical treatment available for all colonists except Loroi. +250 Morale

[] 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.

Intrigue: {Locked}

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.

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 None)

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

Cost: 0, Value Needed: 1052 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning) Reward: Ensign Izumi increases her knowledge of trade, can teach others upon completion.

[] Urkuk: Considering how prolific the Urkuk are to the region, it may be prudent to have the Ensign 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: Ensign 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: 195 / 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. Able to progress Morale above Apathetic.

[X] Over There: Investigate the infrasonic blips from Fenrir.

Cost: 0, Value Needed: 34 / 100, Difficulty: Easy (1d100), Reward: ???

This Action is currently locked until completed.


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)

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

Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Ensign 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. +250 Morale


--

You have a new morale mechanic. This is to more accurately describe the state of your people rather than their opinion of you personally. Actions that improve their quality of life and make your colony less of a shelter and more of a home will improve morale. Winning battles, peacefully contacting alien species, all of these will have opposite effects. The reverse is also true.

Still working on it a bit. I'll amend certain options so that it's more clear what affects what in later turns. This is what it looks like currently.

Morale

Despairing
Despondent
Severely Depressed
Moderately Depressed
Slightly Depressed
Doldrums (250 / 1000)
Apathetic
Content
Upbeat
Slightly Happy
Happy
Very Happy
Cheerful
Joyous
Elated

Hit 1000 points and you move up a rank. Hit zero and you move down. Your current morale is capped at Apathetic due to jump sickness.

You've also got an early in for Omakes and Omake based bonuses, if you decide to go for that now. Cliffs notes are: You write a short story set in-universe and post it in the thread. This gets added to an omake list that will be linked back on the first page. The ones I like will net a small bonus to be applied however you wish. The best ones will be canonised into my working material and will net the largest bonuses.

Basic rundown:

Semi-Canon = +5 Bonus, bank or apply as you like. Very good read, could potentially fit in but may conflict with my plans or what I wrote previously.
Canon = +10 Bonus, bank or apply as you like. Extremely well written, fits in perfectly and doesn't conflict with anything else.
Ascended Canon = +20 Bonus, bank or apply as you like. You were either reading my mind or flat out gave me ideas I never considered. Ideas stolen and incorporated. Have some damn points you magnificent bastard.

Not every Omake will net you a bonus, and not all options will be elgible to have them applied. I'd prefer not handing out these bonuses and having you stack over 9000 on certain actions.

Of course, you'll need to go for the Omake unlock option to make it count. It'll unlock at a later time if you don't.

For those that might be confused, here's how Omake's work.

You write a short story set within the quest. 500 - 1000 words is common, though longer is also potentially workable. If I like what I see, I award the bonus to you, and to you alone. You can do with that bonus whatever you will. You can give it to another player to spend (please state that publicly if so), you can bank it for a rainy day, or you can apply it to various rolls. You can potentially turn a failure into a pass, or a crit into an overcrit, or an overcrit into an even more stupendous overcrit.

Even if you don't net yourself a bonus, you'll get your story added to the Omake list for others to enjoy at their leisure. Omake literally means 'bonus'.

<< Turn 7 Results || Turn 8 Results >>
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Shouldn't the opening relations option about the Loroi be greater than 25% since we broke the 1000 barrier with Loroi Trade?

EDIT: Hmm...

Now that I look at the options.

Special actions:

[X] Remove rationing
[X] Chocolate reserve

Christmas comes once an year, lets finish this one with something good for the people :P

Actions

[X] Christmas Elves
[X] Medical Center
[X] Mining Expansion
[X] Spending time with Spear

I want to try my hands on the Omake, never wrote something Christmas related but I think I can come up with something.

The buildings are according to the head plan:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

Time with Spear is there mostly because I am curious about the potential reward.

Questions about the Omake:

I take that Christmas related is for granted but can we have other characters than our humans and Loroi guests?

