Reply to topic  [ 922 posts ]  Go to page Previous  1 ... 11, 12, 13, 14, 15, 16, 17 ... 37  Next
Outcast Quest [Updated 10/10/18 - Turn 14] 
Author Message
User avatar

Joined: Sun Mar 06, 2011 10:10 am
Posts: 347
Post Re: Outcast Quest
Based on those writeups, I'm going to go with

[X] Inside The Briar Patch

_________________
Atomic Space Race, a hard sci-fi orbital mechanics puzzle game.
Homeworld Fulcrum, a Homeworld Remastered Mod


Sun Nov 08, 2015 8:02 am
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
@Razor One

If I may make a suggestion for the 5 points, have them become available after we have found a way to alleviate the jump sickness. The points could be explained as "now that people don't suffer from the jump sickness anymore they have become fully aware of their strengths and weaknesses, each finding ways to better themselves now that their jump sickness ordeal is over".

_________________
My fan fics:

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


Sun Nov 08, 2015 9:06 am
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
The five points were for you personally, not for everyone under your command. The idea was that it was you rising to meet your first real challenge of command and finding out what you were really made of.

I figure I'll just make it a personal action for now and give you the option to take it or leave it. Personal actions only cost time, generally speaking. I was going to lock you out of them for the first three turns at least, but I'll lower that by one turn to make up for it.

Oh, and for obvious reasons, no, dumping your points into Psi is a no go. Not unless you have Soia level genetic-fucking-magic, turn blue and start growing elf ears. :P

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Sun Nov 08, 2015 9:33 am
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
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?

2nd: Trading. How is the system going to work? I guess through some short of barter system.

3rd: Research and Development. On what factors will it depend and how will the dependence split? Like personnel, equipment, learning score and etc?

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.

_________________
My fan fics:

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


Sun Nov 08, 2015 11:55 am
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
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?



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.

Quote:

2nd: Trading. How is the system going to work? I guess through some short of barter system.



I was saving this for the CK2 update, but I'll explain it here.

Trade will go on a Resource Unit (RU) system. Food will be converted into a unit system as well, instead of an individual meal thing as it is now. Resource units are basically an abstracted relative value. A ton of gold is quite nice, but it's actually got a low RU value compared to say, Iron, Copper, or Titanium. This also includes useful compounds and other complex materials. A computer system made of many parts for instance will have an RU value. Generally, making one will cost more RU than you'd get from recycling it.

For the most part, mining and the like will generate Resource Units. Actions will cost RU.

You can trade food and finished products for RU if you can find a trade hub, at which point you can then spend your RU on products from said trade hub. You can bring in your own raw resources for RU directly and then purchase from there as well.

Barter is also a possibility if what you have either can't be rendered down into an RU value or is somewhat unique and can't be valued.

For reference, your default starting RU amount was planned to be 2500 RU. Taking raw resources boosted that to 12,500 RU. You'll definitely be off to a good start, especially when coupled with your mining equipment.

Quote:

3rd: Research and Development. On what factors will it depend and how will the dependence split? Like personnel, equipment, learning score and etc?



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.

Some research will be fairly easy. Others will be quite difficult. Some will have prerequisites, such as building a biolab or a particle collider, others will simply be available straight up. Language will be available by default, and you've already got some progress in there. If you choose to continue learning Loroi Trade, you'll get a 4d100 + 4d20 added to the current progress bar, though because they were only children, the best you can learn is capped at their level for now.

Researching the Collars will be a much harder prospect. They're a product of a highly advanced civilization and they affect things you have absolutely no understanding of. The DC to even make progress for it is 90, and if you break that DC you only get learning plus whatever you had over 90 as progress. And the progress bar is not small. There are ways to reduce the difficulty and increase the likelihood of gains though. You can try to iron man it or you can wait for a better time.

Quote:
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.


