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

A spot for collections of Outsider-related original fan fiction and related works.

Moderator: Outsider Moderators

User avatar
Razor One
Moderator
Posts: 562
Joined: Thu May 12, 2011 3:38 pm

Re: Outcast Quest

Post by Razor One »

Speaking of spreadsheets: Your Finances

It looks like you guys might not have counted the mining income properly. That or you didn't notice that the first turn of operation for all structures is upkeep free since they are, after all, brand spanking new.

As to that crit fail, it could have been worse. I could have applied the -8 modifier for having intrigue sitting on 10 due to jump sickness right now and you'd have technically rolled negative there. :P

Fortunately Spear is horribly indebted to you, what with the whole not shooting her, giving her food, and generally saving her entire group from death.
Image
SpoilerShow
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

That does make things easier...

I will see if I can get to work with that planning spreadsheet.

EDIT: Spreadsheet done.

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

EDIT2: Question, does the damn thing show my email anywhere?

User avatar
Razor One
Moderator
Posts: 562
Joined: Thu May 12, 2011 3:38 pm

Re: Outcast Quest

Post by Razor One »

July 2nd 2155

Turn 3

Things are going smoothly, even if the workload is still backbreaking. The expansion of your agricultural complex has, in theory, resolved your food crisis and may even allow you to peel back rationing, even if it will be potatoes for breakfast, lunch and dinner day in and day out.

Your mines and producing ore at a satisfying rate given their size, but you'll be in shortfall for resources soon enough without some serious expansion on that front. Your meeting with Spear went well and you're currently considering what to do about her situation. Those strange shapes and sounds continue far off in the distance and to top it all off your computer is acting weird when an image pops up on your screen.

Image

"Why hello there! Oh Captain our Captain!"

Oh you are so not in the mood for this shit.

8000 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate
367 Food

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: Ensign Izumi is out of quarantine, she's your most effective diplomat when it comes to aliens, 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: 90%, Reward: Boost in Loroi Opinion, ???

[] Friend or Foe?: Jonathan Spencer is the leader of the people who oppose Vannessa and Richard Hughes leadership. The rival political group is still in its foundational stage and is trying to find its feet. Getting to know what their intentions are could be vitally important. Critically, they don't seem to have made up their minds regarding you, yet.

Cost: 0 Time: 1 Month, Chance of Success: ???, Reward: Meeting with Jonathan Spencer, Knowledge of Rival political group

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, Improved morale, Requires 250 RU upkeep.

[] Recycling Tanks (Requires Habitation Complex): Recycling is a time honoured tradition of any successful colonisation. Why throw away anything that can be broken down and reused?

Cost: 500 RU, Time: 1 Month, Chance of Success: 100%, Reward: +1 RU per Population

[] Hab-Complex Expansion (Small) (Requires Hab Complex): Expand your hab complex and give your population some room to grow.

Cost: 500 RU, 125 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +250 People

[] Hab-Complex Expansion (Large) (Requires Hab Complex): Expand your hab complex even more and give your population room to grow.

Cost: 1000 RU, 250 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +500 People

[] Agricultural Complex Expansion: An expansion to your existing Agri-Complex, this expansion will increase your food production capacity.

Cost: 2250 RU, Time: 1 Month, Chance of Success: 90%, Reward: Agricultural Complex Expanded, Increased Food Production, +500 Food, requires 250 RU upkeep, requires two turns to begin production after completion.

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

Cost: 750 RU, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Built, New Food Options, Able to Grow Yeast, +250 Food, requires 125 RU upkeep.

[] Attitude Thrusters: Affix some basic chemical thrusters to your asteroid home, allowing you to pitch, yaw and roll at a sedate pace. Any asteroid on a collision course will simply tap off at a harmless point, leaving your colonists shaken, but not stirred.

Cost: 1000 RU, 125 RU Upkeep, Time: 1 Month, Chance of Success: 90%, Reward: Able to avoid catastrophic damage from flying mountains.

[] Stabilisation Thrusters (Requires Attitude Thrusters): Pimp your ride and roll on around the Briar Patch with these sweet 'air' breathing rockets. Allows you to move your home slowly with constant thrust, so long as it stays in the Briar Patch.

Cost: 2000 RU, 375 RU Upkeep, Time: 2 Months, Chance of Success: 50%, Reward: Able to move asteroid home (slowly) out of harms way.

