@Nevill @Beyogi@I just write - we're going to have to work something out because right now? We can not afford all this, especially if we don't want to give up having a radar and risk future attacks sneaking up on us and destroying everything.
And the town hall isn't a place to live. I know it's technically called a town hall, but realistically it's far more akin to a defense shelter or a bunker. It's meant to give us a place to protect ourselves when the radar tells us that something bad is coming.
Wildlands Grade Town Hall (can safely shelter up to 60 people within; provides protection from small and large caliber fire beneath artillery caliber; has provisions for two sentry turrets to be mounted on top of it)
The end design was a squat structure made of ceramacrete that extended two to three stories underground, topped by communications gear and with a pair of mounting points for Velocity or Avenger sentries to be mounted on, giving them excellent fields of fire over the entrance and rear of the facility. The aboveground level did have windows and all the niceties that made humans not feel like they were in a bunker when it wasn't necessary - but all those niceties also had blast doors ready to slam down over or under them to protect those within, and firing ports were to be found throughout the wall for interior defenders to blast away at foes outside.
Unless we're hit by something big? It should do a good job of keeping us safe if we're attacked, at the very least it'll give a good place to hide to the youth and any colonists who are unable to fight for one reason or another.
@Shadows This question may have been unofficially answered already given my previous attempt at it, but can I get confirmation one way or the other on if 'Conditional' votes are a viable thing to do? Could I in fact make a vote that is "Do X, but do Y instead if nobody else winds up doing X so that I can help something else rather than unintentionally lone wolfing it" and have the vote actually count towards X if anyone else sides with the plan I would like to do or Y instead of nobody else is interested?
[X] Defensive Resource Distribution
-[X] Set up building: Distillery - 3 ZB
-[X] Set up building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 1 R&D Specialist, 2 Exotics (not consumed)
-[X] Set up building: Wildlands Grade Town Hall - 1 Operations Bot, 3 ZB
[X] Construct Building - Wildlands Grade Town Hall
We've been told the Distillery has a lower DC on account of the kit, and I think that - especially with having a reason to think that we've already been targeted for attack by enemy forces, getting some kind of structural defenses up and running should probably be pretty dang high on our priority list.
I recognize the Distillery has a lower DC but I would prefer to be more cautious on it almost in spite of that. If something like putting up a Wall or even the Radar fails, frankly I don't care because it's within our tech tree already and we can deal with the consequences. if the Distillery hard botches, I fear losing the kit and being unable to build the thing again.
One alternate building order set, by the by, could be Radar+Engines (as a sop to Nevill)+double Barricade. If we did Radar+Town Hall, that bottoms us out on power and means we simply can't build anything that takes power next turn (there are things to build but it constrains our options).
Can we please agree to build the town hall or at least something related to building up First Impacts defenses next week? Radar will let us know something's coming, but that's only going to do so much for keeping them out, or protecting people who are going to be incapable of fighting. We've already had one encounter with possible hostiles, we know very well what can happen if we ignore the issue, I'd rather not have these things that we could build to prep ourselves but then be left out in the open when it inevitably happens.
[X] Common Resource Distribution 1
-[X] Set up a building: Distillery - 1 Operations Bot, 3 ZB
-[X] Set up a building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 3 ZB, 1 R&D Specialist, 2 Exotics (not consumed)
[X] Explore (Combat+Espionage)
-[X] The mystery door from a while back.
I've renamed this log for the time being on account of realizing I've been doing far more design work than actual research as of late.
It's my log and I'll do what I want to. Deal with it.
I had a realization as I was contemplating my schedule for the week. Long story short, I'm in need of a personal project, to break out and do something of my own inclination rather than just following a pre-established course of action. I need to experiment in some form or other.
I believe I may have a project in mind, one that will allow me to indulge in my need to relieve stress through experimentation while still helping First Impact, and in a way that, should I fail, hurts no one but myself, and then merely through loss of time and effort. Hardly the worst things one could waste.
Though, to be fair to the other hand, there is a debate to be had about ones time being the worst thing one actually could let go to waste. But that's a debate for another time.
While I hardly suspect anyone else will be onboard with assisting - not that I have any grievances against them for this matter whatsoever - I'm going to attempt to design my own protective defensive system. I'll be including the major design points here, the finer details and point-by-point change log with all the distinct variations and related notes will be attached in the companion file labeled "Mizzet Bunker Project FIW-Seven", alongside other supplemental files located at the back of this log.
I see two primary objectives for my design. It is, at it's core, a bunker. This is what I'll be primarily referring to it as from here on out, at least until it receives a more official designation. Given what happened to the failed colony, being ready ourselves is more important than ever. Hostile attack is no longer theoretical - it has already been demonstrated in fact on Icarus. It is now fact, an eventuality we must now be prepared for.
