- Location
- USA
Yes. It did much better than the first try but was still not that successful. Middle of the road rolls.
Yes. It did much better than the first try but was still not that successful. Middle of the road rolls.
Both would improve with each revision.I don't know what's worse: People expecting to eat the SCOP Bay's CRP, or to live in the Very High Desnity Housing's super-tiny and crowded apartments.
Yeah. I'm not expecting public panic, really. What I'm mostly saying is that there needs to be a logical connection between the way GDI approaches space policy and the kind of policy advocated by those in GDI who want space expansion.There is undoubtable always going to be that undercurrent of fear, but unless red zone dice decides to hulk out next few turns and go for max growth. I don't think public panic is gonna be that massive, as long as there is some progrsss on both space and tiberium cleansing.
Again, I think it's worth trying a prototype. If the prototype turns out to be a massive disappointment (and it very well may), it can be repurposed as transient barracks several years from now when we're shipping hundreds of people a day back and forth to the moon.There's a pretty significant difference between communal living structures and "cramped accommodations even by the standards of late 20th century space exploration." That's an objective amount of space, and it ain't much - less than the International Space Station's per person.
Frankly, I don't think even the average professional spacer could handle being in scaled up but cut down ISS conditions. Others are going to snap, and in an environment that it sounds like there is about zero margin of error.
We can throw a lot of people up into space if we need to, but it's likely to get them killed if done like this. Even if Nod hypothetically might be ordered not to attack these, the Visitors absolutely would, and to great effect. This is a bet that needs to be hedged, not maximized.
Let me clarify my position.Our job is to create the first (or should we call this the second?) centers of spaceside humanity, not to do it in a particular way. The public also isn't going to want to hear "Earth is super doomed, if you get lucky enough to be evacuated you can live in a space coffin and eat Nod cardboard rations made from your own recycled waste, by the way the alien invaders annexed Jupiter a decade ago" (as our opposition would spin it). But I also don't think the public outside Starbound is going to pay a massive amount of attention to any bay choice, from low to very high.
The only option Starbound has explicitly objected to is low density. Even that could work if we keep cracking away at gravity engines and portals. Maybe the deepest Starbound partisans would object to taking any path but VHD, but that isn't going to represent the general public. If we assume they will care, is very easy to make VHD look like the government rationalizing your existence and ignoring what you elected them for. We have been automatically losing political support just for building the cardboard rations, on Earth, explicitly only as "we stuffed five tons of this in an underground vault so if Nod decides to nuke every population center on the planet the survivors will have something to eat that isn't tiberium".
Quality of life has been nearly as large an issue as maintaining survival for most of the quest. This is an unavoidable consequence of GDI's zoning system, but it isn't wrong either. A bloated evacuation strategy could easily collapse and kill everyone involved.
I simply do not see any way to make VHD seem sensible to an everyday person, even one who has been through the ringer of Command and Conqueror's Earth and is facing planetary collapse. Under the prototyping line, I think high has more merit since medium is already in use.
It's very interesting to read how arcologies have evolved since we stopped actively building them. It's obvious they'd be changing with our new technologies and behavioral studies, not to mention practical experience. But reading about all these little things coming to together and changing how they'd made tickles my fancy, even if it doesn't add up to much. Though does get me wondering about a genuine arcologies 2.0 (well more like 3.0 or 3.5) project in future.There has also been an evolution in arcology design; advances in life support systems as a result of work in space have decreased the required volume dedicated to such systems, better hydroponics technology has resulted in between five and ten percent less water waste in the green spaces, and a wide variety of other minor improvements across the system distinguish the newer designs from those patterned off pre-war arcologies. While even added together they are far from being enough to significantly shift the quality or upkeep costs, they are noticeable, especially in the structures that are being built as extensions to existing arcology complexes.
Now that's more then I thought we'd be getting. I was thinking we'd skip military applications all together and just let the fashionable make themselves look silly with this stuff, but the camo stuff has my attention. Sounds like a nice and cheap project to give the people a new toy that's fun for all ages, and give our brave soldiers just that little bit of extra protection. If we can't work on Bergen, this sounds very attractive.A standard pattern of camouflage makes that harder, however, even enhanced by coatings of texturing paint to make the lines significantly less distinct as is common procedure. The boron carbide plates that make up a significant part of the Initiative's infantry armor tend to leave noticeable profiles despite best efforts, but adding sections of adaptive camouflage to the softer sections – such as around the elbow and wrist joints, backs of the knees, and around the neck – significantly help in breaking up the outline of an Initiative soldier just that little bit more.