[] 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, biologically related research improved.

[] 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, physics related research improved.

[] Mining Operations: Start mining operations on a nearby mineral rich moon with whatever you can scrape together.

Cost: 10,000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Mining operations commenced, +500 RU per turn, unlocks new options.

[] Mining Operations Expansion: Expand your existing mine on Niflheim for more glorious ore.

Cost: +250 Per Expansion (250) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn

[] Light Ore Refinery (Requires Mine): “Light Ore” is the spacer term for anything that is easily processed into useful materials. Cheap but infinitely useful.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 100%, Reward: +50% Base Income from Mining

[] Heavy Ore Refinery (Requires Light Ore Refinery, Machine Shop, Habitation Complex): “Heavy Ore” is the spacer term for difficult to refine ores, often requiring specialised conditions or equipment to get at the good stuff.

Cost: 4000 RU, Time: 3 Months, Chance of Success: 70%, Reward: +50% Base Income from Mining

[] Centrifuges (Requires Heavy Ore Refinery): A requirement for the processing of nuclear material for power generation and nuclear ordnance.

Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: Fissile Materials available for use.

[] Fission Plant (Requires Centrifuges): Modern nuclear power is safe, energetic, clean, and only slightly radioactive.

Cost: 15,000 RU, Time: 4 Months, Chance of Success: 90%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads

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

Cost: 2000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.

[] Docks: Basic mooring and umbilicals for the L'Amour, allowing for ease of transport and for cargo and personnel and basic repairs.

Cost: 3000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.

[] Drydock (Requires Docks): More significant facilities for ship repair and modification, including an annex for smallcraft.

Cost: 3000 RU

Time: 3 Months, Chance of Success: 80%, Reward: Allows for major repairs and refitting of the L'Amour. Allows the production of smallcraft (Fighters, Corvettes) when researched.

[] Shipyard (Requires Drydock): A place for building ships.

Time: 3 Months

Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of frigate and scout vessels.

[] Shipyard II (Requires Shipyard): A place for building larger ships.

Time: 3 Months

Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of destroyers.

[] Shipyard III (Requires Shipyard II): A place for building even larger ships.

Time: 3 Months

Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of cruisers.

[] Shipyard IV (Requires Shipyard III): A place for building ships loaded for bear.

Time: 3 Months

Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of carriers and battlecruisers.

[] 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.

[] Machine Shop II (Requires Machine Shop): Allows for the reproduction and repair of more advanced tools to micron precision.

Cost: 2000 RU, Time: 2 Months, Chance of Success: 90%, Reward: Advanced Tool Production, Shipbuilding

[] Machine Shop III (Requires Machine Shop II): Allows the reproduction of precision scientific equipment and specialist equipment. Includes 3D printers for custom jobs.

Cost: 4000 RU, Time: 4 Months, Chance of Success: 80%, Reward: Scientific Tool Production, Shipbuilding

[] Skunkworks ((Requires Machine Shop III): When confronted with impossible to understand supertechnology, the Skunkworks will be there to rip it apart and put it back together until they learn all its secrets.

Cost: 15,000 RU, Time: 6 Months, Chance of Success: 70%, Reward: Better able to analyse advanced alien technology, reverse engineering

[] Clinic (Requires Habitation Complex): Basic medical treatment for all your colonists.

Cost: 500 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic medical treatment available for all colonists

[] Medical Center (Requires Clinic): From brain surgery to bone marrow transplants, the medical center's got it covered.

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

[] 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: "The Blue Rose greets you Captain. Did you not get our calling card? Ah, but we are too subtle sometimes. We'll be frank. You have enemies, and you amuse us too much to see them gain an upper hand. Shall we dispatch them for you? We have many methods!" (Choose One)

[] In Secret: "Quick, quiet, clean. Sometimes this is the best approach after all. The problem will simply solve itself without you ever knowing it was there. Nipped in the bud. Like that. By us."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] In Public: "What is best in life? To crush your enemies. To see them driven before you. And to hear the lamentations of their supporters. You'll know who your enemies are... or was, as the case may be. After all, one cannot oppose when one is not credible."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Hoist By Their Own Petard: "You are a Captain after our hearts, Oh Captain our Captain! You would truly do this? You would let us play the Great Game in the finest of fashions? Oh we would hug and kiss you if it wouldn't compromise our identities! Perhaps when you are not aware of it? Yes. That would be best. Regardless, we would owe you quite the debt for letting us play!"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Not At All: "You make us sad, but perhaps this can be amusing too? Sometimes we do get too immersed in the Great Game. Do you believe that you can do better? We would like to see you try! It would be most impressive! Success or failure matters not, simply playing the game! Just open this attachment to get all the details you need. Don't worry about viruses, Captain, we already have all the backdoors in your system we'll ever need! How else are you getting these messages? Hmm?"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Go Away: "There's no need to be rude."