Second, I believe that with some proper design and construction aesthetics, the bunker may also serve as a rudimentary town hall. At present, the closest thing that First Impact has to build around is the ship that brought us here. And it, notably, is something that we are trying to leave. Admittedly, there is effort to repair it and having it around so we can leave under a worst-case scenario is a preferable situation, I do believe that it would be ideal if First Impact had a genuine designated structure to designate as the colony center, something to help elevate it to a real 'town'.
With that in mind, it is my hope that in addition to providing protection, the bunker can provide a sense of community as well. Something that we can build around and point to as a town center. A general meeting place, a community center, an emergency meeting place, perhaps even a rudimentary school if need be until time comes that a real educational center can be designed and built.
Considering the intent that First Impact will have long-term survival and growth aspects, I'm hoping I can design a building large enough to hold about 250 people. Barring an unexpected population boom, this should be more than enough to serve both primary defensive, military command, and community center needs for the foreseeable future.
A brief report on the other ongoings of First Impact this week - Two major construction products happening this week, both to help make room for the influx of new colonists. By the time they're done, the cramped living situation should be solved for now, and we should have the power to run it with a little excess. More power will probably be needed soon, though.
There's also another defense project going on, they appear to working on both another sentry and modular walls that while, probably not as sound as they could be, will allow for any level of colony growth by being mobile. We've been touching base and trading notes, but by and large we've been working independently.
Mr. Cristoffen has been leading a design project to upgrade our weapons capabilities, I look forward to seeing what he comes up with. Sgt. DuClare, likewise, has been working on our weapons options, though in a more tangible, practical manner.
Finally, another exploration team has headed out, continuing their preliminary examination of our immediate surroundings.
It feels good getting back to what is effectively my roots. I knew that I had defensive design skills in me, realistically there was no reason to think there was any problem last week but being distracted. A distraction that is fortunately absent this week.
It is said that true design and engineering comes not from continuing until there is nothing left to add, but rather, until there is nothing left to take away. I think that's it, though I could be wrong on the specifics. Point is that there's a quote along those lines that is very relevant right now.
As such, I've started the process by creating what is, effectively, a 'dream bunker', a protective town hall with all the bells and whistles I could possibly ever want for such a design, complete with the 250 person capacity. Now comes the process of tearing down the design to something that 1, is actually realistic and 2, is as elegant a design as possible, with only the things we really need.
Minor interruption today. Mr. Cristoffen's team did such a good job with their weapons projects that they accidentally broke a robot in the process. That is, a robot that was outside their temporary research HQ. It was really quite impressive, once you got past the annoyance of the destruction and subsequent repairs required. And the fact that they could have killed someone. But such is the way of science, and ultimately, no one was hurt. There were images taken for posterities sake, and it'll make for a good story for some time to come. I'm sure we'll all be laughing about it later, and it'll be a good bit to share if we ever need to trade stories with visitors or newcomers.
It was during the repair process - which I helped with - that the subject of names came up. Specifically, that people have kept naming the things they build after people, specifically themselves.
I wonder if I should buck the trend and name my Bunker design after Sgt. DuClare. That might be weird, though. Or maybe come off as creepy. Or it might be weird and creepy. I'll have to put some thought into that. Maybe ask her? Though that might not be a good idea either. I'll have to sleep on it, at least.
That problem out of the way, I was able return to design work. A significant portion of the 'dream' design has been solidified as nothing more than that - a dream. And for a good reason. While considering a list of essential elements for the design against the 'dream bunker', I noted that many of them are simply incompatible. And others, which seemed like a good idea at first glance, now just look silly, ideas that are based on either theoretical concepts or straight up fantasy. It's amusing in it's own way, considering that the original 'dream bunker' was arguably the equivalent of a child's magical fantasy.
I believe I've managed to draw the bunker down to its basic foundation. Unfortunately, taking the realistic capabilities of the colony into account for the immediate future - and immediate future is all we really have to be assured of our safety - I've had to significantly cut the maximum occupation of the bunker while maintaining a desired structural capability. It should still be able to hold 100 individuals, perhaps even 150 if I can find ways to get realistically creative.
First Impact was threatened today. Exploration team came across a mystery ship that was seemingly flying silent, headed towards the colony. The good news is that they shot it down before it could become a threat. The bad news is that it pushes the imminence of our danger to the forefront. It was ultimately reduced to something that left few clues as to anything about it.
I'll have to reconsider some of my bunker design elements and step up my work as consequence.
