Re: Outcast Quest
Posted: Sun Nov 08, 2015 3:02 pm
Based on those writeups, I'm going to go with
[X] Inside The Briar Patch
[X] Inside The Briar Patch
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https://www.well-of-souls.com/forums/viewtopic.php?f=7&t=1076
Derelict vessels tend to be mysterious. On the one hand, you could salvage some sweet loot from them. On the other hand, there's probably a reason they've been left adrift for who knows how long. Some of them will be heaps of scrap metal, picked clean by millennia of scavengers before you, others will be... something quite a bit more than that. It depends on what wrecks you check and how your luck rolls.dragoongfa wrote:Okay, some more questions in regards to general gameplay now that we are about to dive into the CK2 phase.
1st: Derelicts. What are the possibilities and their uses?
I was saving this for the CK2 update, but I'll explain it here.
2nd: Trading. How is the system going to work? I guess through some short of barter system.
You've essentially got a preview of that with language. Each thing you need to research has a point value you need to fill out in order to learn it. You get a roll for the research, plus learning depending on who's appropriate for the task. Volkova would tackle engineering and science problems, Campos would handle medical stuff. You do have experts amongst your colonists though, so specialists can also be brought in to handle the really tough stuff. You definitely have a physicist on board who is wigging the hell out about this new universe he gets to science the shit out of.
3rd: Research and Development. On what factors will it depend and how will the dependence split? Like personnel, equipment, learning score and etc?
To be fair, you can't possibly roll 0 on a 1-100 roll.4th: Diplomacy and rolls. I am having some reservations with fails in situation where even a minor fail would be downright moronic (like rolling a zero when we propose a mutually beneficial alliance or agreement with someone who is already friendly with us). For such cases, will the diplomacy rolls take into account the wants and needs of both sides in regards to the probability of acceptance? Like only needing to roll a 10 when we offer something that the other side really wants while requesting something that they are willing to part with.
Good catch.dragoongfa wrote:4th: The tip of one of the angles of the nearby black triangle hides a pinwheel.
I think that the first-step answer to both is "VDA".dragoongfa wrote:2nd: The problem with the sensors will have to be addressed quickly somehow. Probably through dedicated research.
3rd: Lot's of points of entry, we will need plenty of automated defenses or a fast flotilla. (thankfully we have brought industrial stuff)
At a later stage, this proposes immoral industrial & combat practices.Razor One wrote:Intelligence Report
Urkuk
The Urkuk are a primitive species, often considered a pest by other races. They live for ten years, breed in litters, and lead short and brutal lives. They are divided into numerous packs or tribes.
The one's in your area of space are pirates and raiders who do little more than wander, plunder, and pillage as they can. This is evidently successful enough to tide them over. They are semi-nomadic, having territories and redoubts but few places of permanent inhabitation.
Because of their voluminous breeding and rapid maturation rate, they are incapable of mastering a higher degree of technology than they already have. They simply do not have the necessary time to learn the more advanced science necessary to push the boundaries. This also plays into their tactics. Urkuk do not value their lives and throw themselves into battle unhesitatingly.
Possible long-term goal: shredder weaponry.Razor One wrote:A number of obstacles, barriers, also exist throughout underspace. The Urkuk navigation data shows that the Urkuk have never crossed them, and the Loroi describe them as something like a woodchipper that rips ships apart on a molecular level.
Mid-game: increasing safety approximates income.Razor One wrote:The Urkuk are their primary threat. The Orgus are quite happy to offer a bounty for every confirmed Urkuk raider killed.
Once the colony is properly setup, the Hadrekak will be both potential customers and potential enemies. It'll probably be best to move the colony mid-game to one of the areas controlled by the Urkuk, presumably the ones furthest to the south, and possibly leave a "tithe" wherever the colony is initially setup at. It may be best to send a mission to the outpost at the earliest opportunity to buy info on where the local Redoubt(s) is(are).Razor One wrote:Technologically they're somewhat bizarre, often employing whatever technology they can find and make work. This has made their fleets a mess of highly advanced to utterly primitive, ranging from the poorly maintained to mint condition ships.
Every so often, the fleets stop over at what they call Redoubts, where the fleet collects resources and performs vital maintenance work. The Loroi state that there is a rumour that when others colonise these redoubts a violent response ensues.