Cost: 0, Intrigue locks once more, Chance of Success: 100%, Reward: Blue Rose rebuffed, "enemies" remain.

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.

Cost: 0, Value Needed: 765 / 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: 160 / 650, Reward: Knowledge of what is and is not toxic to Loroi biochemistry.

[] Slave Collar: Chief Volkova and a number of scientists want to look into how the slave collars removed from the Loroi work.

Cost: 0, Value Needed: 25 / 50,000 (DC 90), Reward: Knowledge of the inner workings of the collar, ???

[] Drone Design: Some of your civilian engineers want some time to continue designing those sensor drones they proposed to you.

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

[] Jump Sickness Research: Dr. Campos research into jump sickness has the potential to eliminate it in your population. All he needs is time.

Cost: 0, Value Needed: 819 / 5000, Reward: Jump sickness penalty removed.

[] Wind Current Analysis: A few civilians want to analyse the wind currents around your home. They feel it could have important implications in determining nearby satellite movements, whatever those strange noises are rumbling off in the distance, and possible defensive applications.

Cost: 0, Value Needed: 0 / 200, Reward: Knowledge of wind currents. Bonus to defensive actions around your home. ???

[] Wind Riders (Requires Wind Current Analysis): With the wind currents analysed, a few of your more ambitious colonists have proposed utilising the local atmosphere and low gravity to your advantage. Basic gliders and wing suits could be added to your equipment for comparatively little cost and would free up your shuttles from personnel rotations. People could literally fly to and from their work assignments, though they recommend keeping at least one shuttle on standby for safety.

Cost: 250 RU, Value Needed: 0 / 100, Reward: Shuttles freed from personnel rotations. Allows for actions using shuttles. Colonists get to fly to and from work.

[] Over Yonder (Requires Habitation Complex or Wind Riders): Find out what the hell that racket is, and pray it's just loud but benign neighbours and not a war.

Cost: 0, Value Needed: 0 / 75, Reward: Knowledge of what that noise is.

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. Lately you've been having some rather severe nightmares. It's not affecting your work so far, but you're definitely getting less sleep.

<< Turn 2 Results || Turn 3 Results >>
Image
SpoilerShow
This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

Hmm...

Not what I was expecting...

Let's start from the easy stuff first:

Diplomacy:

[X] Friend or Foe.

Let's see what they are before they get things organized.

Stewardship:

Two choices up for discussion:

[] Mine + Light Ore

or

[] Mine + Altitude Thrusters

Working with this build plan in mind:

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

Picking up Light Ore gives us an extra 500 RU in turn 5 for a total of 1500

Picking it up in turn 4 in favor of Altitude Thrusters in turn 3 will give us the net 2250 in turn 6.

The difference between the two is just 500 RUs for one turn, negligible one might say. I am in favor of the Altitude thrusters so let's discuss this.

Learning:

Torn between Biochemistry in the hopes of the Sickness cure and Wind Current analysis.

[X] Wind Current analysis

Let's nip this in the bud quickly.

Now lets see the interesting part...

Intrigue:

Whoever this Blue Rose fellow is, they sound a little wrong inside the head but that doesn't mean that we can ignore their warning.

SpoilerShow
Intrigue: "The Blue Rose greets you Captain. Did you not get our calling card? Ah, but we are too subtle sometimes. We'll be frank. You have enemies, and you amuse us too much to see them gain an upper hand. Shall we dispatch them for you? We have many methods!" (Choose One)

