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Outcast Quest [Updated 10/10/18 - Turn 14] 
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Post Re: Outcast Quest
Razor One wrote:
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It's mostly for bookkeeping purposes, but also for reference as well. Whenever you earn new stats they'll get updated there. You also can quickly check the state of the realm and any achievements you've unlocked.

Right now achievements are kind of a joke feature though. They don't affect anything other than my amusement.

Once your crew is locked in, you'll also be able to check their character sheets there, though there will be some hidden details as I mentioned earlier. The only detail is that I need to update it regularly and not be a lazy ass about it. :lol:


You forgot to write in the upbringing trait :P

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Wed Oct 14, 2015 11:51 am
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Post Re: Outcast Quest
dragoongfa wrote:
Razor One wrote:
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It's mostly for bookkeeping purposes, but also for reference as well. Whenever you earn new stats they'll get updated there. You also can quickly check the state of the realm and any achievements you've unlocked.

Right now achievements are kind of a joke feature though. They don't affect anything other than my amusement.

Once your crew is locked in, you'll also be able to check their character sheets there, though there will be some hidden details as I mentioned earlier. The only detail is that I need to update it regularly and not be a lazy ass about it. :lol:


You forgot to write in the upbringing trait :P


**facepalm**

I thought the score was a tad too low. Okay, edited and fixed. Your new stat block:

Martial: 13
Diplomacy: 17 - You can generally talk a bad situation into a good one. Turning a good situation into a great one though is still a bit of a challenge.
Stewardship: 12
Intrigue: 13 - With a little work, you can find sweet spots on ships or stations that lets you eavesdrop on others. With a little more, you can also find the more secluded spots.
Learning: 13

The text is mostly fluff but takes its cue from where you probably learned to do things. Intrigue is a result of Mr. Loudmouth SigInt officer + Childhood sneaking, Diplo takes into account living in close proximity to others + being Admiral Taylor's shadow and doing a bang up job at the surprise press conference.

{Edit} Heading to sleep by the way. Vote will close after I get back from work tomorrow, about 15 hours from this post.

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Wed Oct 14, 2015 12:36 pm
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Post Re: Outcast Quest
Executive Officer

[X] Peter Lockwell

Communications Officer

[X] Homura Izumi

Supply Officer

[X] Alex Cole

Engineer

[X] Sasha Volkova

Doctor

[X] Alexandro Campos


My votes...

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Wed Oct 14, 2015 12:46 pm
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Post Re: Outcast Quest
Razor One wrote:

**facepalm**

I thought the score was a tad too low. Okay, edited and fixed. Your new stat block:

Martial: 13
Diplomacy: 17 - You can generally talk a bad situation into a good one. Turning a good situation into a great one though is still a bit of a challenge.
Stewardship: 12
Intrigue: 13 - With a little work, you can find sweet spots on ships or stations that lets you eavesdrop on others. With a little more, you can also find the more secluded spots.
Learning: 13

The text is mostly fluff but takes its cue from where you probably learned to do things. Intrigue is a result of Mr. Loudmouth SigInt officer + Childhood sneaking, Diplo takes into account living in close proximity to others + being Admiral Taylor's shadow and doing a bang up job at the surprise press conference.

{Edit} Heading to sleep by the way. Vote will close after I get back from work tomorrow, about 15 hours from this post.


Better, although the high diplomacy is also attributed to the character's current assignment. You counted it but having it written down as a trait is probably superfluous.

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Wed Oct 14, 2015 12:59 pm
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Post Re: Outcast Quest
Voted. I've already forgotten who for. :(

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Wed Oct 14, 2015 2:03 pm
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Post Re: Outcast Quest
Voted:

Executive Officer
[X] Peter Lockwell

Communications Officer
[X] Homura Izumi

Supply Officer
[X] Alex Cole

Engineer
[X] Sasha Volkova

Doctor
[X] Kamilka Nencha

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Wed Oct 14, 2015 2:20 pm
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Post Re: Outcast Quest
Carl Miller wrote:
Voted. I've already forgotten who for. :(


Ikr? I voted and then spent the next 20 minutes puzzling over who exactly I voted for. :P


Wed Oct 14, 2015 5:10 pm
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Post Re: Outcast Quest
Voting is now closed.

Results in the spoiler.

