Author Topic: Space Exploration  (Read 3771 times)

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Offline Haseri

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Space Exploration
« on: November 24, 2010, 09:51:45 am »
OK, so, I know what I’m doing with this one. Powered by GURPS Spaceships.

January 1st, 1950

The year is 1950, and this is not our world. It’s a world where Germany was a much bigger threat during WWII. It’s a world where Marx went to America instead of Britain. It’s a world where Communists are not bogeymen. It’s a world that has united, at least for the moment. You have been put in charge of the United Nations Space Agency, to bring humanity forward, beyond the sky. You will research the technologies, and send people up into space, to explore.

[No picture yet due to lack of satellites]

Planets: Earth (Class V Naval Spaceport)
Treasury (Income per year): $140 billion (+$14 billion)

Rules:

It is your job to say what you want done this turn. How long a turn is can vary. The minimum is a week, but if nothing interesting happens, I’ll speed up. Generally, it is the speed of our current fastest ship. The kinds of orders you can give in this thread are as follows:

Design a Spaceship

The spaceship design system is modular. First thing you want to do is decide its function (and the name). You may be as vague or as definite as you like.

Then, state how big you want it to be. The absolute minimum size is 30 feet long (size ‘4’). There is no absolute maximum size (to ships or the modules that fit on them), but ships and modules over 2,000 feet long (size ‘15’) generally get very expensive.

Next thing to decide is whether it is streamlined or not. Streamlined ships have less armour compared to a similar unstreamlined ship, but can operate better in atmosphere.

After that I’ll show you the final design, maybe giving you some options, then we can build it. Currently we only have one ‘port’ that can construct ships up to 600 feet (size ‘12’) fairly quickly and larger ships double that. Tripling the price cuts time by 2/3s, quadrupling cuts it by a half.

Ships can fit 20 systems across 3 sections (18 at the ‘Hull’ and 2 ‘Core’ sections). Most systems contribute to this limit, but some don’t.

Develop a new technology.

Before a ship can be built, the technologies that go into the ship need to be researched. Technologies come in two kinds: scalable, and non-scalable.

Non-scalable technologies, you only need to research the once, and they can be added to any size ship.

For scalable technologies, you need to research different sizes before being able to fit them to your ship. Most start at size 4, but some have a minimum (and in some cases maximum) size.

Technologies also have Tech Levels. In 1950, we are at TL 7 (The Nuclear Age). We will move on to 8 and above (up to 12) either at a specific time or I feel the correct technology has been researched. Some technologies have advanced versions at later Tech Levels. If a ship is left over from a previous TL with a system that can be upgraded, it can come in for refitting at an appropriate port.

Missions.

Since all ships (for now) have a finite reaction mass, having definite missions are vital. Missions can be manned or unmanned (remember manned missions expect to come back). Missions must begin from a starport of a suitable size, and all supplies such as fuel must be paid for.

Training and Astronauts.

Manned missions need people. While the teams are small, they can all be individually named and aged (please give birthdays). Once vessels get bigger, and require more people, only the main people need to be named, ignoring the faceless plebs. Astronauts come in 4 skill levels: rookie (1), average (2), experienced (4), veteran (8) and elite (12). The number in the brackets is the multiplier to a Rookies’ salary (see below), which represents the cost in training them, as well as the number of months spent in training. Skill level may go into limitless levels above elite, but these cannot be brought, but come with learning in the job.

Another thing that happens is that every turn, two ‘managers’ are chosen anonymously (I’ll PM you if you are chosen, and you will PM me with your response) for a special task. Simply ask in thread to be put on the list to be a manager. The first manager is the Events Manager. He comes up with something to happen in the world. It could be dangerous, like a solar flare, or an asteroid. Or it could be beneficial, like a random discovery of a technology somewhere in the world. However, I will decide if they appropriate and are used.

The second is the Directives Manager. Some head of state or wealthy CEO sets down a request. Succeed, and we will get extra funding or just an instant fund injection. Fail and we might lose funding. I’ll leave it up to the Directives Manager to come up with the conditions of success and the rewards and penalties (although penalties are not necessary). This is a good way to get something you want to happen to happen, especially if no one is listening to you. Again, I have the final say in whether it gets used or not.

Don’t post yet. The next two posts will be the catalogue and the technology list.



Offline Haseri

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Re: Space Exploration
« Reply #1 on: November 24, 2010, 09:53:23 am »
Consumables
This is a list of what you will need to consider when starting up a mission. More will be added as the technology is researched.

Crew Salaries (while in space – do not need to worry about unused astronauts. The crew average is used when regarding large crews. <1 month = 1 month): Rookie: $2,600 per month, Average: $5,200 per month, Experienced: $13,000, Veteran: $52,000, Elite: $260,000, Elite*x: $260,000*(10^(x-1))
Food: $1,000 for 1 ton of food, which is enough for 500 man-days. Includes drinking water.
Rocket Fuel (for Chemical Rockets): $800 per ton
Soft Landing Gear: $10,000 (S4)

Spaceports
Spaceports come in two kinds, Commercial and Naval. Naval ports can build and resupplies ships up to the second number, while commercial ports can only resupply up to ships using the first number. Supplies cost more if the port cannot service the ship. * There can only be one Naval port per planet (unless the world is fractured), but there can be multiple Commercial ports. Costs are shown Commercial/Naval.