[] In Secret: "Quick, quiet, clean. Sometimes this is the best approach after all. The problem will simply solve itself without you ever knowing it was there. Nipped in the bud. Like that. By us."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] In Public: "What is best in life? To crush your enemies. To see them driven before you. And to hear the lamentations of their supporters. You'll know who your enemies are... or was, as the case may be. After all, one cannot oppose when one is not credible."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Hoist By Their Own Petard: "You are a Captain after our hearts, Oh Captain our Captain! You would truly do this? You would let us play the Great Game in the finest of fashions? Oh we would hug and kiss you if it wouldn't compromise our identities! Perhaps when you are not aware of it? Yes. That would be best. Regardless, we would owe you quite the debt for letting us play!"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Not At All: "You make us sad, but perhaps this can be amusing too? Sometimes we do get too immersed in the Great Game. Do you believe that you can do better? We would like to see you try! It would be most impressive! Success or failure matters not, simply playing the game! Just open this attachment to get all the details you need. Don't worry about viruses, Captain, we already have all the backdoors in your system we'll ever need! How else are you getting these messages? Hmm?"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Go Away: "There's no need to be rude."

Cost: 0, Intrigue locks once more, Chance of Success: 100%, Reward: Blue Rose rebuffed, "enemies" remain.


I am going to suggest:

[X] Not At All: Let's see who these 'enemies' are and 'the evidence' before we decide how to solve this 'problem'. Besides, it sounds like we will gain some capable fans if we do this right.
Last edited by Guest on Fri Nov 13, 2015 8:34 pm, edited 1 time in total.

Suederwind
Posts: 772
Joined: Thu Jul 05, 2012 8:55 pm

Re: Outcast Quest

Post by Suederwind »

I will let the the others decide what to build.

Diplomacy:
[X] Friend or Foe?
->We need to find out who that Jonathan Spencer is and what he is up to. Me could use him in many ways later on.

Stewardship:
->Whatever the majority will chose

Intrique:
[x] In Secret
->Who ever that is could be usefull, so lets keep it secret for a while and see what happens.

Learning:
[x] Wind Riders
->We need to get the shuttles free for other duties. Scan the area, extend our sensor range, just to name a few. After this we can go check out Yonder, too.
Forum RP: Cydonia Rising
[RP]Cydonia Rising [IC]

User avatar
Siber
Posts: 362
Joined: Sun Mar 06, 2011 5:10 pm

Re: Outcast Quest

Post by Siber »

I think the In Secret option means that this blue rose is going to assassinate someone on our behalf and make it look like an accident. I'm favoring Not At All, because I'm not really prepared to ask someone to off people for us without any more information than they think they ought to.
Atomic Space Race, a hard sci-fi orbital mechanics puzzle game.
Homeworld Fulcrum, a Homeworld Remastered Mod

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

We need Wind research before the Wind Riders :P

User avatar
alpha
Posts: 52
Joined: Wed Oct 14, 2015 12:30 am
Location: A Cold Place.

Re: Outcast Quest

Post by alpha »

dragoongfa wrote:That does make things easier...

I will see if I can get to work with that planning spreadsheet.

EDIT: Spreadsheet done.

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

EDIT2: Question, does the damn thing show my email anywhere?
I can't see your email, though it is leaking your G+ profile name.
dragoongfa wrote:Hmm...

Not what I was expecting...

Snip
Suederwind wrote:I will let the the others decide what to build.

Diplomacy:
[X] Friend or Foe?
->We need to find out who that Jonathan Spencer is and what he is up to. Me could use him in many ways later on.

Stewardship:
->Whatever the majority will chose

Intrique:
[x] In Secret
->Who ever that is could be usefull, so lets keep it secret for a while and see what happens.

Learning:
[x] Wind Riders
->We need to get the shuttles free for other duties. Scan the area, extend our sensor range, just to name a few. After this we can go check out Yonder, too.
Diplomacy:
[X] Friend or Foe.

Stewardship:
[X] Mine
[X] Light Ore

Resources are more important than basic thrusters in my opinion.

Learning:
[X] Wind Current Analysis
What's not cool about Wind Riders?
Sailing... In Space!!!!!

Intrigue:

[?] Not At All
[?] Hoist by their own Petard
[?] In Secret

I'm leaning towards Not At All and Hoist by their own Petard.
I think I'm supposed to have a sig here.
Other Forums:
SpoilerShow
Alpha: Schlock Mercenary/Nightstar Zoo
And some others that I'll add... eventually.