What is the deadline for the texts?

How long should they be?
Last edited by Guest on Thu Dec 03, 2015 6:04 pm, edited 4 times in total.

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Razor One
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Re: Outcast Quest

Post by Razor One »

Fair point, small gain in language skills, small gain in chance. :P
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Re: Outcast Quest

Post by joestej »

Writing for bonuses, you say? Sign me up! :twisted:

Action discussion first:

Special: We've been meaning to ditch rationing as soon as we could safely do so to hopefully get some bonuses. Our lucky crit means we finally can, so I say Lift Rationing. As for the chocolate, while conserving it as a trade good is tempting (especially since the Loroi seem to like our candy) I say Unleash it! 'Tis the season, and we've got a bit to go before we hit the Jump Sickness morale cap.

Martial: Locked.

Diplomacy: Personal bias aside, Christmas Elves! doesn't seem a bad idea. We've already been boosting our PR for a while, and we need more points with the Loroi to Open Relations. It's a cheap way to get more Loroi boosts and maybe get a few other bonuses. I say we use it rather than lose it.

Stewardship: Medical Center and Mining Expansion. I'd love the Science Annex, but our official bean counter Dragoongfa has said we really can't afford it yet and I believe him. So Expansion first, then the Annex. The Center will probably give us some more bonuses to Loroi Biochemistry rolls in the meantime, and likely give us a bonus to getting rid of this damn Jump Sickness too. Besides, we'll need it sooner or later, so...

Intrigue: Locked.

Learning: We started Over There last time, I say we finish it (hopefully). I'm not liking some of the preliminary reports we got, so now I really want to know what the heck that is before things go wrong.

Personal: This could go in a lot of ways, but hanging out with our crew seems the best idea right now. Which one largely depends on which bonuses we're looking for. Before I pick one, a quick question for Razor. Do the stat bonuses from spending time with a crew member apply to that individual, or to our character?
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Re: Outcast Quest

Post by Razor One »

They apply to your character only. Special actions are required to improve your crew's stats further, usually via story arcs such the planned for journey to Loroi territory to return Spear's group to their families.
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Re: Outcast Quest

Post by joestej »

Razor One wrote:They apply to your character only. Special actions are required to improve your crew's stats further, usually via story arcs such the planned for journey to Loroi territory to return Spear's group to their families.
Okay, thank you.

Personal (Again): I'm of two minds about this. On the one hand, specializing in what we're already good at by spending time with either Izumi or O'Malley quite tempting. On the other hand, the situations we've encountered in the past largely required ALL our stats, so it might actually be a decent idea to generalize by boosting our Stewardship or Learning with Cole/Volkova, rather than just Min/Maxing. I'm holding off on recommending Spear until our Trade gets better, as I suspect we'll take penalties otherwise. I leave the final choice up to the group, but I'm personally leaning toward Izumi. 100% success rate? Yes please! .
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Siber
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Re: Outcast Quest

Post by Siber »

I favor getting to know Volkova for the learning buffs. I also favor breaking rationing and unleashing the chocolate. Elves seem a decent option, but I don't personally feel I could contribute any passage with sufficient whimsy, so I hesitate to vote for it.
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Re: Outcast Quest

Post by dragoongfa »

I am already working on mine :mrgreen:

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Re: Outcast Quest

Post by Absalom »

alpha wrote:
joestej wrote:CALLED IT!
Me too. Be prepared for everything by bringing EVERYTHING.
Incidentally, why didn't you guys bring algae in an immediately useful state :p ?
alpha wrote:Fourthed. (Is that even a word?)
This is English, not French or German: if the listener/reader understands it, then it's a word.

joestej wrote:
Razor One wrote:They apply to your character only. Special actions are required to improve your crew's stats further, usually via story arcs such the planned for journey to Loroi territory to return Spear's group to their families.
Okay, thank you.

