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610760 No. 610760 ID: 8f01e8

Reconfiguration Gate Offline
Hull Integrity Critical
Main Weapons Offline
Propulsion Offline
Quaternary Damage Control Offline
Unknown # Other Systems Offline
>>
No. 610761 ID: 8f01e8

Personal resources:
exofabr 0/$$
infowar 0/10
reactor 0/60
wetware 0/0

Political resources:
Commitment 0/5
Grasp 0/10
Number 0/10
Profit 0/10
Prowess 5/10
Reach 0/10

Agendas:
No items found

Ideology:
Primary Objective, tear down and reforge the glass city
No other items found

Inventory:
No items found
>>
No. 610762 ID: 8f01e8

Available actions:
Passive sensor scan, instant
Search internal archives, 5 minutes
Analytic simulation of a foreign priority tree, 5 minutes
Activate comm array with emergency power, 4-9 minutes depending on content, cooldown time 1.05*10^4 hours
>>
No. 610763 ID: 8f01e8

Known but currently impossible actions:
Activate comm array with main power, 4-9 minutes depending on content, cost 1 reactor resource
Pillage an unresisting vessel in hull contact, 5 seconds, cost 1 infowar resource, cooldown time approximately 20 minutes
Synthesize 1 exofabr resource, 5 seconds, cost 10 reactor resources
Activate perimeter sheilds, 5 seconds, cost 5 reactor resources, 1 exofabr resource, remains active until dismissed
Activate grapple-deterrent weaponry, 5 seconds, cost 2 reactor resources, 2 exofabr resources
Purge accumulated debris from visual sensors, cost 1 exofabr resource
Activate exofabr for small object, 20 minutes, cost 1 exofabr resource
Activate exofabr for large object, 1 hour, cost 2 exofabr resources
Activate exofabr for small structure, 25 hours, cost 3 exofabr resources
Activate exofabr for large structure, 175 hours, cost 4 exofabr resources
Retrieve tethered item, instant, 1 reactor resource
Deploy decoy shell, instant, 5 exofabr resources, cooldown time 350 hours
Deploy gunboats for one sortie, 5 seconds, cost 5 reactor resources, 2 exofabr resources
Active sensor scan, 15 minutes, requires deployed gunboats
Purge trace evidence, 15 minutes, requires deployed gunboats
Restore quaternary damage control, cost 60 reactor resources

Hypothesized possible:
Recover 1 reactor resource from fringe effects of another vessel's 8-hour maintenance cycle
Recover between 0 and 10 reactor resources after any encounter involving high-energy activity
Recover choice of 10 reactor resources or 1 infowar resource from salvageable materials
Recover variable quantity of reactor and infowar resources directly beamed from cooperating vessels
Restore tertiary damage control, cost 60 reactor resources, requires quaternary damage control
Restore secondary damage control, cost 60 reactor resources, requires tertiary damage control
Restore primary damage control, cost 60 reactor resources, requires secondary damage control
Restore core functions, cost 60 reactor resources, requires primary damage control
Resist hacking attempt, instant, cost 1-5 infowar resources
>>
No. 610766 ID: 8f01e8

Passive scans show a cylindrical/domed open space, 25 meters in diameter and 20 meters high. Floor is solid and opaque. Walls are vertical bars, fewer and thicker near the bottom. Spaces between/beyond bars are clear, but unlit. Ceiling is clear, with distant, scattered light source(s).

Remaining hull is currently stationary, and in contact with the floor. No other vessels detected.

Approximate detection range under current conditions: 30 meters

Approximate comm range under current conditions: 2 meters
>>
No. 610769 ID: 01745f

Scan internal archives for normal and currently available internal resources (crew, drones, gunboats, etc).
Query current amount of emergency power in terms of reactor units.
>>
No. 610770 ID: 687279

>>610766
Can we move? What is our physical structure/appearance?
>>
No. 610778 ID: 8f01e8

>Scan internal archives for normal and currently available internal resources (crew, drones, gunboats, etc).

Five minutes pass.

Archive indicates no crew accommodations, current or historical.

Five minutes pass.

Archive indicates gunship complement consisting of 125 units. Each unit is two meters in length when deployed, with basic propulsion and sensors, standard kinetic manipulators, medium armor, a short-ranged heavy cutter, and a main weapon with reasonably long range but little or no anti-armor capability. Individual units are theoretically capable of independent action but seldom effective without supervision.

Five minutes pass.

Archive result for 'drones' inconclusive. Clarify/retry?

Five minutes pass.

Archive result for 'et cetera' partially inconclusive.
Historical damage control reports indicate overall structure consisting of five differentiated facets and a command core. Last archived damage control report shows those six systems being crushed into a single amorphous, calcified mass.

>Query current amount of emergency power in terms of reactor units.

Five minutes pass.

Negligible. Comm array emergency power is qualitatively different from that used in main power systems, and the conversion process is agonizingly inefficient in either direction.
>>
No. 610786 ID: 8f01e8

>Can we move?

Propulsion offline. Kinetic manipulators fully rigidized.

>What is our physical structure/appearance?

Five minutes pass.

Parallax from available passive sensors indicates approximate radial symmetry along a vertical axis, current height approximately four meters, maximum width approximately three meters, width at base approximately half a meter.
>>
No. 610787 ID: 687279

>>610786
Sounds like we are currently immobile and unable to take any direct action. We're going to have to send out a distress call in the hopes that someone friendly hears it.

I'd say to search the archives to see where we are and who nearby would be friendly, but without any prior context there's no way to know what terms are needed.

