06-20-2012, 09:20 AM | #1201 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Yeah, Crew quarters need 10 cycles, so we should be able to knock those off today. We should be able to do something else as well, if we hold off on any missions.
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06-20-2012, 09:22 AM | #1202 |
Head Coach
Join Date: Dec 2009
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Autumn, how much water and crystals do we have in storage?
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06-20-2012, 09:22 AM | #1203 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Maybe we move the backup power one day. Then 15 cycles to move the 3 other power facilities, so we could try that in one fell swoop another day.
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06-20-2012, 09:23 AM | #1204 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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We have 64 crystals and 16 water I believe.
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06-20-2012, 09:23 AM | #1205 | |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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Quote:
Thats the unrevised list.
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06-20-2012, 09:24 AM | #1206 |
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Join Date: Dec 2009
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06-20-2012, 09:26 AM | #1207 | |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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Quote:
Why not just finish the remaining facilities in the Officers HQ then, and convert the power station for them. We would be able to still use them at that point, right?
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06-20-2012, 09:29 AM | #1208 |
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Join Date: Nov 2000
Location: St. Paul, MN
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No, we have to convert 4 power facilities to use any buildings that require power on the ship.
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06-20-2012, 09:29 AM | #1209 |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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That would mean Armory, Brig, and power facility 2.
Sure it puts us behind, but those things would be nice to have on the ship I suppose. This is, of course, contingent on whether we can still use them here once they have been converted (not just when we lift off).
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06-20-2012, 09:30 AM | #1210 |
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06-20-2012, 09:30 AM | #1211 | |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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Quote:
OH. I see. Shit. I see shit.
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06-20-2012, 09:31 AM | #1212 |
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Join Date: Dec 2009
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06-20-2012, 09:31 AM | #1213 |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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Have we finished the officer HQ yet? Are we able to just get everything within one unit of full conversion and still use it?
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06-20-2012, 09:32 AM | #1214 |
Head Coach
Join Date: Dec 2009
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this could solve things for me:
execute Crimsonfox |
06-20-2012, 09:32 AM | #1215 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
If we convert 4 power facilities, can we use buildings that require power on the ship prior to liftoff? |
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06-20-2012, 09:32 AM | #1216 |
College Prospect
Join Date: Feb 2001
Location: Bryson Shitty, NC
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I know with the crew quarters that would mean only 2 people can sleep.. But how would it affect other buildings?
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06-20-2012, 09:32 AM | #1217 | |
Head Coach
Join Date: Dec 2009
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Quote:
yes we have and we can only use things we convert that require no power. (sleeping places and storage and junk with no special thigns) |
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06-20-2012, 09:33 AM | #1218 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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BK, modification to my question so it's clear:
If we convert 4 power facilities, can we use CONVERTED buildings that require power on the ship prior to liftoff? |
06-20-2012, 09:33 AM | #1219 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Okay, this isn't too bad actually with the numbers.
Power Facilities (4) - 20 cycles (5 each) Water Plant - 7 cycles Crew Quarters - 10 cycles These are, I believe, all that is mandatory for lift-off. If we do the quarters today, and one power facility (15 cycles of work), then we would have to do 22 the next day to be ready for liftoff (at a bare minimum). If we can do more than 15 cycles today we could get the water plant partially ready. Once we moved that power, we would have no perimeter fence, no security HQ (2), brig (4) or armory (4), no scientists quarters (2), or medics facilities (4). So basically we have to decide which of those things we need and add them into the queue. We aren't using the brig, so we could stick to the others and just need 8 more cycles of work. Let's figure out how much we could do in a day. |
06-20-2012, 09:34 AM | #1220 |
General Manager
Join Date: Oct 2000
Location: Chicago
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Oh - I guess that is already how I had interpreted this when looking at it this morning. So yeah, we have to make some hard choices.
Might be worth getting all of the facilities close to completion, then trying to bite the bullet on one day/night where we finalize them all rather than having stuff staggered and having multiple days where some buildings/services are not available to us. |
06-20-2012, 09:34 AM | #1221 |
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All I know is that I want us to all get dehydrated the day before we get on the ship.