Spoiler: show
Executive Officer

Sharon O'Malley

Age: 32

Martial: 18
Diplomacy: 11
Stewardship: 14
Intrigue: 15
Learning: 11

Commander O'Malley joined up with the TCA the year she turned 18, though she never did say why. She's been the XO for the L'Amour since before you arrived, and the two of you have formed a 'good officer, bad officer' dynamic, with her being the stick to your carrot. It's worked well over the last two years so far. Perhaps too well.

???: You don't know your commander well enough to reveal this.
???: You don't know your commander well enough to reveal this.
???: You don't know your commander well enough to reveal this.

Communications Officer

Homura Izumi

Age: 27

Martial: 11
Diplomacy: 20
Stewardship: 10
Intrigue: 10
Learning: 18

If not for the uniform Ensign Izumi would be a small and unassuming woman that you'd never really be able to picture on the bridge of a ship. The fact that she knows three languages, Japanese, Chinese, and English, makes her indispensable when it comes to dealing with local port authorities, though her lack of confidence seems to be a hindrance.

???: You don't know the ensign well enough to reveal this.
???: You don't know the ensign well enough to reveal this.
???: You don't know the ensign well enough to reveal this.

Supply Officer

Alex Cole

Age: 44

Martial: 10
Diplomacy: 12
Stewardship: 17
Intrigue: 17
Learning: 13

2nd Lieutenant Alex Cole is a model of efficiency and organisation when it comes to doing his job. In the last two years, you haven't heard a single complaint, nor have you been able to fault his work, with his only fault being that he's sometimes a bit surly. Last year he managed to catch a small drug shipment by noticing some irregularities in package size.

???: You don't know the Lieutenant well enough to reveal this.
???: You don't know the Lieutenant well enough to reveal this.
???: You don't know the Lieutenant well enough to reveal this.

Engineer

Sasha Volkova

Age: 35

Martial: 12
Diplomacy: 10
Stewardship: 12
Intrigue: 15
Learning: 20

While Engineer Volkova is abrasive on the best of her days, the fact that she can make the L'Amour's engines purr like kittens is worth the price. You're still not certain how she managed to get greater than 100% fuel efficiency on your last Earth-Aldea run though.

???: You don't know Engineer Volkova well enough to reveal this.
???: You don't know Engineer Volkova well enough to reveal this.
???: You don't know Engineer Volkova well enough to reveal this.

Doctor (Medical)

Alexandro Campos

Age: 52

Martial: 14
Diplomacy: 16
Stewardship: 10
Intrigue: 10
Learning: 19

Dr. Campos serves the medical needs of the passengers and crew with a generally pleasing disposition and an attention to detail that nips even the smallest of medical concerns in the bud. If you had to fault him for anything, it'd be his tendency to hand out lollipops at the end of every exam and the fact that he's always behind on his paperwork. This is not helped by the fact that his signature is illegible.

???: You don't know Dr. Campos well enough to reveal this.
???: You don't know Dr. Campos well enough to reveal this.
???: You don't know Dr. Campos well enough to reveal this.


Next up is your cargo. This vote will be a bit more complicated than what you've done before and may bear some discussion.

Your cargo will determine your starting resources. The more you have, the better a start you'll get, but there's a catch. The more you get, the more likely it is that I'll throw in a complication, or multiple complications, that you'll need to overcome. You'll need to decide between having a strong start with many complications, or having a hard start with no complications, or anywhere in between.

I've made this clear by assigning each item a number of points. You can try to get a good mix without complications, or accept some mild complications in exchange for a better start. You can see what this looks like in the spoiler below.

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[] Extra Passengers (1d100+100) {9 Points}
[] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[] Scientific Equipment {9 Points}
[] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[] Data Hard Drives {3 Points}
[] Medical Supplies {6 Points}
[] Yeast {3 Points}
[] Potatoes {6 Points}
[] Chocolate {3 Points}
[] Mining Equipment {12 Points}

[] Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[] Livestock (small)
-[] Staples (Wheat, Corn, Rice)
-[] Bees
-[] Insects (Various)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[] Oak Saplings
-[] Algae
-[] Orange Saplings
-[] Aldean Peppers
-[] Berries (Various)
-[] Cacao Saplings

All live samples can be taken as a genetic sample instead for four points individually, but will take much longer to cultivate and contribute to food supply in addition to requiring learning actions to unlock. Note that all votes taking more than six options in the live samples section of the vote will be counted as a genetic sample and not a live sample. If you exceed 36 points worth of biological samples, genetic or live, the vote will be invalid.