Personal (Again): I'm of two minds about this. On the one hand, specializing in what we're already good at by spending time with either Izumi or O'Malley quite tempting. On the other hand, the situations we've encountered in the past largely required ALL our stats, so it might actually be a decent idea to generalize by boosting our Stewardship or Learning with Cole/Volkova, rather than just Min/Maxing. I'm holding off on recommending Spear until our Trade gets better, as I suspect we'll take penalties otherwise. I leave the final choice up to the group, but I'm personally leaning toward Izumi. 100% success rate? Yes please! .
Razor One wrote:[] Spending Time with Ensign Izumi: Rumour has it that Ensign Izumi has the best tea set in the colony. Put that rumour to the test, and get to know your Ensign a bit better to boot.

Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Ensign Izumi.
Razor One wrote:[] 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.
There's a theoretically limited time before you return the Loroi, and Research is currently locked on Fenrir, so I'd say one of these is necessary for Personal: limited-time matters should usually be given priority.

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Re: Outcast Quest

Post by Siber »

Good point on the time limited nature... eventually the Loroi will become restless. Meeting with Spear is the more appealing option there, just because of the uncertainty. I'm curious what'll happen!

And since Dragoon is already writing something, I think we should definitely do the elves thing.
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Re: Outcast Quest

Post by joestej »

Absalom wrote:Incidentally, why didn't you guys bring algae in an immediately useful state :p ?
We wanted to, but there was only so much room on the ship. I'd have to double check, but if I remember right the Hive Mind decided to keep it as a sample because it wouldn't take several years to mature like some of the other things we wanted would.
Absalom wrote:There's a theoretically limited time before you return the Loroi, and Research is currently locked on Fenrir, so I'd say one of these is necessary for Personal: limited-time matters should usually be given priority.
Siber wrote:Good point on the time limited nature... eventually the Loroi will become restless. Meeting with Spear is the more appealing option there, just because of the uncertainty. I'm curious what'll happen!
Fair enough. Spear it is!
Siber wrote:And since Dragoon is already writing something, I think we should definitely do the elves thing.
I've got some ideas myself, though I'm going to hold off on starting until the official vote goes through. Razor, assuming the Christmas option is chosen would you like the Omakes posted directly to this thread, or will you be making a separate thread to hold them?
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Re: Outcast Quest

Post by dragoongfa »

People are free to blame me for the Algae thing, it didn't register to me that we could use it as food with the yeast until after the vote was finalized.

Look at the bright side though, that mistake was overcome with potatoes and yeast :P

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Re: Outcast Quest

Post by Razor One »

Best to post the Omake's in the thread rather than clutter up the forum. They'll be listed in the first post for ease of finding, even if they don't net a bonus.

Working on the survey after I've had another look at the vote scrip to clarify what promotes your colonists morale.

{Edit}

And done.

Survey is up. Please vote here.
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Re: Outcast Quest

Post by joestej »

Razor One wrote:Best to post the Omake's in the thread rather than clutter up the forum. They'll be listed in the first post for ease of finding, even if they don't net a bonus.

Working on the survey after I've had another look at the vote scrip to clarify what promotes your colonists morale.

{Edit}

And done.

Survey is up. Please vote here.
Sounds good. Voted!
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Re: Outcast Quest

Post by dragoongfa »

Voted:

[X] Lift rationing
[X] Unleash the reserves
[X] Christmas Elves
[X] Medical Center
[X] Mine expansion
[X] Time with Spear

I will see if I can finish my Omake today.

Had a very quick look through the numbers

In essence the greatest problem with the science annex is the 5000 RU cost. which will delay the military construction while also cutting down our RU reserves, limiting the RU we will be able to take with us for trading when we leave for the Loroi expedition.

The problem can be mitigated if we start building it at turn 10 in conjunction with the Industrial Autoplant of the initial head plan:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

The path with the science annex leaves us with a smaller RU production and less RU in the bank.

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