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06-20-2012, 09:35 AM | #1222 |
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06-20-2012, 09:36 AM | #1223 |
Head Coach
Join Date: Dec 2009
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if hoops and i worked together that's 6 of the crew quarters. just need 4 more points (will leave it to autumn to come up with those points)
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06-20-2012, 09:36 AM | #1224 |
College Prospect
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Guess we have to do it and find out.
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06-20-2012, 09:37 AM | #1225 |
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Join Date: Dec 2009
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06-20-2012, 09:38 AM | #1226 |
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06-20-2012, 09:38 AM | #1227 |
Head Coach
Join Date: Dec 2009
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give me a gun and I'll just shoot you all. Then I will do all the work and go home.
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06-20-2012, 09:39 AM | #1228 |
Head Coach
Join Date: Dec 2009
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that is my solution...by me.
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06-20-2012, 09:39 AM | #1229 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
My initial thought is the last things we convert are the research/medical facilities, the facility that gives them power, and the water providing building for the absolute last things. We leave the power facility that powers the fence because we don't want that to go down. |
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06-20-2012, 09:41 AM | #1230 | |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Quote:
This is a good idea too, though it leaves things vulnerable to being damaged and needing repair. but we could try to get everything very close to being done. Trouble is we can only work on three things a day basically. Well, a max of four if Hoops supervises two locations. |
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06-20-2012, 09:43 AM | #1231 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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So as far as I can see the maximum we could possibly do in a day is 15 cycles. Hoops can do a maximum of 6, either by working with Chubby, or working with an engineer. An engineer can do a maximum of 6 by working with Hoops, 5 working with Chubby, or 4 otherwise. So the maximum we can pull off is 6, 5 and 4, for a total of 15. Anyone disagree?
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06-20-2012, 09:44 AM | #1232 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
Except after that he listed the places that work when converted prior to liftoff and those places weren't listed. You're probably right, but I would like to make sure I understand before we plan this and say oops when we find out otherwise. |
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06-20-2012, 09:45 AM | #1233 | |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Quote:
I think he was listing places that don't need power to work on the ship. |
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06-20-2012, 09:46 AM | #1234 | |
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Location: St. Paul, MN
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Quote:
I worked out our max yesterday to 18 I think, but it would require a lot of manpower to do it that way. 15 I think is the most realistic max. |
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06-20-2012, 09:50 AM | #1235 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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I'm not sure how that 18 is possible though, so if you figure it out, let me know. Hoops can only supervise 5 people, each of the ...
oh! I forgot an engineer. I was only counting two of them! |
06-20-2012, 09:52 AM | #1236 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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So I think 19 is our max then, 6, 5, 4, 4.
And we have about 45 cycles of work to do before lift off. So we should be able, without dealing with repairs, to do it in three days (or less if we work nights). |
06-20-2012, 09:52 AM | #1237 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Ugh, no that's not right, hold on.
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06-20-2012, 09:53 AM | #1238 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Hoops+5 = 5
Engineer+chubby = 5 Engineer+4 = 4 Engineer+4 = 4 Yes, you're right JAG, 18 is the max, if we had 13 workers. |
06-20-2012, 09:54 AM | #1239 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Hoops+Engineer = 6
Engineer+Chubby = 5 Engineer+4 = 4 This only requires four workers, but gives us 15. |
06-20-2012, 09:55 AM | #1240 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Hoops+slaves = 4
Engineer+Chubby = 5 Engineer+4 = 4 Engineer+4 = 4 This requires 8 workers, gives us 17 |
06-20-2012, 09:55 AM | #1241 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Hoops+5 = 5
Engineer+Chubby = 5 Engineer+4 = 4 Engineer+slaves = 3 This requires 9 workers, 17 |
06-20-2012, 09:56 AM | #1242 |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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Once again, only a small amount of night work occurs. It seems people are more afraid of exhaustion than the Spawn at this point. One who is not afraid of exhaustion is, Hoopsguy who once again is working through the night, this time on Power Facility 2.