Your point thresholds are as follows:

50 Points: 1 Complication
80 Points: 2 Complications
110 Points: 3 Complications

Complications are basically monkey wrenches I can throw at you whenever I feel like it just to be annoying. :P

They won't ever be something you can't handle or result in a rocks fall everyone dies scenario, unless you choose to do something incredibly stupid. They can even work out to your benefit if you handle them well.


As this will be a bit more complicated, I'd like to introduce you to Planned Voting. Planned voting occurs when someone figures out a bunch of stuff, makes a vote name, and then votes for that plan. For example:

[X] Plan Winning

[X] Win
-[X] Win Some More
--[X] Win ALL THE THINGS!

In order to support this plan, all you need to do is vote for [X] Plan Winning. All the subvotes count as part of Plan. If you don't like the plan, you can make your own.

Planned voting is useful for highly complicated votes; it allows me to tell these votes apart with ease and tag who voted for what more simply. It also makes things easier for you; if someone has already made a plan you like, you just vote for the plan name instead of copying and pasting a lengthy vote.

It's also useful for write ins that have multiple points to them or need to address potential contingencies.

A few sample votes are shown below. They aren't a recommendation, just to let you guys know what an acceptable vote looks like.

Spoiler: show
[X] Plan Hardware (72 Points)

[X] 200 Passengers (LOCKED) {Free}
[] Extra Passengers (1d100+100) {9 Points}
[] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[] Yeast {3 Points}
[] Potatoes {6 Points}
[] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

[X] Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[] Livestock (small)
-[] Staples (Wheat, Corn, Rice)
-[X] Bees
-[X] Insects (Various)
-[] Apple Saplings
-[X] Bamboo Saplings
-[X] Pine Saplings
-[X] Oak Saplings
-[] Algae
-[] Orange Saplings
-[X] Aldean Peppers
-[] Berries (Various)
-[] Cacao Saplings

--

The above is an acceptable vote that has live samples taken, meaning that what you're taking can much more quickly contribute to your colonists food supply. You do have a reserve of food aboard, enough for you to have completed your journey and reach port, but when that dries up, well, let's just say that Colonists without food will starve, and starving people aren't very governable.

The vote above also nets you a complication. That's not necessarily a bad thing, but do note that there was a bit more room to maneuver. A single additional six point item or two three point items could have been taken as well without blowing past the threshold for a second complication, so while this vote is acceptable, it definitely is sub optimal.

In order to support this plan, one does not need to copy the entirety of the plan. One simply needs to vote for [X] Plan Hardware. It is assumed that the person making the plan will not change it after the fact, or at the very least give people a heads up when the plan changes.

--

[X] Plan AGRICULTURE! (45 Points)

[X] 200 Passengers (LOCKED) {Free}
[] Extra Passengers (1d100+100) {9 Points}
[] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[] Scientific Equipment {9 Points}
[] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[] Data Hard Drives {3 Points}
[] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[] Chocolate {3 Points}
[] Mining Equipment {12 Points}

[X] Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[X] Livestock (small)
-[X] Staples (Wheat, Corn, Rice)
-[X] Bees
-[X] Insects (Various)
-[X] Apple Saplings
-[X] Bamboo Saplings
-[X] Pine Saplings
-[X] Oak Saplings
-[X] Algae
-[] Orange Saplings
-[] Aldean Peppers
-[] Berries (Various)
-[] Cacao Saplings

As with the above, this vote is also acceptable, though definitely not optimal. A three point item could have been taken, and it's harder to cultivate genetic samples since you need to grow them in a lab first... which in turn is also hard to do without proper scientific equipment. On the bright side, no complications for me to throw at you. On the downside, all the complications are of your own doing.