Class 0 - $0/$1B – Has no facilities/service up to size 5. Cannot construct.
Class I (Emergency) - $2B/$4B – Has facilities to service up to size 7/10. Cannot construct.
Class II (Frontier) - $6B/$12B – Has facilities to service up to size 9/12. Cannot construct.
Class III (Local) - $20B/$36B – Has facilities to service up to size 10/13. Can construct.
Class IV (Standard) - $60B/$108B – Has facilities to service up to size 11/14. Can construct
Class V (Full) - $180B/$324B – Has facilities to service up to size 12/15. Can construct

*Double if adequate services can be found at the next level up (e.g. a Size 10 landing at a Commercial Class II).
Triple if adequate services can be found two levels above (e.g. Size 13 landing at Naval Class I)
Quadruple if three levels.
Quintuple if four.
Sextuple if five.

Systems Available (For your consideration)
Chemical Rocket (4)
TL 7 Control Room (6
TL 7 Enhanced Communication/Sensor Array (4)
Engine Room (5)
Fuel Tank
High Automation (12)
Light Alloy Armour
Passenger Seating
Shielded Cargo Hold
Soft Landing (4)
Solar Panel Array (4)
Wings (4-12)
« Last Edit: November 27, 2010, 11:41:19 am by Haseri »

Offline Haseri

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Re: Space Exploration
« Reply #2 on: November 24, 2010, 09:54:56 am »
The Technology List
Notes: ‘PP’ means Power Points (indicating a High Energy System), and the system gives or drains it while in use. Some systems have too many options to discuss here, so I’ll go into them when they are researched.

Size (If Scalable) Tech Level (If Applicable) Name (Description) [Module’s Cost] Cost to research

Armour
Steel Armour (High-quality steel plate. Cannot be streamlined at size 5 or added to size 4) [$6k+] $106,000

Engines
S4 TL 7 Jet Engine (Allows the ship to travel in atmosphere. Requires at least 1 fuel tank for jet fuel) [$100k] $350,000
S5 Chemical Rocket (3 G acc., 0.15 mps Δ-V per tank of rocket fuel) [$60k] $310,000
S4 TL 7 Nuclear Thermal Rocket (0.1 G acc., 0.3 mps Δ-V per tank of hydrogen (or water for 0.3 G acc., 0.1 mps Δ-V)) [$50k] $300,000
S13 TL 7 External Pulsed Plasma (Orion) Drive (2 G acc., 2 mps Δ-V per tank of bomb pulse units (can be high thrust for 4 G acc., 1 mps Δ-V)) [$3B] $3,000,500,000

Miscellaneous Systems
Cargo Hold (Standard empty space) [Neg. Cost] $50,000
Refrigerated Cargo Hold (Cold empty space) [$250+] $50,250
S7 TL 7 Control Room (Computing, sensors and control stations) [$600k] $850,000
S4 Defensive ECM (Automatic self-defence jamming antennae) [$100k] $350,000
S6 Engine Room (Only way to repair engines on small ships) [$30k] $280,000
S5 TL 7 Enhanced Communication/Sensor Array (Better version that comes with control room) [$60k] $310,000
S4 TL 7 Science OR Tactical C/S Array (Has the best scientific equipment OR can actively jam transmissions and over come Defensive ECM) [$100k] $350,000
S4 TL 7 Multipurpose C/S Array (Has both capabilities of the above) [$200k] $450,000
S4 External Clamp (A series of clamps or grapples that allow a vessel to attach itself to another object) [$1k] $101,000
TL 7 Habitat (Where people sleep or work. Only for sizes 6+) [$100k+] $350,000
Hangar Bay (Large spaces for other ships to come in. Only available for sizes 5+) [3k+] $103,000
S4 Mining Module (-1 PP, a heavy-duty mining and processing system) [$10k] $110,000
S4 Chemical Refinery Module (-1 PP, processes chemicals) [$10k] $110,000
Open Space (A large open area. An Open Space system can be used for food production, which feeds the entire ship. Only for sizes 8+) [$100k+] $350,000
S5 Soft Landing System (A system that allows ships with out wings, thrust or contragravity to land safely. Must be replaced with each use.) [$50k] $300,000
S5 Upper Stage (Able to attach a vessel 1 size smaller to front of the system) [Neg. Cost] $50,000

Non-Modular
S5 Total Automation (Getting a computer/robot to do the work of a human) [$5M] $5,500,000
S13 High Automation (Getting a computer/robot to do the work of a human) [$30M] $30,500,000
S4 Emergency Ejection (Ejects part of the control room) [$50k] $300,000
S8 Spin Gravity (Only if unstreamlined) [$100k] $350,000

