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 Exodous to the Void. Colonies of the Outer Rim.. 
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Take the peninsula.
Upon arrival at the area, begin creation of a self-sustaining colony, first with food, then industry (especially military industries).
Begin work on the hull reinforcement tech.


Tue Nov 19, 2013 11:37 pm
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Turn Three; The system greatly trade and teamwork.

Image

GagarinX-1961
> Squeal like a teenage girl and finalize the preparations for colonization on the new terran world. Roll 63
The ships are loaded with the first 36 colonists and 4 pilots. The colonists are briefed for planetfall as 2 Units of metal and 2 units of Food are loaded aboard.

> Get the scientist team working on how to best support ourselves on this planet. Whether it be genetically modified crops, or specific areas on the planet that may prove most habitable. Roll 30.
Researchers on the station begin work on genetic modification of crops, though a grey area in the Empire the crops will greatly benefit colonization efforts. Scientists expect the first generation of Crop4 to be 2 more turns.

> Send several trips worth of people and supplies, numbering in at least two hundred citizens and supplies to last them for two weeks. Give them enough metals and minerals to get started in that time. Roll 93 Critfail
(Since the first action wasnt really required ill used that as one drop, and this third action as the second shuttle run)
The low gravity allows pilots to approach slow and carefully, the extensive dense foliage meaning the pilots have to land with the utmost care. The first landing is a success, both craft landing in the same small area.
In the second landing the first ship laden with another 18 colonists and 2 tons of foodl makes its landing and unloading, however the second vessel catches its tail on part of the foliage causing the craft to twist in the air plummeting into a pair of alien trees. Most of the crafts structure is shredded however the ships cargo including the Mining equipment, 6 tons of metal and 2 tons of crystal slowly drifts away from the craft the 0.1g planet doing little to draw the items to the ground.

Aboard the Colony ship in orbit above Orbital 4 the first sensor array is completed, a collapsible tier 1 array for use on .. well damn near anything you want.

DRON##@
>With-held Turn >Weld a few layers of extra heat shielding onto both survey pods. Ferry as many colonists and supplies as possible to a polar and an equatorial dropsite, respectively. The colonists should focus colony construction around small bunkers in the drop terrain and erect sensor arrays for collecting environmental data.
Roll 79
Fabrication teams weld up additional plating to the drop ships, giving them more heat resilience though its not an elegant fix it. The first two groups are prepared and briefed on their objectives.

>Continue landing at the colony sites and begin extraction of raw minerals, moving enough mining tools for the entire population planetside. Colonists are to limit exposure to the outside environment and remain mostly underground or within the survey pods. Roll 99 Critfail
The Survey pods perform their first landings barely. The polar craft suffering engine burnout from radiation damage while the the equatorial lands, but is not heard from
Polar Colony
Population: 10
Living Quarters: 10*
Food 1 unit (0.01 Per Person Per Turn consumption)
Surveyor Pod; inoperable; Engine Burnout.

Initial reports in the cloud breaks the polar colony is intact but will need an engineering team, some metal and some crystal to get their craft running again.

Equatorial Colony
Population: 10*
Living Quarters: 10*
Food 1 unit (0.01 Per Person Per Turn consumption)
Surveyor Pod; Status: unknown

Scans indicate the colonists are still alive. However nearly every external surface of the ship is molten slag.


>Order the supercomputer-technical division to commence rapid prototyping of a cheap, barebones, unpressurized surface-to-orbit cargo drone that can rapidly shift supplies at a steep drop vector.

Research teams have completed the initial task and have presented 3 avenues of further research into this design.
The first 'core' design features; Hull1, Armour1, Thrust1, Mobility1, Cargo1, Sensors1.
The key design issues are a lack of thrust, the craft would not be able to make it back from the planet without larger thrusters.
The cargo hold could be significantly improved.
And the Armour could be stripped off for use on thinner atmospheres or through space saving weight.

>Development of heavy NBC protective gear for all dirtside colonists is to begin immediately in parallel to the drone project, siphoning off processing power from the supercomp and the expertise of a few scientists from the polytechnic. Researchers should focus on compact ventilation systems and the integration of radiation-resistant polymer [Demron-analogue material].