--

[X] Plan Random (69 Points)

[X] 200 Passengers (LOCKED) {Free}
[] Extra Passengers (1d100+100) {9 Points}
[] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[X] Luxury Goods {9 Points}
[] Scientific Equipment {9 Points}
[] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[] Medical Supplies {6 Points}
[] Yeast {3 Points}
[X] Potatoes {6 Points}
[] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

[X] Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[6] Livestock (small)
-[6] Staples (Wheat, Corn, Rice)
-[6] Bees
-[] Insects (Various)
-[4] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[4] Oak Saplings
-[4] Algae
-[6] Orange Saplings
-[] Aldean Peppers
-[] Berries (Various)
-[] Cacao Saplings

--

The difference between this plan and any other above is that it mixes and matches between genetic and live samples. You can see which samples are live and which are genetic, as I substituted the usual X in the checkbox with a number, 6 points for live samples, 4 points for genetic. Please note that despite this, the point cost still adds up to 36. Try to use up your full point cost here, because no matter what, taking live samples adds 36 points. Choosing only 30 points worth of samples will not net you a discount.


I encourage you all to discuss what you will absolutely need to get a good start. All things are useful, but some more than others. There are some no-brainers in that list, but there are also ones that may turn out to be surprisingly useful. Use your imagination to try and figure out the value of the various items and weigh up their potential costs.

If you have questions about the various cargo items you can carry, I'll answer as best I can without spoiling matters for down the road. This vote will remain open until a reasonably clear consensus forms.

I'd do this as a Survey if I could but the complexity means that survey monkey can't actually handle it, at least as far as I can figure.

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Thu Oct 15, 2015 5:01 am
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Post Re: Outcast Quest
Eh, tricky choices... Let's see if I can whip up some preliminary builds here. Genetic samples are notated with italics.

EDIT to fix some faulty math on my part.

Plan Low Risk (1 Complication, 78 points):
Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[] Extra Passengers (1d100+100) {9 Points}
[] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}
[X] Biological Samples
Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[X] Livestock (small)
-[X] Staples (Wheat, Corn, Rice)
-[X] Bees
-[] Insects (Various)
-[x] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[] Oak Saplings
-[X] Algae
-[] Orange Saplings
-[] Aldean Peppers
-[x] Berries (Various)
-[x] Cacao Saplings


Plan High Risk (2 Complications, 108 points):
Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[X] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}
[X] Biological Samples
Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[X] Livestock (small)
-[X] Staples (Wheat, Corn, Rice)
-[X] Bees
-[] Insects (Various)
-[x] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[] Oak Saplings
-[X] Algae
-[] Orange Saplings
-[] Aldean Peppers
-[x] Berries (Various)
-[x] Cacao Saplings


Frankly I'm leaning toward High Risk, since we get a LOT more for just one extra complication. Still might not be fun to handle, but if we can turn it around we might actually get a bonus out of it. But I won't cast a vote until I see what the rest of you have to say on the subject.

Crop-wise, I prioritized food over utility, so staples and livestock are required. Algae is a must (seriously, google all the stuff you can do with it), and if we want fruit we need bees. Cacao and chocolate will make nice trade goods once we get it going. Lumber won't be that useful for building, since metal is a better (albeit slower) building material, and I doubt anyone will want to trade with us for it. If they do, we can use applewood. Berries are a nice starter for fruit, since they grow like mad and won't take years to set up like the orchards will.


Out of curiosity, could we take Biological Samples more than once to get extra picks if we wanted to?

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Last edited by joestej on Thu Oct 15, 2015 7:32 am, edited 2 times in total.



Thu Oct 15, 2015 6:12 am
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Post Re: Outcast Quest
Hmmm...

Interesting...

I think that the combination of extra passengers and the marines are a non brainer. The extra passengers to mitigate the problem of the limited population and the marines as a generally stable mean to handle internal security because people will be upset the moment they realize that they can't return home.

So I would like to call my plan : Plan Security

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[] Scientific Equipment {9 Points}
[] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[] Chocolate {3 Points}
[] Mining Equipment {12 Points}


The above combination of passengers, food, medical supplies and marines is 9+9+6+3+6 which means 33 points at minimum for the cargo alone, this plan however entails that the passengers will be pacified peacefully by the combination of marines, medical supplies and ample food. If we leave it at this we are left with 17 points for no complications but I say that we should aim for 1, maybe 2 complications (which allows us to get all 36 points of Bio Samples and some more stuff).