To be fair, you can't possibly roll 0 on a 1-100 roll. :P

The DC will generally take certain things into account. Making an Alliance with the Nafen right out of the blue has a DC of 100. You can't possibly succeed. Likewise with the Loroi; the relationship just isn't there to establish one.

If you take the logical steps towards building and cultivating an alliance and are on the cusp of signing a document, but fail the DC, several things happen.

First, if you have put a lot of effort and thought into that kind of thing instead of proposing it out of the blue, the DC is likely to be quite low. Secondly, if you do fail the DC, other factors come into play. Homura Izumi, who is arguably your face now, has a bonus to diplomatic rolls; if she fails them, she gets a reroll. Whatever roll is best, she keeps, then applies her diplomacy to that. I may actually have to nerf how stats apply to keep things challenging. :P

Finally, if all is said and done and you've well and truly failed, then I'll try to keep that failure as plausible as possible. A sudden shift in the aliens government, other matters forcing them to put it off for now, opportunistic politicians rising up and delaying things to wring out better concessions from you, objections to the wording of the agreement, etc. etc. There's loads of things that can hold up the political process.

In the past I've seen good GM's take the discussion that lead to a decision into account when writing an update, even if what was discussed wasn't a part of the vote in and of itself. The GM was so impressed by the players lateral thinking that he not only rolled with it, he gave out a bonuses. Other GM's also reward particularly good Omake's, stories set within the Quest, with canonisation and bonuses to be applied as the players see fit.

That being said, I'm actually a little worried that I may have bored people with the quest so far. Or intimidated them with the daily updates. Or put them off with the lengthy story so far. I'm still new at running things like this, so feedback is nice. Please. please? **fidgets nervously**

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Sun Nov 08, 2015 12:33 pm
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
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 :P

_________________
My fan fics:

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


Sun Nov 08, 2015 5:52 pm
Profile

Joined: Fri Sep 23, 2011 9:33 pm
Posts: 718
Post Re: Outcast Quest
dragoongfa wrote:
4th: The tip of one of the angles of the nearby black triangle hides a pinwheel.
Good catch.

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)
I think that the first-step answer to both is "VDA".


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.
At a later stage, this proposes immoral industrial & combat practices.

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.
Possible long-term goal: shredder weaponry.

Razor One wrote:
The Urkuk are their primary threat. The Orgus are quite happy to offer a bounty for every confirmed Urkuk raider killed.
Mid-game: increasing safety approximates income.

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.
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:
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 the "Briar Patch"-specific threat is the Urkuk early-game, and the Nafen mid- to late-game.


Razor One wrote:
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?



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.
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.


Sun Nov 08, 2015 8:44 pm
Profile
User avatar

Joined: Tue Oct 13, 2015 5:30 pm
Posts: 52
Location: A Cold Place.
Post Re: Outcast Quest
[X] Rapids

I still want to go to the Rapids. All of the earlier reasons in addition to the fact that the Nafen might send a scout make the Briar Patch look bad.

_________________
I think I'm supposed to have a sig here.
Other Forums:
Spoiler: show
Alpha: Schlock Mercenary/Nightstar Zoo
And some others that I'll add... eventually.


Sun Nov 08, 2015 9:12 pm
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
The votes so far:

[X] The Rapids

alpha

[X] Briar Patch

dragoongfa, Siber

Since this is an incredibly important vote, I'll not call it for a few days. Where you start is going to impact a number of important things, so it's best to get a clear cut decision rather than one decided on three votes with a single vote majority.

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 :P


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!

Absalom wrote:

I think that the first-step answer to both is "VDA".



Fairly close, and your scientists already have Ideas on that front:

Quote:

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.



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.

Quote:

At a later stage, this proposes immoral industrial & combat practices.



I'm not sure what you mean by that. Immoral for the Urkuk, or immoral for you?

Quote:

Possible long-term goal: shredder weaponry.



Possibly~

Quote:

So the "Briar Patch"-specific threat is the Urkuk early-game, and the Nafen mid- to late-game.