On the other side, there is the 'dazzle camouflage' approach, more appropriate to the world of fashion than the battlefield. The simplest, and usually easiest way to use adaptive cloth, is to simply integrate a set of microcontrollers, and play regulated patterns across the cloth, with most patterns using simple geometric or natural arrays to create flashing visual interest. The other approach is to actually use a set of heat sensors placed against the body and apply the feedback from those to adjust the coloration on the surface.
Yeah, this doesn't sound like it's working out the way we're hoping it would. I'm not sure I want to finish this right now.Agricultural mechanization has run into a number of issues, the biggest being the shift in needed skills. While farm work has needed mechanical skills for centuries, the next generation of robots has shifted the needed skill set once again. Repairing a myomer-based walker, designed to precisely step between rows of crops, or calibrating a grabber so that it can pluck berries without squishing them is in and of itself a set of skills that the vast majority of Initiative farmers simply don't have, and ones that there are fairly limited means to learn. While farmers are looking to learn those skills, they are competing with factory workers, and other departments for a skill that is less than a decade old – and in many cases, losing out.
Yeah, that sucks for them. What sucks more is Tiberium eating everything in the region, so let us do our work!In the Arabian Zone, negotiations with the Caravanserai have broken down, with no consensus in sight. This is primarily due to GDI's minimum needs, and internal divisions within the Caravanserai.
I'm not sure how this'll be taken, but my thoughts on this are simple. This technology alone makes a new design of MARV worthwhile. We should do a couple of refits so we can get experience with the technology, but then move into getting the new generation of heavy tanks designed and finish the Steel Talons crawlers. We have a lot of new technology, the Scrin harvesting tentacles, the Nod claws, T-glass, all sorts of Zerbite stuff, the alloys. And that's not to mention new military needs, that the old MARVs just aren't going to meet with refits. We need STUs and badly. This seems the best STU button we have right now. We should make it our best button.GDI's version takes advantage of the nature of the Red Zones. With a full containment seal an effective requirement, GDI's Mammoth Armored Reclamation Vehicles are – just barely, sort of – large enough to fit an extremely stripped down APK refinery system into the frame of the vehicle. Rather than trying to contain, reprocess, or refine much of anything beyond the easiest, it can simply vent or dump anything inconvenient over the side, leaving it to the Tiberium around it to claim whatever leavings it produces.
This is interesting, though not because I really feel like we need all 7 bays we had options for. Core Crops wasn't a less needed bay, it was just an expansion of what Shala's main body did. It wouldn't been bad, but all the other bays were better for a lot of reasons. What I'm thinking of a secondary bay of one of the others. And right now, I'm leaning towards either a second experimental crops bay, or a second animal preservation bay. Mostly the latter. Earth has a lot of life, and while I'm confident GDI can save our planets, who knows how many species could die out before we do. A second bay would save so many of our fellow natives that could disappear otherwise.Space for a seventh bay for additional capabilities has been opened up by the redesign. While it required breaking apart the station and reassembling many of its outermost structures, the need for additional space was deemed great enough that it was worth the relatively small cost.
Kinda soulds like an XCOM SHIV, but bigger. While I never used them in that game, for the kind of fighting force GDI uses they sound perfect. I'm happy to thrown drones at Nod, especially while we're still spinning up mass power armor deployment.In terms of roles, there are three turret systems currently in consideration: a lightweight crystal beam laser system; an anti-aircraft focused missile launcher platform: and finally, a sensor platform, mounting a relatively high powered phased array radar dish among other sensors to help move Initiative stealth detection roles away from manned platforms, especially as hunting stealth tanks is a relatively high risk job to begin with.
As such, it behooves us to test a wide, diverse variety of different housing conditions... but only those types of housing arrangements we are reasonably likely to need. Even housing types that prove undesirable for mass production should probably be tested, if only to gain experience on what does and does not work under a variety of conditions. For instance, lessons learned on what is wrong with a HD bay may be applicable to future space housing constructed at 'merely' MD density.