Bio samples:

Spoiler: show
[] Biological Samples (Pick up to 36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[] Livestock (small)
-[] Staples (Wheat, Corn, Rice)
-[] Bees
-[] Insects (Various)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[] Oak Saplings
-[] Algae
-[] Orange Saplings
-[] Aldean Peppers
-[] Berries (Various)
-[] Cacao Saplings


The things that are going to be needed earliest are the Staples , Insects and Bees (local bug control and pollination), with probably Livestock (small) if this includes birds and various pest eating animals for a semi natural bug population control and full dietary coverage. So this means 6+6+6 = 18 if we don't pick livestock and 24 if we do. This limits our options. However if we put some of our extra population to help with pollination and local pest control then we may be able to skip insects and livestock, going with a Staples and Bees combo. The problem will then become one of meat proteins, we may have to settle a planet that doesn't have a ready and safe protein source and insects could offer a protein source until something better came along. If we go with just staples and bees as bio samples then that leaves us (36-12) = 24 Genetic samples, or 6 genetic samples. One of those has to be a safe fruit to combat scurvy in the mid game, oranges is the best for that because the orange tree produces a lot of fruits and also has the added benefit of being a tree (so 5 genetic samples remaining). Algae could be useful for terraforming a barely breathable atmosphere but it would need insects for control and it would take years for it to take effect so it ain't useful to have at first(this combo costs 2 genetic samples). Now the interesting choice is Cacao saplings because we don't know if some aliens can get addicted to this luxury but it costs a genetic sample. If we go with just the staples and bees combo then we either have to find a way to see if our people can eat from a local food chain (for the other dietary needs) or if we can genetical adapt our crops and bees to it. If we are to go with full biosphere take over then we will needs genetic samples of insects and small livestock.

This will depend with what we go for in regards to establishing a quick renewable food source.

Bamboo, trees, peppers and berries, don't know what we could use them for but let's leave those options open.

By using our full 36 bio points and the 33 for the Security plan we come up to 69 points. Which brings us 1 complication and leaves us with 10 points to spend before going into the second one. 40 points to spend if we go for 2 complications.

We will need scientific equipment in order to do tech research and probably adapt the genetic samples we will take, so that brings us to 78 points. Anything more than that gets us 2 complications.

However if we bite the bullet and accept the second complication that brings us an extra 31 points to spend.

Data hard drives will assist with research so +3
The combination of industrial and mining equipment is +18 points but it allows for establishing a quick industrial capacity. The problem will then be one of security but unless the ones causing trouble are unreasonable and have a warship the marines should be able to handle things. so combination of Hard drives and Industry is +21 which leaves us 10 points.

The choice then is between the combination of Raw materials and chocolate or just Luxury goods. Luxury goods could help with morale but if we pick Cocoa beans as a genetic samples then chocolate is a non brainer to check if we can establish a chocolate export business to aliens. Raw materials will help with the establishment of the equipment and initial colony without having to cannibalize the ship.

I would go with the combo of chocolate and raw mats. which leaves us 4 points to spend but nothing to spend them on. This of course is if we want to bite the bullet and face two complications.

EDIT forgot my recommendation:

Plan: Complicated Security with a headstart (105 points, 2 complications):

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[] Algae
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[x] Berries (Various) (4)
-[x] Cacao Saplings (4)


And Plan security without Headstart (1 complication):


Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[] Industrial Equipment {6 Points}
[] Raw Materials {3 Points}
[] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[] Chocolate {3 Points}
[] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[] Algae
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[x] Berries (Various) (4)
-[x] Cacao Saplings (4)

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Thu Oct 15, 2015 6:20 am
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Post Re: Outcast Quest
I prefer to be prepared and trust to skill and competence.. but mostly thinking-ahead to handle difficulties that arise...

So I agree with you Dragoongfa...

Plus I like the fact that you choose to bring the chocolate! :)

Plan: Complicated Security with a headstart (105 points, 2 complications) - My Vote!

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Thu Oct 15, 2015 6:45 am
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Post Re: Outcast Quest
Plan Low Risk is invalid. You've got six live samples plus two genetic samples.

I didn't consider that you may want to double down on biological samples. If you really want, I can allow it, but it'll be another 36 points. The reasoning I'm using is that biological samples use specialised containers, since biology + vacuum = no biology, and while genetic samples are hardier and easier to store, they still need protection unless you like mutation or degraded samples.

To signify a double down on a particular option, note it with DD or bold it. I'll allow this for biological samples or extra passengers, though with extra passengers the double down will be calculated by 2d100 rather than 1d100+100, so you're completely on the luck of the dice there. Also you have to pay another 9 points to get it. :P

{Edit}

To clarify, if you go for extra passengers and double down on it, your population will be calculated as:

200 + 1d100 + 100 + 2d100

If you roll perfect crits, you can start with a population as large as 600, plus 250 marines if you go for that option and crit there too. If you flub the rolls, the minimum is 303 plus 81 Marines.