Power
S4 TL 7 Fuel Cell (+1 PP for 3 hours) [$5k] $105,000
S5 Solar Panel Array (+1 PP when in the inner system) [$150k] $400,000

Weapons
8cm Conventional Gun (A normal gun, best used in close combat/non-moving targets) [$100k] $350,000
16cm Missile Launcher (A normal guided missile) [$100k] $350,000

You may post.
« Last Edit: November 27, 2010, 11:42:26 am by Haseri »

Offline Haseri

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Re: Space Exploration
« Reply #3 on: November 25, 2010, 07:50:21 am »
First off, no need to delete it.

Second of all, this like Galactic-Warrior's Stellar Command or my previous Galactic Conquest, except this time we're going from the very beggining of space travel.

Offline Galactic-Warrior

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Re: Space Exploration
« Reply #4 on: November 25, 2010, 08:21:14 am »
Hmm... Ok first off, lets start researching Light Alloy Armour, S4 Chemical Rocket, Solar Panel Array, Shielded Cargo Hold, and Fuel Tank.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

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Offline Haseri

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Re: Space Exploration
« Reply #5 on: November 25, 2010, 09:43:34 am »
Apologies, but I forgot to put that Solar Panel Array is a scalable technology. This has been amended.

1st July 1950

All five technologies have been researched. The technology list and catalogue has been updated.

Planets: Earth (Class V Naval Spaceport)
Treasury (Income per year): $139,999,118,000 (+$14 billion)

Offline Galactic-Warrior

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Re: Space Exploration
« Reply #6 on: November 25, 2010, 09:47:40 am »
Can you give us a list of technologies to build a spaceship? It would people who don't know what systems are usually used on real spaceships (Like me).
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

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Offline Haseri

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Re: Space Exploration
« Reply #7 on: November 25, 2010, 12:07:19 pm »
The basics are a fuel tank and an engine. That's just something that goes up, orbits a bit without really doing anything, and comes back down. To actually do something (take a picture of Earth, send someone up) needs a Control Room. Control rooms come with control stations (a number that increases with size) for people to work at (and contain living spaces at smaller sizes). Now, a Control Room can be cheaper if the control stations are taken out, making it an unmanned craft (and autonomous craft).

Now, notice that there is an autonomy technology. This is different. At the sizes presented there (10 and above), many systems require additional crewmembers to moniter everything. Researching the Autonomy technology allows large unmanned vessels (or at the very least, reduced crew).

Offline Galactic-Warrior

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Re: Space Exploration
« Reply #8 on: November 25, 2010, 10:41:15 pm »
Alright, so lets research S12 High Automation, S4 TL 7 Enhanced Communication/Sensor Array, S4 Soft Landing System, and S6 TL 7 Control Room. Sounds like enough to have a small-crewed spacecraft.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Haseri

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Re: Space Exploration
« Reply #9 on: November 26, 2010, 06:45:06 am »
1.1.1952

All five technologies have been researched. The technology list has been updated. Another thing to note is Total Automation has been brought down to S5 (as the Engine Room can be automated).

Planets: Earth (Class V Naval Spaceport)
Treasury (Income per year): $167,987,788,000 (+$14 billion)

Offline Galactic-Warrior

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Re: Space Exploration
« Reply #10 on: November 26, 2010, 07:41:58 am »
Can we build a spacecraft yet with the tech we've researched?
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

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Offline Watcher in the Puddle

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Re: Space Exploration
« Reply #11 on: November 26, 2010, 09:00:39 am »
I don't think we've got a camera yet. That would be handy. And it doesn't look like we've got a space port.
Lets build:Class III spaceport, passenger seating... don't have an automatic camera?
In a game like this you cannot win, only lose more slowly

Offline Haseri

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Re: Space Exploration
« Reply #12 on: November 26, 2010, 09:04:44 am »
Cameras (and other imaging instraments) are included with the Sensors in Communication/Sensor Arrays and Control Rooms.

@GW: Yes, you can build a rocket that goes up, orbits a bit and can take pictures, then comes back down, safely. And, with some technology scaling, we could send up a ship that can do that with a person/living thing.
« Last Edit: November 26, 2010, 09:09:48 am by Haseri »

Offline Galactic-Warrior

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Re: Space Exploration
« Reply #13 on: November 26, 2010, 12:10:15 pm »
Sure why not?

Do what Watcher said and research S5 Engine Room.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Haseri

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Re: Space Exploration
« Reply #14 on: November 27, 2010, 11:43:04 am »
1.7.1953

Both technologies have been researched, and the technology list is updated. The Commercial Spaceport has been built.

For building spaceships, the procedure is in the first post.

Planets: Earth (Class V Naval Spaceport, Class III Commercial Spaceport)
Treasury (Income per year): $161,987,420,000 (+$14 billion)