The first generation of the Firestorm suit is completed. providing colonists with enhanced protection from planet 4's environmental factors, the suit requires refurbishment as the mineral gel layer absorbs radiation damage and requires replacing,

>>Cease satellite construction and reclaim any minerals or metal already spent.
This would require a manufacturing turn (And an action)
For not the satalite's frame has a sheet of metal placed over it and the engineering crew are using it as a makeshift table.

IEF Conquest
Tell the colonists to start production of housing and buildings suitable to contain industrial machinery. Make sure they give them basements. Roll 86
Construction of very basic T1 housing begins with several quick structures being throw together in short time. Shipping container-esque blocks burried into the dirt to provide a basement with an additional cube on top to provide the main living space. A single container currently houses the colonies showers toilets and kitchens.

Have a few of the colonists start work on a dirt runway to ease the burden on the Aerodynes to reduce the probability of landing gear damage. Roll 65
clearing a dirt runway and piling the excess at the end the colonists have erected an improved landing site with crash barrier. with another manufacturing turn they could construct a solid topping to the runway.

Ship down remaining industrial machinery, the refining equipment, manufacturing tools and agricultural equipment and store them temporarily in the basements. Roll 12
The dropships manage another pair of drops this time clearing the colony ship of its infrastructure.


Settlement 01
Planet: Frey
Star: 01
Population: 36
Living Quarters; 50 (40 Temp +10T1)
Metals: 23 Units
Minerals: 12 Units
Food: 6 Units (consumption of 0.01 per person, per day)
Mining Equipment
Refinery
Manufacturing
Agricultural Equipment


UKNS Pagoe
Take the peninsula.
Pods crash down and take the peninsula with the first batch of 'colonists' armed and at the ready disembarking in a textbook take and hold maneuver. Crew following behind
Unloading the first 20 colonists and their food supplies they set up the initial borders, discovering some life on this planet in the form of several insects and invertebrates.

Upon arrival at the area, begin creation of a self-sustaining colony, first with food, then industry (especially military industries).
Agricultural work begins several colonists begin to prepare soil for the first transfer of crops. The land expected to be producing in the next turn.

Settlement 01
Planet: 01
Star: 01
Population: 20
Living Quarters; 20*
Metals: 0 Units
Minerals: 0 Units
Food: 2 Units (consumption of 0.01 per person, per day)


Begin work on the hull reinforcement tech.
Research begins aboard the vessel with teams scouring original blueprints of the vessel to determine key structural weaknesses. It will take them a while to reach a conclusion in this area giving a deadline by the next turn, initial expectations are between 4 and 8 turns.



Bucephalas
>Scout for a stable environment on the surface, preferably a fissure or a cliff face facing away from the storm, then place the colony ship in geostat orbit on that location.
The colony moves into location near the polar regions. where the ground is rougher slowing the storms allowing for a safer landing.

>Create designs for a heavy lander, capable of carrying miners and equipment to the surface, then ferrying ore/minerals back to the ship, and if all goes to plan, begin construction of one.
The designes of the heavy lander taking into account the targets gravity are underway. the first task at hand is developing a form of thrust capable of escaping 1.0g
The expected completion of the project is 2-4 turns.

>If a site has been found, load the two surveyor pods with a surveyor, an engineer, miners, mining gear and the mining drone, then send them to site.
per
Surveyor pods Alpha and Bravo are loaded, Alpha carrying 1 ton of food, The Vitiltior Mining Drone and 5 crew. Along with its lone pilot.
Bravo carrying the mining equipment and 9 crew with its first pilot.

Both landers scream through the atmosphere reactors whining as they fire the ion drives in an attempt to shrug of as much speed as possible before the craft hit the surface, digging a great discolored gouge into the dusty surface of the planet.
Dazed and relieved the crew clamber from the pods, the air is thin and the temperatures hot, but its home for now. some shield their eyes and look up in a futile gesture, the great orange/red dust forms an isolation bubble around the site.

Both pods report little incident, it wont be a return trip, but theyre there, and theyre safe for now.