Suederwind
Posts: 772
Joined: Thu Jul 05, 2012 8:55 pm

Re: Outcast Quest

Post by Suederwind »

Ah... crap!
Make it:
[x] Wind Current Analysis
then.
Forum RP: Cydonia Rising
[RP]Cydonia Rising [IC]

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

Razor One wrote:Speaking of spreadsheets: Your Finances

It looks like you guys might not have counted the mining income properly. That or you didn't notice that the first turn of operation for all structures is upkeep free since they are, after all, brand spanking new.
I think that your finances need a checking because you don't count the first turn of operations as upkeep free :P

The income column on mine is there to point out the turn in which we can use the RU in question. The 500RU production of turn 2 should only be used in turn 3 (since that's the production of the whole month and is not available at the start of the month when we make decisions), as such I have it show up in turn 3, added with the Ending RU of turn 2 and then subtract the expenses to reach the Ending RU. Unless you want to allow the use of the RU as they are produced. In which case I will have to redo the numbers again.

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

User avatar
joestej
Posts: 179
Joined: Wed Oct 07, 2015 1:47 pm
Location: My own little world...
Contact:

Re: Outcast Quest

Post by joestej »

dragoongfa wrote:Spoilered for length:
SpoilerShow
Hmm...

Not what I was expecting...

Let's start from the easy stuff first:

Diplomacy:

[X] Friend or Foe.

Let's see what they are before they get things organized.

Stewardship:

Two choices up for discussion:

[] Mine + Light Ore

or

[] Mine + Altitude Thrusters

Working with this build plan in mind:

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

Picking up Light Ore gives us an extra 500 RU in turn 5 for a total of 1500

Picking it up in turn 4 in favor of Altitude Thrusters in turn 3 will give us the net 2250 in turn 6.

The difference between the two is just 500 RUs for one turn, negligible one might say. I am in favor of the Altitude thrusters so let's discuss this.

Learning:

Torn between Biochemistry in the hopes of the Sickness cure and Wind Current analysis.

[X] Wind Current analysis

Let's nip this in the bud quickly.

Now lets see the interesting part...

Intrigue:

Whoever this Blue Rose fellow is, they sound a little wrong inside the head but that doesn't mean that we can ignore their warning.
SpoilerShow
Intrigue: "The Blue Rose greets you Captain. Did you not get our calling card? Ah, but we are too subtle sometimes. We'll be frank. You have enemies, and you amuse us too much to see them gain an upper hand. Shall we dispatch them for you? We have many methods!" (Choose One)

[] In Secret: "Quick, quiet, clean. Sometimes this is the best approach after all. The problem will simply solve itself without you ever knowing it was there. Nipped in the bud. Like that. By us."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] In Public: "What is best in life? To crush your enemies. To see them driven before you. And to hear the lamentations of their supporters. You'll know who your enemies are... or was, as the case may be. After all, one cannot oppose when one is not credible."

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Hoist By Their Own Petard: "You are a Captain after our hearts, Oh Captain our Captain! You would truly do this? You would let us play the Great Game in the finest of fashions? Oh we would hug and kiss you if it wouldn't compromise our identities! Perhaps when you are not aware of it? Yes. That would be best. Regardless, we would owe you quite the debt for letting us play!"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Not At All: "You make us sad, but perhaps this can be amusing too? Sometimes we do get too immersed in the Great Game. Do you believe that you can do better? We would like to see you try! It would be most impressive! Success or failure matters not, simply playing the game! Just open this attachment to get all the details you need. Don't worry about viruses, Captain, we already have all the backdoors in your system we'll ever need! How else are you getting these messages? Hmm?"

Cost: ???, Time: ???, Chance of Success: ???, Reward: ???

[] Go Away: "There's no need to be rude."

Cost: 0, Intrigue locks once more, Chance of Success: 100%, Reward: Blue Rose rebuffed, "enemies" remain.


I am going to suggest:

[X] Not At All: Let's see who these 'enemies' are and 'the evidence' before we decide how to solve this 'problem'. Besides, it sounds like we will gain some capable fans if we do this right.
I like the idea of getting that Light Ore facility up and running. The more we can get out of each action, especially early on, the better.

Meeting with the new faction is going to be very important now that the Loroi have been at least slightly placated. We need to know where we stand with both parties before we go forward, since we might be able to sway the vote one way or another.

I think Wind Currents might be the best Learning choice, since it's got good odds of being immediately relevant. Wind Riders sound cool, and being able to predict storms is going to be VERY important. Biochem and the Sickness Cure is going to take a long time to finish at our current rate, so I think they'll be good choices for when we've got our Labs up and running. Speaking of, I'd like to have those set up sooner rather than later, if we can get them worked into the schedule somewhere. Again, we want to start getting the most from each action as soon as possible.