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.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Sun Nov 08, 2015 10:29 pm
Profile
User avatar

Joined: Tue Oct 13, 2015 10:14 am
Posts: 20
Post Re: Outcast Quest
Well i've had fun so far, even if can't log in too often.


[X] The Briar Patch

Seems like a fair risk/reward trade.

Spoiler: show
and the gm wouldn't throw a nefan scout at us early, rite


Mon Nov 09, 2015 7:15 am
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
Nugget wrote:
Spoiler: show
and the gm wouldn't throw a nefan scout at us early, rite


Mmmmmaybe~

Spoiler: show
Realtalk: You have a safety margin. How long that is is location dependent and known only to me. After your safety margin is gone, you have a slim but non-zero chance of certain specific random encounters that could either work well for you or ruin your day, depending on how you handle it with a little luck mixed in.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Mon Nov 09, 2015 7:28 am
Profile
User avatar

Joined: Wed Oct 07, 2015 6:47 am
Posts: 179
Location: My own little world...
Post Re: Outcast Quest
[X] Inside The Briar Patch

Stealth is good, and we'll want to be close to the Loroi. I do NOT like the sound of the Nafen, but the Briar Patch will hopefully let us hide from them.

_________________
"Sometimes it's better to light a flamethrower than to curse the darkness."


Mon Nov 09, 2015 10:06 am
Profile WWW
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
It seems that there's a solid majority for the Briar Patch, so barring a sudden upset, I'll call the vote in about eight or nine hours.

I've got the update mostly written up, just needs final confirmation and customisation for your locale.

Until then, here are some rolls:

Ensign Izumi Sick?: 63 = No
<<Redacted>>: 35 = Yes

Interesting.

Language Roll: 4d100 + 4d20 = 26, 4, 41, 61, 8, 3, 6, 14 = 163

You rolled pretty shit on your standard monthly deal for learning languages. Then I remembered that the journey length was 45 days, not one month, so I then added the extra two weeks on top of that:

Addional: 2d100 + 2d20 = 98, 3, 16, 19 = 136

It turns out the dice took pity on you and gave you better rolls with a 2d100 + 2d20 then you got on a 4d100 + 4d20.

Ensign Izumi is currently sitting on 701 / 3000 on Loroi Trade, though there's a cap of 1750 since they were only children on a training cruise and not fully integrated into their society.

You have the following resources:

12500 Resource Units (Used for construction, trade)
1000 Scientific Equipment Units (Laboratory gear, precision equipment)
2000 Medical Supply Units (1 unit heals 1 person if they're moderately injured per month, 2 units per month if heavily, 3 units if severely, 5 units if critically)
853 Food Units

You have industrial equipment which will make getting heavy industry off the ground much easier after you establish yourselves, and you also have access to data drives that have social, cultural, and scientific knowledge you might have found yourself without. That helps cut down a little on research and your people have a lot of reference material to work with. Less chance of screwing things up due to lack of knowledge, some of the basic things won't even need research, letting you skip to the unfamiliar territory side of things.

The only thing a bit screwy is your food situation.

I've run the conversion from "Total Meals" to a Food Unit system. 1 Food Unit is how much a colonist will eat in a given month at full rations.

Right now, 2/3rds of your colony is on 2/3rds rations, with 1/3rd on 1/3rd rationing. The Loroi only eat at 1/3rd rationing by default. This makes for a total consumption of 303 food units per month, 539 if you were on full rations. Your food supply is 853 units after doing the conversion and rounding up, after subtracting the time taken to get to the Briar Patch.

853 / 303 = 2.815 Turns until you hit rock bottom.

You're 19 units short of lasting the full 3 months you need for your first harvest. You need one month to build up your agricultural center, and two months for the crops to mature. As it stands, you'll run out of food 10 days too early.