So the "Briar Patch"-specific threat is the Urkuk early-game, and the Nafen mid- to late-game.Razor One wrote:The Nafen keep mostly to themselves far to the 'east' of the local region, but they do send out lone scouts and explorers. The Loroi children were advised to stay as far from the Nafen as possible.
So some are dead dragons, and others are dragon-liches? Sounds like mid- to late- game only, and with the primary survey vessel always outside the light-second sphere. Using the transport on the task is a good way to lose a irreplaceable ship.Razor One wrote:Derelict vessels tend to be mysterious. On the one hand, you could salvage some sweet loot from them. On the other hand, there's probably a reason they've been left adrift for who knows how long. Some of them will be heaps of scrap metal, picked clean by millennia of scavengers before you, others will be... something quite a bit more than that. It depends on what wrecks you check and how your luck rolls.dragoongfa wrote:Okay, some more questions in regards to general gameplay now that we are about to dive into the CK2 phase.
1st: Derelicts. What are the possibilities and their uses?
If you enjoyed yourself, that's awesome. If there's something in here that doesn't work or seems like it could be done better, I'd like to know. There are less players now than at the start, and while that's a natural thing since quests can evolve in directions players don't find interest in, knowing if it's because the quest is crap or because of time constraints or other reasons is helpful. Not all players are on the same time schedules or zones, so a daily update regime might be unworkable for them. Alternatively, some people might be under the impression that they can't join in. Nothing could be further from the truth! Anyone can join or leave at any time!dragoongfa wrote:I can't offer much of a feedback, mainly because this is the first time I play such a game on the net. I can say that I enjoy myself this far, especially when my proposals where proven wrong
Fairly close, and your scientists already have Ideas on that front:
The final product of that research, should you choose to fund it, will be a drone that extends sensor range depending on how many drones you load your vessels with. It'll have a basic sensor package, microthruster, a small amount of fuel and an explosive capable of denying salvage rights. More advanced drones will have better sensors, bigger booms, or better thrusters.
Chief Volkova uses the downtime between repairs and arguments with Professor Conrad to do some further investigation. Using one of your shuttles, she confirms the one second light cone isn't a result of damaged sensors. The shuttle disappears when it passes 300,000 kilometers and reappears when it comes back into your detection envelope. Crucially, linking your sensors extended your range, allowing you to see further than you otherwise would. Your shuttles are not designed to do forward reconnaissance and you are loathe to use them in that role in case you need them for anything else, but it is useful information. Several of the civilian engineers suggested using a drone network, but you had to veto the idea since you can't produce such things with your on-board facilities. You did greenlight the design work to begin though as a way of not completely crushing their hopes and dreams.
I'm not sure what you mean by that. Immoral for the Urkuk, or immoral for you?
At a later stage, this proposes immoral industrial & combat practices.
Possibly~
Possible long-term goal: shredder weaponry.
Generally speaking, the Nafen will only be a threat to you if you make them a threat, or if something riles them up. They're located off the map far to your east. If they do send a scout your way and you can't avoid it, the Loroi advice on what to do sounds suspiciously like the wasp meme.
So the "Briar Patch"-specific threat is the Urkuk early-game, and the Nafen mid- to late-game.
Mmmmmaybe~Nugget wrote:SpoilerShowand the gm wouldn't throw a nefan scout at us early, rite
This makes me think of Bean at Battle School. And another series that I vaguely remember.Razor One wrote: Algae might have done it, but that was taken as a genetic sample, so it's locked for now.
Algae + Yeast = Nutrient Paste, a vile but nutritious food that keeps forever. Cheap to produce, your colonists won't starve on the stuff, but they will take morale hits unless they're a freak of nature like your character and grew up on that stuff. Otherwise it supplements your food and colony kids like yourself get the lions share at the mess hall when they feel like it.
I think that the first-step answer to both is "VDA".Absalom wrote:dragoongfa wrote:2nd: The problem with the sensors will have to be addressed quickly somehow. Probably through dedicated research.
3rd: Lot's of points of entry, we will need plenty of automated defenses or a fast flotilla. (thankfully we have brought industrial stuff)