While I love the idea of letting someone ELSE handle all the spy crap, since we aren't fantastic at it, Blue's methods sound drastic. I'm also not comfortable with unleashing them unless I know exactly who or what they're going after. Let's try to handle this ourselves first. Once we see what information they have, we can decide what to do about it.

Alternately, if we like living on the wild side, we could throw caution to the winds and select Hoist. Having a pet psycho could be fun...if horrifically irresponsible. It would be a good way to test just how good Blue really is though.

Not a fan other other options. If we don't play, not only will we lose our only Intrigue option but we'll likely get moved onto Blue's Hit List. 'Loud' solutions could cause panic or collateral damage. Secret limits our knowledge of Blue, their methods, and our enemies. Above all, we should try not to be 'boring'. Blue could be very useful...or be a huge pain. They've already got enough access to do a lot of damage if they wanted, and it doesn't sound like they're very sane.
"Sometimes it's better to light a flamethrower than to curse the darkness."

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

The Bio and Physics lab are important but I think that we should at least cover our RU basics before committing into such expensive prospects.

My thinking is to push Bio to turn 14 (We can afford it only after the heavy ore) and in turn 13 we go with one more mine to bring the RU from mining to 5000. Depending on the RU income we may have to keep the Bio Lab alone for turn 14 and start building Docks at turn 15 and dockyards after that.

EDIT: Did the math, the Bio Labs with 6500 can be afforded in turn 15, provided that we have turns 14 and 15 being with a single building under construction:

https://docs.google.com/spreadsheets/d/ ... sp=sharing
Last edited by Guest on Fri Nov 13, 2015 9:34 pm, edited 1 time in total.

User avatar
Grayhome
Posts: 550
Joined: Fri Apr 22, 2011 2:11 am

Re: Outcast Quest

Post by Grayhome »

Wait so unless I missed something, the highest ranking human on the planet was not only in a room with a strange alien telepath (i.e. professional mind rapist), he... physically touched one? Aren't these Loroi desperate, frightened, isolated child soldiers here?

... and then he felt a tickle in his brain.

Has he reported himself for a full medical evaluation? Has he even told anyone of this? Did I miss something important?

No one is voicing a complaint about this? The civilians and military personal are... totally fine with their leader interacting with a strange alien telepath in this manner? I would think that there would be a full team of medical and technical experts standing by in the next room monitoring the vitals signs of all parties involved. For the purpose of using this opportunity to gather as much data about the Loroi as possible, if nothing else.

Could we at least pretend these humans have functioning survival instincts please.
Last edited by Grayhome on Fri Nov 13, 2015 9:52 pm, edited 1 time in total.

User avatar
dragoongfa
Posts: 1920
Joined: Mon Jan 26, 2015 9:26 pm
Location: Athens, Greece

Re: Outcast Quest

Post by dragoongfa »

The Captain is a she and the Roll god has spoken already :P

User avatar
alpha
Posts: 52
Joined: Wed Oct 14, 2015 12:30 am
Location: A Cold Place.

Re: Outcast Quest

Post by alpha »

joestej wrote:
dragoongfa wrote:Snip
I like the idea of getting that Light Ore facility up and running. The more we can get out of each action, especially early on, the better.

Meeting with the new faction is going to be very important now that the Loroi have been at least slightly placated. We need to know where we stand with both parties before we go forward, since we might be able to sway the vote one way or another.

I think Wind Currents might be the best Learning choice, since it's got good odds of being immediately relevant. Wind Riders sound cool, and being able to predict storms is going to be VERY important. Biochem and the Sickness Cure is going to take a long time to finish at our current rate, so I think they'll be good choices for when we've got our Labs up and running. Speaking of, I'd like to have those set up sooner rather than later, if we can get them worked into the schedule somewhere. Again, we want to start getting the most from each action as soon as possible.

While I love the idea of letting someone ELSE handle all the spy crap, since we aren't fantastic at it, Blue's methods sound drastic. I'm also not comfortable with unleashing them unless I know exactly who or what they're going after. Let's try to handle this ourselves first. Once we see what information they have, we can decide what to do about it.