Settlement 01
Planet: Orbital 4
Star: 01
Population: 16
Living Quarters; 20* (shuttles as temporary housing)
Metals: 0 units
Minerals: 0 Units
Food: 1 Unit (consumption of 0.01 per person, per day)
Mining Equipment
Vitilator Mining Drone


Caelus
>Start production of polyethylene protective suits for a subset of 300 colonists
Production of the suits begins, the first 5 are completed and set aside. Designed for hazmat situations.

>Scan Moonlet for acceptable landing point

The moonlet has several reasonable landing sites as the desert surface leaves large swarths of terrain flat or a semblance there of.
Scans however encounter a key issue, the moons surface gravity comes in at over 5x normal earth gravity. the landers would not manage a return flight, let alone remaining intact upon landing.

>Once found, release a team of 300 colonists with their protective suits to start building a livable colony
Uh, im going to hold this. Just cause you know, persistent 5g would turn the surveyor pods into craters.


Wed Nov 20, 2013 10:37 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Have enough T1 housing for the colonists constructed so that none of them are homeless. Designate the colony Port Anglii. If possible, keep everything semi-ready for redeployment - I haven't completed a full survey of the solar system yet so it'd be a good idea to keep ready incase this colony site doesn't turn out.

Finish construction of the runway, I can ill afford damage to my landers.

Send the agricultural machines to a nearby field and start cultivating crops.


Last edited by caekdaemon on Fri Dec 13, 2013 9:22 pm, edited 1 time in total.



Wed Nov 20, 2013 1:01 pm
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
And then I saw Fail Flail's ♥♥♥♥ tile and just about died.


Wed Nov 20, 2013 3:05 pm
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
>Amplify the engine and cargo hauling abilities of the drone prototype such that it will be able to drag a surveyor pod back to the station, potentially by implementing a sturdier superstructure and chemical rockets.
>Begin manufacturing Firestorms and package them with a scraped-together bundle of food and mining supplies, to be dropped later.
>Order the colonists onboard the non-molten surveyor pod to proceed with their original orders and assemble bunker housing and an antenna.


Thu Nov 21, 2013 12:08 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Continue hull tech research.
Continue deployment and buildup on the planet.
Scan the deployment area for anomalies (namely, of the giant-killer-bug kind).


Thu Nov 21, 2013 11:39 pm
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Wait a second. Psy, you did lower the colony ship size for the culture point, right?

Just making sure, better safe than sorry.


Fri Nov 22, 2013 12:24 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
caekdaemon wrote:
Wait a second. Psy, you did lower the colony ship size for the culture point, right?

Just making sure, better safe than sorry.

Yes. but i forgot to change your loadout from Aerodynes to pods.

Enjoy your free aerodynes.


Fri Nov 22, 2013 12:52 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Wait, am I at the top-left and not the top-center? I had meant the two sky blue stars.

Damn my navigating officer.


Fri Nov 22, 2013 4:59 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
Alright, thank you for not "craterizing" my pods.

>fall into a safe orbit--far enough from the excess gravity, but close enough to not escape it entirely.

>set up an aerospace team to start a program for the development of much stronger and more efficient boosters to counteract the gravity field. (4.5 points)

>set up an engineering team to conduct further research into upgraded manufacturing lines and techniques. (1.75 points)


Fri Nov 22, 2013 5:31 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
CrazyMLC wrote:
Wait, am I at the top-left and not the top-center? I had meant the two sky blue stars.

Damn my navigating officer.


sorry your navigation is not off, goddamn radar is buggy. Will be sure to upgrade in order for the next turn to display correctly.


Sat Nov 23, 2013 1:17 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
> Continue settling the planet.

> Send surveyor pods to the two nearest solar systems.

> Deploy the sensor array to allow for contact and management of the civilization once we depart.


Sun Nov 24, 2013 6:32 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
>Begin digging, and if the ground is solid enough try to create tunnels to later be expanded into an underground colony.

>Begin basic construction of the drop ship, leaving ample room for the thrusters to be added

>Do a more in depth analysis of the planet, with people on the surface I should be able to glean a bit more info.


Mon Nov 25, 2013 5:06 am
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Post Re: Exodous to the Void. Colonies of the Outer Rim..
(some slight delays on writing at the moment due to irl business, slowly chipping away at that next turn)


Wed Nov 27, 2013 6:27 am
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