After careful consideration - and a decision not to run the idea by Sgt. DuClare, I've decided to scrap the idea to name it after her. In one part because I decided that yes, it probably would come off as creepy and weird.
But also because of a realization that, as part of the concept of making it a true community center, I can't name the design after any one individual, not even myself. That would put the focus on one individual, drawing away from its secondary purpose. I'm tentatively naming it the "First Impact Class Town Hall" as result.
I believe I'm closing in on the final design, though it's realistically not what I would hope for. It's probably be the best we'll be capable of for the short term, which is the most important thing right now. I've had to downsize the structure to a mere 50 individuals, but I've been able to save what are probably the real key features - communication systems, openings for return fire, and bonus sentry defense points. The primary design should come off as a squad structure, give the minimal amount of direct surface area for anyone to shoot at, which will aid the overall durability.
Ultimately, I'm settling for anything below artillery weaponry. I'm running on the basis that most threats will not be aiming to hit the colonists of First Impact themselves so much as anything around us. Worst case scenario and we're unable to fight back, we can still hide in the shelter away from danger and all but the most driven or individual focused attackers will be driven off by a failure to get to us. First Impact may well be ruined at that point - worst case scenario - but at least we'll be alive, and able to move on from there, whatever 'moving on' consists of. Odds of any attackers we encounter naturally having artillery and bringing it to a wildlands colony such as this should be low enough to chance it.
There's a few touch up points left, but I believe the bunker - which I've now officially dubbed the "Wildlands Grade Town Hall" - to be all but complete. A final run over of the design allowed me to squeak the numbers back up to 60 occupants with negligible loss, and I'm very proud and pleased with the aesthetics of the design, especially on the interior. Once completed, it should feel less like a defense bunker and more like a true civilian community center, up until the fighting starts - that I was not able to pull off, nor did I ever truly deem it necessary anyhow.
Ultimately, while not what I'd wish for, it should serve our needs. I'm going to count that as a 'win' and be satisfied with it. I can always use this as a jumping off point later if it becomes necessary or I get an opportunity to upgrade the design to something closer to what I'd prefer.
I hope to organize a group to build a Wildlands Grade Town Hall this coming week, ensure we have it sooner rather than later. I personally plan to oversee the project and ensure it's built up to specs, if not improve and further refine the design as it is coming to fruition.
If everything goes according to plan, we should have a finished structure to center the small town of First Impact and build a true community around - however small it may be - by this time next week.
@Shadows This question may have been unofficially answered already given my previous attempt at it, but can I get confirmation one way or the other on if 'Conditional' votes are a viable thing to do? Could I in fact make a vote that is "Do X, but do Y instead if nobody else winds up doing X so that I can help something else rather than unintentionally lone wolfing it" and have the vote actually count towards X if anyone else sides with the plan I would like to do or Y instead of nobody else is interested?
[X] Common Resource Distribution 1
-[X] Set up a building: Distillery - 1 Operations Bot, 3 ZB
-[X] Set up a building: Basic Radar - 1 Operations Bot, 3 ZB
-[X] Research technologies: Munitions Adaptation - 3 ZB, 1 R&D Specialist, 2 Exotics (not consumed) No. of Votes: 3
Also, if you will accept the nomination, I'd like you to be the number-crunching co-GM. You kind of already are... might as well straight give you the credit.
I don't mind, but I might not always be available.
Anyway, here's the table. Do I get to make the rolls to fill it? And I don't know the DCs
Comments
SKL
ITM
SET
GM
Roll
Total
Task 1*
Explore the DOOR
48
-
48
Task 2
Build RADAR
24
12
36
Task 3
Research Munition
16
17
2
35
Task 4
Survey the area
5
-
5
Task 5
Build Distillery
-
-
12
12
*Mizzet (@Space Jawa) uses ESP skill for the exploration missions unless stated otherwise, as he appears to be a non-combatant. Other players use their highest relevant skill, or CMB if tied.
Once the rolls are made I can award the XP. I didn't count resourses, only skills.
I don't mind, but I might not always be available.
Anyway, here's the table. Do I get to make the rolls to fill it? And I don't know the DCs
Comments
SKL
ITM
SET
GM
Roll
Total
Task 1*
Explore the DOOR
48
-
48
Task 2
Build RADAR
24
12
36
Task 3
Research Munition
16
17
2
35
Task 4
Survey the area
5
-
5
Task 5
Build Distillery
-
-
12
12
*Mizzet (@Space Jawa) uses ESP skill for the exploration missions unless stated otherwise, as he appears to be a non-combatant. Other players use their highest relevant skill, or CMB if tied.
Once the rolls are made I can award the XP. I didn't count resourses, only skills.