Alternately, if we like living on the wild side, we could throw caution to the winds and select Hoist. Having a pet psycho could be fun...if horrifically irresponsible. It would be a good way to test just how good Blue really is though.

Not a fan other other options. If we don't play, not only will we lose our only Intrigue option but we'll likely get moved onto Blue's Hit List. 'Loud' solutions could cause panic or collateral damage. Secret limits our knowledge of Blue, their methods, and our enemies. Above all, we should try not to be 'boring'. Blue could be very useful...or be a huge pain. They've already got enough access to do a lot of damage if they wanted, and it doesn't sound like they're very sane.

If you want an example of pet psychos, http://www.schlockmercenary.com/.

Tagon's Toughs are fun, but irresponsible. Including Tagon (Jr.).

I'll probably go with consensus on Intrigue.
Grayhome wrote:Wait so unless I missed something, the highest ranking human on the planet was not only in a room with a strange alien telepath (i.e. professional mind rapist), he... physically touched one? Aren't these Loroi desperate, frightened children here?

... and then he felt a tickle in his brain.

Has he reported himself for a full medical evaluation? Has he even told anyone of this? Did I miss something important?

No one is voicing a complaint about this? The civilians and military personal are... totally fine with their leader interacting with a strange alien telepath? I would think that there would be a full team of medical and technical experts standing by in the next room monitoring the vitals signs of all parties involved. For the purpose of using this opportunity to gather as much data about the Loroi as possible, if nothing else.

Could we at least pretend these humans have functioning survival instincts please.
I believe the name of the captain is Mira Sheridan. :P

Meh. Do we even know IC that the Loroi are telepaths? In addition, telepathy != mind control. Also, Crit Fail on Intrigue, which could have been Negative.
I think I'm supposed to have a sig here.
Other Forums:
SpoilerShow
Alpha: Schlock Mercenary/Nightstar Zoo
And some others that I'll add... eventually.

User avatar
Siber
Posts: 362
Joined: Sun Mar 06, 2011 5:10 pm

Re: Outcast Quest

Post by Siber »

A) She, not he

B) You seem to think any unasked-for telepathic contact is equal to rape. That's clearly not the prevailing opinion around here, so expecting everyone to act like it's true is rather unrealistic.

C) The captain is overworked and underfed and lacks all our knowledge about how loroi telepathy, especially contact, works, so brushing it off seems perfectly reasonable to me, especially since she went right back to her nap afterwards. Wake up later and it may not even come back to mind as something that happened very quickly.

D) If she did have our full metagame knowledge about it, there's every reason to believe that the tickle is utterly benign. Alex felt something similar at contact with the Loroi before they started interrogating him, it's probably just a normal consequence of the contact psi.
Atomic Space Race, a hard sci-fi orbital mechanics puzzle game.
Homeworld Fulcrum, a Homeworld Remastered Mod

User avatar
joestej
Posts: 179
Joined: Wed Oct 07, 2015 1:47 pm
Location: My own little world...
Contact:

Re: Outcast Quest

Post by joestej »

dragoongfa wrote:The Bio and Physics lab are important but I think that we should at least cover our RU basics before committing into such expensive prospects.
Agreed. We need a steady supply of RU and Food before we start thinking about other topics. We'll also want medical facilities and other preventative measures first as well.
Grayhome wrote:Could we at least pretend these humans have functioning survival instincts please.
Say hello to Critical Failure. We're lucky we didn't provoke her into trying to tear our throat out or something.
Siber wrote:A) She, not he

B) You seem to think any unasked-for telepathic contact is equal to rape. That's clearly not the prevailing opinion around here, so expecting everyone to act like it's true is rather unrealistic.

C) The captain is overworked and underfed and lacks all our knowledge about how loroi telepathy, especially contact, works, so brushing it off seems perfectly reasonable to me, especially since she went right back to her nap afterwards. Wake up later and it may not even come back to mind as something that happened very quickly.

D) If she did have our full metagame knowledge about it, there's every reason to believe that the tickle is utterly benign. Alex felt something similar at contact with the Loroi before they started interrogating him, it's probably just a normal consequence of the contact psi.
Siber's covered it nicely, but a few other notes:

We've got all our technical and medical experts busy doing other jobs (mining, Loroi physiology research, etc). Hours setting up pointless medical equipment and monitoring the situation from every angle is a luxury we do not have at this stage. Besides, studying the Loroi is a Learning project, one we've already selected twice.