In order to make the full time without enduring a mild starvation penalty, you'll need 50 additional people to go from 2/3rds rationing to 1/3rds rationing, bringing your consumption down from 303 to 286 and 1/3rd, with some slight upwards rounding to your benefit. I'll include this as a free emergency action that is apart from the other actions, all that it will require is a yea or nay on the survey when it goes up.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Mon Nov 09, 2015 1:16 pm
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
Hmm...

How much stuff will the agricultural center produce as a first harvest provided we plant everything solid (not genetic samples) that we brought with us?

EDIT: This includes some potatoes of course.

_________________
My fan fics:

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


Mon Nov 09, 2015 1:43 pm
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
I did some research and found that Potatoes mature in 70 days (60 for the purposes of this quest), Corn/Wheat in roughly 90, and Rice in 120.

Since potatoes are the only crop that will mature before you starve, I figure it's all in on potatoes unless you like starvation. :P

Due to the miracles of rounding and genetic engineering, you'll be planting potatoes exclusively for your first harvest and they'll mature in two turns from planting. Since you need to build the agri-complex before you can plant, you'll be planting at the start of turn 2 and harvesting at the start of turn 4.

It'll produce 500 units of food, and will require an input of 3 RU per food unit to do it, in addition to upkeep costs. Additional production and food types will require expanding the agricultural complex.

Corn, wheat and rice will require you to UNLEASH THE BEES, though your potatoes won't need them.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Mon Nov 09, 2015 1:57 pm
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
I guess then that we will build the agricultural complex on the first turn. Planting potatoes in turn two while also expanding the agricultural complex (perhaps consider using the free action to get double sized agricultural center or something). Plant more stuff in turn three and if the numbers don't add up expand the agri center again. Harvest on turn 4 then do the math again.

EDIT: Which reminds me, what can we use the free stewardship action for?
EDIT2: If I understand things correctly, the first harvest for the potatoes will be in turn 4, the next harvest will then be in turn 6 right?

_________________
My fan fics:

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


Mon Nov 09, 2015 2:06 pm
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
You get two choices when it comes to stewardship actions. You have plenty of them to choose from, trust me.

Your agri complex takes a month to build, expansions also take a month, so your first harvest will be Turn 4, but if you build an expansion in Turn 2 and plant in Turn 3, then you'll have a second harvest in Turn 5. From there I can just average things out on a monthly basis for Potatoes unless you change the crop rotation.

Once you have basic needs, you'll be able to diversify without risk of starvation.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Mon Nov 09, 2015 2:18 pm
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
Okay then, I will probably then suggest building a third expansion with the aim of having it be the base of the diversification process. 1/4 bees, 1/4 wheat, 1/4 corn and 1/4 rice then have small plots of potatoes rotated into the new crops after each harvest, easing in the diversification and thus 'justifying' the averaging of the harvest results. When we have mining, some industry, and the bio labs going. We build more with the aim of adding the results of the genetic samples in.

How about the Yeast situation?

PS: You can still go to sleep and answer tomorrow :P

_________________
My fan fics:

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


Mon Nov 09, 2015 2:42 pm
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
Yeast by itself isn't very useful without a feedstock material. You could start growing it, but it wouldn't provide enough food to cover your needs right now.

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.

And yeah, going to sleep now. :P

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Mon Nov 09, 2015 2:58 pm
Profile
User avatar

Joined: Tue Oct 13, 2015 5:30 pm
Posts: 52
Location: A Cold Place.
Post Re: Outcast Quest
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.

This makes me think of Bean at Battle School. And another series that I vaguely remember.

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)
I think that the first-step answer to both is "VDA".
Looks like I'm not the only one who follows Schlock Mercenary here! (Same username on the Schlock Forums)

Question:

How much chocolate do we have left?

_________________
I think I'm supposed to have a sig here.
Other Forums:
Spoiler: show
Alpha: Schlock Mercenary/Nightstar Zoo
And some others that I'll add... eventually.