{//Edit}

Just to note a few things:

Cocoa beans take 4 years to grow from seed to seed bearing tree as I recall, so production of such will probably be late game (I'm thinking 1 month turns at this point). I'm willing to cut that down to 2 years though on the basis of genetic engineering, which should be fairly prevalent by Outsider's time. Consider all bio samples to be engineered to some degree to be better than what we have now.

The livestock option will probably be quails or something similar in size. They have advantages over other potential livestock options such as chickens that makes them quite good for a fledgling colonial society. I'm also open to suggestion there if anyone has good ideas.

Aldean Peppers are noted to be extraordinarily hot. In both the scoville sense and the trade good sense, at least as far as humans go.

In order to cultivate genetic samples, you'll need lab equipment. You can do this without lab equipment as a starter, but you'll need to build the lab equipment from scratch in that case, which will take up learning and stewardship turns you might spend elsewhere.

Raw materials will give you an initial boost in starting resources, allowing you to do more before you have to rely on what you can mine or harvest. There are other methods of gaining resources, such as cannibalising parts of the ship, but this may not be fully desirable.

All goods will be to some extent worth trading with others, providing you can find willing trade partners. Value isn't an absolute across alien cultures; what's useless for you may be incredibly rare or valuable for another. Or completely toxic.

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Thu Oct 15, 2015 6:46 am
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Post Re: Outcast Quest
If the Livestock includes cats and some dog breeds then they could also be an export possibility as pets. Cats and Dogs are excellent pest control animals, cats for bugs and rodents, dogs for bigger pests (like feral cats).

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Thu Oct 15, 2015 7:08 am
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Post Re: Outcast Quest
Quote:
Plan Low Risk is invalid. You've got six live samples plus two genetic samples.


Sorry, I found the flaw in my math when reviewing the High Risk, but forgot to fix it for the Low Risk. I'll take care of that so it works again.

I largely like dragoongfa's choices, though with what was mentioned about trees we might want to scale back on the wood-only ones. Even with the double-speed growth provided by genetic engineering, an oak tree would only grow at a rate of 4 feet a year. It would likely be three years or more before we'd get any lumber out of them.

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Last edited by joestej on Thu Oct 15, 2015 7:37 am, edited 1 time in total.



Thu Oct 15, 2015 7:28 am
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Post Re: Outcast Quest
Cats and dogs would probably count as a medium livestock animal. In terms of weight, the average cat is about 7.9 - 9.9 pounds. Chickens will depend on breed, ranging from as little as 1.4 pounds (upper limit of small I'd say) to as high as 8.6. Quails are 3.4 ounces, or 0.2125 pounds. They are incredibly tiny and docile, and hence easy to transport. Most other animals would probably need specialist transport that wouldn't be catered to on a military transport.

Why are you carrying livestock at all? Um. Colony stuff. Yeah. >_> :lol:

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Thu Oct 15, 2015 7:36 am
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Post Re: Outcast Quest
Oh, and what exactly qualifies as a 'luxury good'? Things like textiles or other stuff might be fantastic for trade if we use them right.

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Thu Oct 15, 2015 7:40 am
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Post Re: Outcast Quest
The kind of stuff you'd expect to pay four or five digit sums to get in the colonies. Expensive artwork, antiques, specialty handcrafted goods, legal recreational drugs (tobacco, maybe marijuana depending on legalities), expensive jewelry, anything that can't be mass produced or replaced by cheap knockoffs.

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Thu Oct 15, 2015 7:52 am
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Post Re: Outcast Quest
Razor One wrote:
The kind of stuff you'd expect to pay four or five digit sums to get in the colonies. Expensive artwork, antiques, specialty handcrafted goods, legal recreational drugs (tobacco, maybe marijuana depending on legalities), expensive jewelry, anything that can't be mass produced or replaced by cheap knockoffs.


Okay, thanks!

Sounds like they would be useful either for morale or as trade items, but I think the points we'd need to bring them would be better spent on more renewable options.

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Thu Oct 15, 2015 8:19 am
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Post Re: Outcast Quest
I propose plan Moon Very Long Shot and plan Luxurious Long Shot.