As for complaints, we don't have to run anything past the civilians right now. They're busy trying to build a functioning colony on 1/3 rations, they've got bigger issues than xenophobia. Presumably if the Colonel had objected Razor would have told us. His marines, as well as several of our senior officers (including our Chief Medical Officer) have been interacting with and touching the Loroi for weeks now. They've had plenty of time to try telepathic weirdness, and as far as we know they haven't.

We've got better things to do than waste time worrying that some starved kids who barely speak English are going to make us all their mind-slaves.
"Sometimes it's better to light a flamethrower than to curse the darkness."

User avatar
Grayhome
Posts: 550
Joined: Fri Apr 22, 2011 2:11 am

Re: Outcast Quest

Post by Grayhome »

I cannot imagine that anyone with military training behaving in such a carefree manner with so many unknown variables surrounding him. Especially when so many people are depending upon him for their bare survival in such an unforgiving situation.

That he is unaware of what telepathy is or what telepaths are capable of should trigger more caution and paranoia not less as you seem to be implying. As it is he seems to be blowing off any and all possibility of danger from here.

He's just going to trust these, and forgive me for emphasizing this I believable it to be very important to my point, desperate, frightened, isolated, alien child soldiers?

Well ok.

User avatar
Grayhome
Posts: 550
Joined: Fri Apr 22, 2011 2:11 am

Re: Outcast Quest

Post by Grayhome »

We've got all our technical and medical experts busy doing other jobs (mining, Loroi physiology research, etc). Hours setting up pointless medical equipment and monitoring the situation from every angle is a luxury we do not have at this stage. Besides, studying the Loroi is a Learning project, one we've already selected twice.
Then set up a two way video com and speak to her through that. Preferably with a few miles of distance between the two of you. Seems a basic preventive measure towards memetic manipulation.

We've got better things to do than waste time worrying that some starved kids who barely speak English are going to make us all their mind-slaves.
I would think that ensuring your leadership is not being manipulated by alien powers to be pretty high on the to-do list, but hey. I'm just a political scientist/historian with a fondness for dwarf fortress and X-COM so what do I know.

Desperate, terrified, starving children can get very scary very fast. Especially if they feel threatened.

Am I making no sense here? This is becoming surreal to me for some reason, I don't know why.
Last edited by Grayhome on Fri Nov 13, 2015 10:21 pm, edited 1 time in total.

User avatar
joestej
Posts: 179
Joined: Wed Oct 07, 2015 1:47 pm
Location: My own little world...
Contact:

Re: Outcast Quest

Post by joestej »

Grayhome wrote:I cannot imagine that anyone with military training behaving in such a carefree manner with so many unknown variables surrounding him. Especially when so many people are depending upon him for their bare survival in such an unforgiving situation.

That he is unaware of what telepathy is or what telepaths are capable of should trigger more caution and paranoia not less as you seem to be implying. As it is he seems to be blowing off any and all possibility of danger from here.

He's just going to trust these, and forgive me for emphasizing this I believable it to be very important to my point, desperate, frightened, isolated, alien child soldiers?

Well ok.
We've got all our technical and medical experts busy doing other jobs (mining, Loroi physiology research, etc). Hours setting up pointless medical equipment and monitoring the situation from every angle is a luxury we do not have at this stage. Besides, studying the Loroi is a Learning project, one we've already selected twice.
Then set up a two way video com and speak to her through that. Preferably with a few miles of distance between the two of you. Seems a basic preventive measure towards memetic manipulation.

We've got better things to do than waste time worrying that some starved kids who barely speak English are going to make us all their mind-slaves.
I would think that ensuring your leadership is not being manipulated by alien powers to be pretty high on the to-do list, but hey. I'm just a political scientist/historian with a fondness for dwarf fortress and X-COM so what do I know.

Desperate, terrified, starving children can get very scary very fast. Especially if they feel threatened.
Grayhome, the fact that you STILL refer to the Captain as a man, when pretty much everyone who responded reminded you that she's a woman, suggests that you either didn't read the responses or didn't care what they said. The fact that you've made several errors about what our current situation is suggests you've done the same for this thread. Until that changes, further discussion with you is pointless.

Your critique of Razor's description, and the tone in which you decided to voice it, has been noted. Thank you for your input.
"Sometimes it's better to light a flamethrower than to curse the darkness."

Post Reply