Mon Nov 09, 2015 9:05 pm
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
Okay, calling it for the Briar Patch.

Your update has been spoilered for length.

Spoiler: show
May 2nd, 2155

Turn 1

The Briar Patch is aptly named by your crew. As the hydrogen gas thickens around your hull it warms, producing an environment not unlike Jupiter's atmosphere. The deeper you penetrate, the lower your sensor resolution becomes and the more the wind makes itself known through turbulence.

Lightning strikes as clouds scud off into the distance. Only the strangeness of your new universe seems to allow this region to exist. Back home something like this would have either blown itself apart due to equalising air pressure, or collapsed in on itself and become a proper gas giant. Instead you've got two or three atmospheres of pressure on your hull and it's making your spacer sensibilities itch with nervousness.

As you penetrate deeper and deeper into the quasi-nebula or semi-planet, a wondrous sight appears before you. You see free floating wind worn asteroids tumbling in the wind, literal mountains in a sky that will never know the ground, a place to settle and make your home.

A lot of your colonists aren't particularly happy about that. They had lives and families back home that they will never see again. The Terran Frontier, distant though it may have been, still had lines of supply and contact. Here you are alone. Still, they're smart enough to realise that you can't get home so easily. If even advanced cultures can't bridge the gulf of knowledge required, what hope do you have? Still. You'll try. It's the only thing that you can do.

Others are more enthusiastic about building something for themselves. They relish the challenges to come and are excited about exploring the unknown depths of a new universe. Yes, it is terrifying to know that there are creatures out there that would as soon gut you as talk to you, but the presence of your Loroi guests bolsters their hopes and dreams of peaceful alien contact.

Military and civilian experts look over the area and select the best spot to break ground. All your colony needs is a name. There's already been debate on that front, and most of the camps are split, but there yet remain a few deciding votes. It seems they're waiting on your opinion before weighing in.

What should you call your colony?

[] Avalon

An island of Arthurian Legend, it is the place where Excalibur was forged and where the Once And Future King was taken after the battle of Camlann to recover from his wounds.

(Gain Arthurian themes in updates and naming conventions)

[] Parmentier

Antoine-Augustin Parmentier was a vocal promoter of the potato, promoted the use of the smallpox vaccine, and pioneered the use of refrigeration.

(Maintain French derived naming convention)

[] Valhalla

Valhalla is the afterlife of all those who die in battle, where they feast and fight for all eternity until the day of Raganarok.

(Gain Norse themes in updates and naming conventions)

[] Something Else? (Write In)

12,500 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate

Martial: {Locked}

Both Commander O'Malley and Colonel Pierce are allocating all available personnel to help break ground for the colony. No military actions may be taken until then.

Diplomacy: Though Ensign Izumi is still in quarantine, she's your most effective diplomat, though you're no slouch yourself in that department. (Choose One.)

[] Improving Relations: Developing a closer rapport with your Loroi guests would definitely be a plus. Put some time and effort into learning each other's cultures.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Boost in Loroi Opinion, ???

[] Soothing Tensions: Your colonists are not as united as you'd like. Factions are starting to form despite Vanessa and Richard's best efforts. Nipping this in the bud would be for the best.

Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Tensions Soothed, ???

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 2)

[] Habitation Complex: Your colonists are itching to get out of the passenger module and stretch their legs. The habitation complex will provide room for 500 people to live comfortably.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 80%, Reward: Habitation Complex Built, New Options, Colonists off your ship, Requires 250 RU upkeep.

[] Agricultural Complex: Without a ready supply of food you're going to starve. The Agri-Complex will allow you to grow food as quickly as you can once it's built.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 80%, Reward: Agricultural Complex Built, New Options, Able to Grow Food, converts 3 RU -> 1 Food, +500 Food at max production, requires 250 RU upkeep, requires two turns to begin production after completion.