Let's bring everything! I'm not too concerned with complications because they will make for a more interesting story.

Very Long Shot:
The Population/Luxury tradeoff was hard, but the extra population will give us a nice start on population growth though.
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[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

[] Biological Samples (Pick up to 2*36 points worth) {6 Points Each Live, 4 Points Each Genetic}
-[X] Livestock (small)
-[X] Staples (Wheat, Corn, Rice)
-[X] Bees
-[X] Insects (Various)
-[X] Apple Saplings
-[X] Bamboo Saplings
-[X] Pine Saplings
-[X] Oak Saplings
-[X] Algae
-[X] Orange Saplings
-[X] Aldean Peppers
-[X] Berries (Various)
-[X] Cacao Saplings

The Very Long Shot comes to a total of 138, just under the hypothetical threshold for 4 complications.

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Thu Oct 15, 2015 9:35 am
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Post Re: Outcast Quest
Well, I just came back here and tried to figure out what I missed. So allow me a question: What kind of ship are we going to get? Sounds like a transportship to me, but what kind exactly? A merchant, a deep exploration ship or a colony ship? Maybe we should decide that first and then what we should take aboard? If it was decided and i just didn't got it, feel free to ignore this post.

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Thu Oct 15, 2015 9:46 am
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Post Re: Outcast Quest
I'm kind of lazy and busy right now so i vote for whatever Dragonfang wanted.

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Thu Oct 15, 2015 10:24 am
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Post Re: Outcast Quest
[X] Plan: Complicated Security with a headstart v2

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Last edited by Siber on Thu Oct 15, 2015 3:00 pm, edited 1 time in total.



Thu Oct 15, 2015 11:36 am
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Post Re: Outcast Quest
Suederwind wrote:
Well, I just came back here and tried to figure out what I missed. So allow me a question: What kind of ship are we going to get? Sounds like a transportship to me, but what kind exactly? A merchant, a deep exploration ship or a colony ship? Maybe we should decide that first and then what we should take aboard? If it was decided and i just didn't got it, feel free to ignore this post.


You're getting the ECS-48 L'Amour, it's mentioned in the Insider:

Quote:

Note: Long-range cargo vessel used to run supplies to distant outposts and to refuel extended-range Scout missions. (The class ship ECS-48 L'Amour was lost during jump transit in 2155.)



Note how it was lost in jump transit? That's you. ;)

I recall Arioch mentioning that cargo transports of this type can indeed carry passengers with the right equipment, so that's all good.

If You're going to vote, please vote like so:

[X] Plan Amazing!

So that I can be sure you've cast a ballot. Saying "I'll vote for whoever" is harder to easily parse and can make for potential miscounts. Checking the box on the plan vote makes it completely unambiguous whether or not you're actually voting and who you're voting for.

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Thu Oct 15, 2015 11:47 am
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Post Re: Outcast Quest
[X] Complicated Security with a headstart

Surely this will make things interesting. and chocolate might come in handy


Thu Oct 15, 2015 11:51 am
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Post Re: Outcast Quest
Hmm...

First of all thanks for the votes :)

Now, having thought about it, Algae could replace one of the genetic samples. They have diverse set of usage, which makes them valuable both for the colony and for trading, especially if they have some gene engineered advances when compared to ours.

There are two choices as far as I can see:

1st: Ditch the Oak trees for Algae. Oak is a hardy tree, a great source of hardwood and produces acorns. It is easy to create an Oak forest which would be the cornerstone of an implanted biosphere. The problem is if these benefits are really worth it. Wood is bound to be a luxury in that tech level, no much use in weapons, acorns are not a great source of nutrition and implanting a biosphere shouldn't be a priority.

2nd: Ditch the Berries for Algae. Berrie shrubs grow quick and would be an immediate source of fruits. Some variants are hardy to various climates. The problem is that the fruits wouldn't be great in number and that it doesn't have any other advantage other than immediately covering the need for fruit.

I initially thought that the Orange trees could also be used to make way. However some Orange tree variants are very hardy, in Greece we use a variant of Citrus trees in city streets because they can stand the pollution and remain with leaves through the year with not much watering.

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Looking forward to the mirror (Delayed editing)
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The Pale Horse (Completed, could use some editing)


Thu Oct 15, 2015 12:19 pm
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