This is getting a lot more into the nitty gritty than you really need to go. Think of the bays more as influencing the average, and what people expect when it comes to extraterran living.
From my read I'm pretty sure, though I could be wrong, that while we can mount a mobile refinery on a MARV chassis, we do so at the cost of stripping nearly everything else OFF the chassis. Such as most of the guns, the harvesting equipment, and so on.I'm not sure how this'll be taken, but my thoughts on this are simple. This technology alone makes a new design of MARV worthwhile. We should do a couple of refits so we can get experience with the technology, but then move into getting the new generation of heavy tanks designed and finish the Steel Talons crawlers. We have a lot of new technology, the Scrin harvesting tentacles, the Nod claws, T-glass, all sorts of Zerbite stuff, the alloys. And that's not to mention new military needs, that the old MARVs just aren't going to meet with refits. We need STUs and badly. This seems the best STU button we have right now. We should make it our best button.
I eagerly used the robot tanks in the original X-COM back when I used to play that on DOSBox, so yeah. Good times. Also reminds me of the Sentry Drone automated tankettes from Command and Conquer: Generals, though those were stealth units so... wacky.
Again, I really am thinking forward to the possibility of us having to end the game with the space evacuation timeline. I'm honestly not sure how to prepare for that apart from projects like this.While normally I would have agreed with your reasoning, we got this bit earlier today.
With this in mind I can't think of any reason to do VHD.
HD should be reasonable for various things, like previously mentioned examples of the space equivalent of oil rigs, and perhaps temporary living conditions like evacuating to different areas and so on.
And the already built medium should cover everything else.
Those are the conditions we want people to reasonably expect from living in space I think. Not packed like sardines or in luxurious space penthouses.
This feels very pessimistic to me.Again, I really am thinking forward to the possibility of us having to end the game with the space evacuation timeline. I'm honestly not sure how to prepare for that apart from projects like this.
I think you are. There's no mention of stripping anything from the MARV to make the refinery fit, they just made them more cramped and are likely getting closer to the weight limit then the people driving the thing would care for. I'm not sure how they did that, but engineers can be wizards like sometimes.
Weeeeeeeell we do still have stealth tech coming down the line. It's the old Nod stuff, so it isn't hard for them to detect, but that probably means it doesn't need STUs, so cheap for what it is. Sounds like the kind of expendable upgrade that'd be good to slap on an expendable drone.I eagerly used the robot tanks in the original X-COM back when I used to play that on DOSBox, so yeah. Good times. Also reminds me of the Sentry Drone automated tankettes from Command and Conquer: Generals, though those were stealth units so... wacky.
You're not the only person, and it's been hinted that there are plans in the works for doing it, once we get a path through the Great Plains Red Zone.As a note every time I see the world map I want us to build a coast to coast train, I think it would be super cool.
I think it would be worthwhile doing the 1 die needed to finish it, so that all the buildings and equipment are ready for the people to trickle in.Yeah, this doesn't sound like it's working out the way we're hoping it would. I'm not sure I want to finish this right now.
I don't think that we will need to, but I feel compelled to prepare to need to. When my ship may sink, it behooves me to make sure the lifeboats are as effective as they can be, because the magnitude of the task of evacuation would be utterly immense.This feels very pessimistic to me.
We've done very well at pushing tiberium back. And we have made great strides in every area techwise. We are probably going to start a moon city or something in two or three turns.
We're doing good. I don't think we'll need to evacuate earth. I think Kane will try and make a deal before that.
And if we do have to evacuate due to some unforseen thing I imagine we'll have time to put a decent effort into it.
The language is:I think you are. There's no mention of stripping anything from the MARV to make the refinery fit, they just made them more cramped and are likely getting closer to the weight limit then the people driving the thing would care for. I'm not sure how they did that, but engineers can be wizards like sometimes.
Given that MARVs don't fight very often anymore and that we have huge operations in the Red Zones which are basically hundreds of miles from serious Nod interference... It probably wouldn't bother anyone very much to build an unarmed MARV variant that leaves the guns off too, if that was what it took to get the mobile refinery working properly.My read on the matter is that the APK refinery is replacing whatever minimal Tiberium-processing/milling hardware there was previously, and probably some of the hopper space.