[] Yeast Production Plant: Yeast has numerous uses, from basic food production to alcohol and bread making.

Cost: 500 RU, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Built, New Food Options, Able to Grow Yeast, converts 1 RU -> 1 Food, +250 Food at max production, requires 125 RU upkeep.

[] Stabilisation Thrusters: Your home asteroid is not fixed in space. There is a slim chance that it could float off and strike another asteroid, or be struck itself. Needless to say, this would probably be a bad thing. Build stabilisation thrusters to help hold your colony in place and allow it to nudge itself away from impending doom.

Cost: 3000 RU, Time: 3 Months, Chance of Success: 60%, Reward: Not getting crushed by flying mountains, requires 500 RU upkeep.

[] Biolab: The biolab will handle all science biological, from alien physiology, botany and disease control, to genetic manipulation and vaccination production.

Cost: 6500 RU, Time: 4 Months, Chance of Success: 90%, Reward: More research options.

[] Physics Lab: The physics lab will handle all science physical, allowing you to understand the new realm you find yourself in more fully.

Cost: 8750 RU, Time: 6 Months, Chance of Success: 90%, Reward: More research options.

[] Mineralogical Survey: Survey your home and nearby asteroids for the best place to deploy your mining equipment.

Cost: 0, Time: 1 Month, Chance of Success: 90%, Reward: Knowledge of local ores, Able to begin mining operations.

[] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.

Cost: 4000 RU, Time: 6 Months, Chance of Success: 70%, 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: 3 Months, Chance of Success: 80%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.

[] 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.

[] Medical Center: All colonies require medical treatment for the sick and injured and the biolab is no place to treat broken bones.

Cost: 2000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Medical treatment available for all colonists except Loroi.

[] 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}

As a military transport vessel, signals intelligence or other intelligence related officers were not a part of your crew.

Learning: You have many skilled people at your beck and call just waiting to tear into the unknown and reveal its juicy, succulent knowledge. (Choose One)

[] Loroi Trade: Ensign Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends. (Due to Spear learning English quickly, +20 bonus to the standard 4d100 + 4d20 now applies)

Cost: 0, Value Needed: 701 / 1750, 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, 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, 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: 91 / 1000, Reward: Knowledge of what is and is not toxic to Loroi biochemistry.

[] Loroi Physiology: Doctor Campos would like to do a full medical workup on the Loroi in your care. As similar as they are physically, there may be differences that could hinder effective medical treatment.

Cost: 0, Value Needed: 0 / 80, Reward: More effective medical treatment for Loroi.

[] 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), 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.

[] 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, Reward: Jump sickness penalty removed.

Cost: 0, Value Needed: 64 / 500, Reward: Disposable sensor drone capable of extending your sensor range.

Personal: {Locked}

You don't have any time to spare. Every day you work yourself to the bone. Every night you fall asleep dead tired. Your parents built the colony you grew up in, and now you know just how much hard work that is.

EMERGENCY ACTIONS

Your officers have run the numbers. You will have a food shortfall before your first harvest even comes in, provided your other projects stay on track.

They recommend that at least 50 more people go on harsher rationing to make up for the shortfall. All the require is your word.

[] Yea
[] Nay


The name for your colony will be an informal vote. The options for Martial, Diplomacy, et al will be done via Survey Monkey and will go up in a day or two. Discuss amongst yourselves what you believe your best options are. As always, majority will win.

{Edit}

Oh, I forgot to mention, scientific equipment has been folded off into resources for the sake of simplicity. You can build your initial science buildings outlayed here (Biolab, Physics Lab) but you'll need to build up the ability to produce scientific tools to build further research buildings in the future.

{Edit 2}

Forgot an option, added it.

{Edit 3}

Added emergency food shortfall option.

{Edit 4}

Forgot about Spear's rolls to learn English. She now knows English better than Ensign Izumi knows trade. There is now a +20 bonus to all rolls for learning trade as long as this is the case.