He is not the only one seen to be active at night. Abe & britrock are completing Abe’s training to be a trainer in the Science Labs and Julio is seen outside the Warehouses in Building A while Chubby is similarly seen outside of the Slave Pens. Meanwhile Danny & dubb are seen lurking in the Crew Quarters. In the morning you once again see everyone is accounted for. People are enjoying their oatmeal when the blaring klaxon of a warning alarm goes off. It seems as though the Perimeter Fence is beginning to fail. At first glance it doesn’t appear to be damaged in any sort of way. There are three options, any or all of which can be used. Engineers can attempt to repair it, you can attempt to power it from the back-up Power Facility, or an Engineer can study it to try and determine why despite the lack of damage it seems to be failing. Locations Building A: Warehouse 4 7 cycles required for conversion 40 / 40 units filled Warehouse 5 7 cycles required for conversion 40 / 40 units filled Water Supply – 16 units (Enough reserves for just under 1 day at current consumption) Crystilium Supply – 64 units (at least 20 required for lift-off) Slave Pens Fully Operational Slave Pen 1 2 cycles required for conversion 4 slaves present Slave Pen 2 2 cycles required for conversion 4 slaves present Slave Pen 3 2 cycles required for conversion 4 slaves present Slave Pen 4 2 cycles required for conversion 4 slaves present Slave Pen 5 2 cycles required for conversion 4 slaves present Building B: Power Facilities Undamaged Power Facility 1 5 cycles required for conversion Powering Building B Power Facility 2 3 cycles required for conversion Powering Building C Power Facility 3 5 cycles required for conversion Powering Building D Power Facility 4 5 cycles required for conversion Powering Security Fences Power Facility 5 5 cycles required for conversion Back-up Water Plant Fully Operational 7 cycles required for conversion Producing enough water for all Survivors each day Building C: Security HQ Operational 2 cycles required for conversion Armory Operational 4 cycles required for conversion 18 phasers accounted for Brig No power; Inaccessible 4 cycles required for conversion No crew being held Building D: Crew Quarters Fully Operational; 20 sleeping berths 10 cycles required for conversion Medical Facilities Fully Operational 4 cycles required for conversion Scientists’ Lab Fully Operational 2 cycles required for conversion Peremiter Fence Operational but failing Ship Warehouse 1 Converted Inaccessible Warehouse 2 Converted Inaccessible Warehouse 3 Converted Inaccessible Officers’ Offices Fully Operational Converted The Crew Command Staff Captain - JAG First Officer - Autumn Second Officer - Lonestargirl Security Chief - Packerfantic Ensign - Zinto Chief Engineer - hoopsguy Exhausted Engineers Crimson Darth Simbo Medical Staff Doctor - saldana Medic - Shiggles Security Staff Sergeant at Arms - Danny Exhausted Slavemaster - Chubby Exhausted Gally Master - Julio Exhausted Security Crewman - Chief Rum Security Crewman - dubb Exhausted Scientists Schmidty britrock Exhausted Trainer - Abe Sargent Exhausted Slaves 20 slaves accounted for Deceased mauboy - Lynched Day 2 SURVIVOR Day 3 has begun Last edited by Barkeep49 : 06-20-2012 at 10:03 AM. |
06-20-2012, 09:56 AM | #1243 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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We could possibly squeeze out 16/17 if we use slaves in place of people for those last two engineers.
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06-20-2012, 09:58 AM | #1244 | |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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Quote:
Once the 4 PF have been converted to the ship, any facilities requiring power will work on the ship before lift-off, that is correct. |
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06-20-2012, 09:59 AM | #1245 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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So. How many workers have we got? If we don't do any missions, and I don't plan any:
Autumn, Autumn Zinto Lonestargirl? JAG? Shiggles PackerFanatic Chief Rum Julio Riddols So it's feasible we could have 8 workers and do 17 cycles of work. |
06-20-2012, 09:59 AM | #1246 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Nice job Britrock.
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06-20-2012, 10:00 AM | #1247 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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Here we go. Looks like the Slave Pens are failing too.
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06-20-2012, 10:00 AM | #1248 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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It's probably just a short, I'll go check it out alone ...
oh wait, no. |
06-20-2012, 10:02 AM | #1249 |
Head Coach
Join Date: Dec 2009
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Hmmmmm who to vote for...how about Schmidty, Darth and Zinto until they contribute
vote schmidty |
06-20-2012, 10:02 AM | #1250 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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First thought is we should have an engineer study the fence to find out why it's failing. Trying to repair it or use a backup power source might be futile when we don't know what's wrong with it.
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