*Mizzet (@Space Jawa) uses ESP skill for the exploration missions unless stated otherwise, as he appears to be a non-combatant. Other players use their highest relevant skill, or CMB if tied.
If you want a start on your Combat skill, I could write-in an action for next week for Jack to give you a crash course so you don't get yourself (or someone else) killed.
After last week's scare with the unknown vessel (which Survey Group One promptly turned into a falling mass of burning metal), the inhabitants of First Impact got serious about getting themselves a way to find potential enemies before those enemies found First Impact, without relying on blind luck.
The machine shop was configured with the blueprints for the radar array designed some weeks before. It lathed the parts with computerized precision, and assemblers fit the parts together in sections small enough to be pulled out of the shop's door on Packmule and rover-drawn trailers. The radar array began to take shape, though progress was slower than expected, as the colonists' inexperience with constructing high-energy, low-tolerance equipment showed through. Several times the work had to be halted while the more engineering-minded members of the work crew got together, occasionally pulling from the researchers for specific points, and redid the work correctly.
At the end of the week, the radar was not finished - but it was close.
Minor Failure - Basic Radar requires 1 more week to finish
Another build crew worked to put together the distillery kit the colony had bought from the last trader. The foundation was poured and fused, pipes went together, vats and distillation equipment were set up, the walls and roof were raised... but when the group went out to start running the distillery, several of the pipes burst. It was later discovered that they were incorrectly fastened down and pressure differentials caused them to warp, quickly leading to bursting.
It'd take time and parts to repair it. Oh well. One more thing for next week.
Minor Failure - Distillery requires 1 more week to finish
The researchers had far better luck than the construction crews. They busted out newly-fabbed chemistry kits and got to tinkering, with a lot of trips out to a berm that was quickly raised by the expedient method of "fab a steel plate to make a dozer blade to mount on the rover", in order to test new explosive compounds. They were able to rapidly decipher the makeup of that timeless classic, Composition Four, as well as a number of other highly explosive goodies. While part of the team played with explosives, the other would spend time in the colony's design and simulation program, testing different designs for rockets, missiles, artillery and bombs from the safety of the virtual realm, and the two would switch out every so often. Ludwig Cristoffen, in particular, was ecstatic - this was one of the rare weeks in which he had managed not to harm himself or any of the equipment in his quest for greater technology for the colony.
Plus, explosions will make anyone smile when you know why they're happening and when they're happening - and you're a safe distance away.
Dr. Mizzet and Sgt. DuClare spent a significant amount of time designing adaptations for the Machine Shop, to allow it to manufacture and safely handle explosive warheads and charges. This effort was also met with success, though it would require expanding the Machine Shop to accommodate the specialized line. Kayla Futhark, in between her survey duties, lent a hand with designing a SAM launcher for the colony's defense, though she was largely separated from the research as a whole because...
[New Codex Entry: Improved Machine Shop Mk II]
[New Codex Entry: Munitions Adaptation]
[New Production Option: First Impact Armory 155mm 'This End Towards Enemy' howitzer (-4 minerals) (towed)]
[New Production Option: DuClare FGM-200 Pilum Fire-and-Forget missile launcher (-1 mineral)]
[New Production Option: First Impact Armory Wheeled 227mm Artillery Rocket/Missile System (-15 minerals)]
[New Production Option: Smith & Cristoffen All-Purpose Explosive Kit (capable of assuming multiple configurations to suit a variety of needs - Claymore, satchel-charge, explosive entry, etc.) (-1 mineral)]
[New Production Option: Futhark MIM-16 Dragnet SAM launcher (-10 minerals) (towed, static for use)]
[New Production Option: Missiles and Bombs (when you guys build a spacefield and have fighters and ships I'll detail these)]
... there's rare earths in them there hills!
By far the biggest home-front success this week was Kayla Futhark's one-woman survey spree. She borrowed the rover when it wasn't in use, running around the colony's near environs with the survey toolkit and taking newer, more accurate readings - given that she wasn't rushed and didn't fall into a pit of super spiders. She discovered several veins of minerals not too deep beneath the surface with the mineral scanner included in the kit, though at times she was required to break out the core sampler and drill deep down under the soil and rock to get better scans. She cataloged a lot of the usual suspects - iron, coal, gold, even oil - and found a goldmine of lithium and neodymium, not to mention uranium.
[New Codex Entry: Near Colony Minerals: 1650/~150 extracted]
The week's exploration mission was, as ever, full of surprises...
Am I correct in assuming that new mining operations will have to be set up in order to harvest the newly discovered mineral deposits? Or did she merely do a better job of charting what our currently existing mining operation is on top of?