{Edit 5}

Forgot the theme music for your new home.

{Edit 6}

Added previous / next links at the bottom.

<< Character Sheets / State of the Realm || Turn 1 Results >>

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Tue Nov 10, 2015 2:42 am
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
[X] Valhalla. I think it fits, especially if we go medieval to the Urkuk.

I am having some... reservations in regards with the chance of success percentages, barring a huge stupidity induced disaster someone building something simple is something straightforward.

Easy stuff like the habitation or agricultural centers should be straightforward imho, especially with the people we brought, the more complex stuff less so until our population has some experience in building stuff. What does the failure entail?

Will the whole project have a catastrophic failure (everything blows up and everyone dies) or will its completion be delayed for unforeseen reasons requiring some overtime? (For the shake of sanity and some realism I hope its the later).

For the choices:

Diplomacy: Easing the tensions is a priority, hope we are lucky with the 60% chance, so we can focus on the Loroi next.

Stewardship:

Agricultural center and Mineral survey. Let's keep the Jumpdrive as it is, could be of use later while also being a 'reassurance card' for our colonists that we aim to get back if we find out how.

Learning:

Loroi physiology. Keeping our diplomatic card with the Loroi healthy should be a priority. Perhaps has a small Loroi Biochemisty bonus on top of it. Jump Sickness should be either the second or third option. I am going to go with third because of its 4100 points needed while Biochemistry need 900.

Emergency action: Yea

_________________
My fan fics:

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


Last edited by Guest on Tue Nov 10, 2015 3:42 am, edited 1 time in total.



Tue Nov 10, 2015 3:05 am
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
dragoongfa wrote:
[X] Valhalla. I think it fits, especially if we go medieval to the Urkuk.

I am having some... reservations in regards with the chance of success percentages, barring a huge stupidity induced disaster someone building something simple is something straightforward.

Easy stuff like the habitation or agricultural centers should be straightforward imho, especially with the people we brought, the more complex stuff less so until our population has some experience in building stuff. What does the failure entail?

Will the whole project have a catastrophic failure (everything blows up and everyone dies) or will its completion be delayed for unforeseen reasons requiring some overtime? (For the shake of sanity and some realism I hope its the later).


The DC is incredibly low for building it; anything better than a ten and you're gravy. If you do fail the roll though, the most likely outcome will be in the form of delays.

Catastrophic failures will only be a thing if you have consistently bad rolls, IE, rolling a natural 1 five times in a row. It will also trigger emergency actions where you can take drastic measures to correct or redress your problems, such as building makeshift shelters in the rock as opposed to a proper structure and so forth, or simply throwing resources at the problem until its fixed.

And I just remembered that I forgot your emergency action. Crap. Hold on, adding it in now.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Tue Nov 10, 2015 3:35 am
Profile
Online
User avatar

Joined: Mon Jan 26, 2015 2:26 pm
Posts: 1624
Location: Athens, Greece
Post Re: Outcast Quest
I just hope that at least the first two agri centers are finished properly with the rolls we had so far in certain instances.

_________________
My fan fics:

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


Tue Nov 10, 2015 4:14 am
Profile
Moderator
User avatar

Joined: Thu May 12, 2011 8:38 am
Posts: 561
Post Re: Outcast Quest
I do have emergency options in the wings if it comes to that, though to be fair, you have been in space for probably a bit longer than your original journey was intended to take. If you hadn't instituted rationing earlier, you'd definitely be up shit creek right now.

Besides, overcoming adversity is part and parcel of these games. I saw one happen where players kept failing horribly for the first dozen turns or so, and then managed to claw their way back from the brink, overcome significant evil, and generally improve the setting of their world significantly from the canon route.

_________________
Image

Spoiler: show
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.


Tue Nov 10, 2015 4:22 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 922 posts ]  Go to page Previous  1 ... 11, 12, 13, 14, 15, 16, 17 ... 37  Next

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.