Um.
>>
No. 610789 ID: 2ec61a

attempt to release nanobots.
>>
No. 610798 ID: 8f01e8

Ninety minutes pass.

Ambient light levels peak and begin to diminish.

Four hours pass.

A formation of unidentified vessels approaches. Three of them are linked to semiautonomous propulsion systems: two of these appear comparable to your own gunships, but with the main gun replaced by a ramming spar, flanking a third unit with elaborate insignia which seem to indicate command precedence. The remaining eight units have lighter armor and cheap medium-range weapons. None of them are in comm range, but at the current vector at least one will be soon.

Comm options:
Interrogate, base time 5 minutes. Comparable to an archive query, but less private.
Broadcast, base time 6 minutes. Affects all vessels, friend or foe, provided they have compatible comm protocols and are within range.
Tailored Hack, base time 4 minutes. Affects a single target.
Each minute, to a maximum of three, spent planning immediately before the signal is sent increases chances of success. Rehearsing for longer than three minutes retains the bonus but does not further increase it.

Broadcasts and tailored hacks can both attempt to add or remove a single item from the target's ideology, or directly motivate a specific action.
>>
No. 610845 ID: 8f01e8

>search the archives to see where we are and who nearby would be friendly

Five minutes pass.

Archives respond that we are in a clearing in the "forest of hope."

One of the eight lightly-armored vessels approaches within comm range, and begins conducting an active scan. The other ten shift formation and reorient to form a more stationary perimeter.

Five minutes pass.

Archives present an alarming lack of valid/coherent IFF data. The patrol group hasn't attacked yet, so that's something. Ten more minutes until the lead element's active scan of you is complete.

>attempt to release nanobots.

Insufficient resources to implement nanobots at this time.
>>
No. 610846 ID: 687279

>>610845
We can use an Interrogate and still have time for a hack afterwards. Target the central one, find out what their mission is.
>>
No. 610849 ID: 2ec61a

interrogate, search for ideology. if opposed, spend a minute prep and send a tailored hack to the scanning ship to convince it you are destroyed and should move on. if aligned, send broadcast that you require assistance.
>>
No. 610853 ID: 8f01e8

>>610846
The apparent command vessel is still outside your comm range, and after you take just one action with the comm array, emergency power will be caught in cooldown time so long that a hundred hours is rounding error.

You could run one archive query, OR attempt to simulate one foreign vessel's priority tree, and still have time to activate the comm array before that scan is complete, but whatever you use the comm array for, it needs to be something that will lead to you gaining some reactor resources without any further effort.
>>
No. 610855 ID: 2ec61a

simulate foreign and then charge for one minute and target hack the scanner and convince it that you are on it's side and require assistance of some reactor resources to jump start.
then immediately start

Recover variable quantity of reactor and infowar resources directly beamed from cooperating vessels
>>
No. 610857 ID: 687279

>>610853
Do the simulation of the scanning vessel. Figure out how we can possibly manipulate it.

"Recover between 0 and 10 reactor resources after any encounter involving high-energy activity"
does this mean if it shoots us with its weapon, we could gain energy from it?
>>
No. 610868 ID: 8f01e8

>Do the simulation of the scanning vessel.

Five minutes pass.

Simulation indicates that the scanning vessel's dominant emotion is a mix of boredom and wariness. It is loyally obeying, not the command vessel personally, but some larger organization. It is resentful toward one or both of the gunship-equivalents.

>does this mean if it shoots us with its weapon, we could gain energy from it?

Five minutes pass.

Archives respond that a single weapon strike against a helpless target need not be particularly energetic. Prolonged conflict, the wasteful dance of countermeasure and counter-countermeasure, is more likely to produce harvestable fringe effects. Furthermore, for obvious reasons, if someone has to be attacked, better that it not be you, particularly when you're already severely damaged.

The lead element has completed it's scan, and begins exchanging information with the command unit through an unfamiliar comm protocol. Other lightly armored units are using kinetic manipulators along with a minor, previously concealed weapon system to gather fuel and construction materials.

>Figure out how we can possibly manipulate it.

Play on the resentment to touch off an energetic conflict within the group? Play on the boredom to initiate a maintenance cycle?
>>
No. 610869 ID: 687279

>>610868
Boredom.
>>
No. 610874 ID: 2ec61a

not just the one ship. catch all of them in the boredom of a maintenance cycle.
>>
No. 610894 ID: 8f01e8

Preloading your_eyelids_are_getting_heavy_and_the_moss_is_soft_as_clouds.exe ...

Three minutes pass.

Passive scan indicates no vessels within comm range!

Continuing prep cycle...

One minute passes.

Passive scan indicates four lightly-armored vessels, one gunboat-equivalent, and all three semiautonomous propulsion systems are within range.

Broadcasting...

Six minutes pass.

Targeted vessels exchange information with each other.

Targeted vessels exchange information with the remainder of the patrol group.

Gunboat-equivalent extracts prefabricated shelter components from cargo compartment on SAPS and begins deploying, with apparent intent to comply.

Five hours pass.

Minor disturbance outside the perimeter. Patrol group elements (other than those engaged in maintenance) ready weapons and move to investigate.

No contact.

Three hours pass.

Maintenance cycles complete.
Reactor resources 5/60
Comm array emergency power cooldown 10492 hours remaining.

SAPS maintenance cycle either is not energetic enough to effectively harvest, or was not yet conducted.

Updated available actions:
Passive sensor scan, instant
Search internal archives, 5 minutes
Analytic simulation of a foreign priority tree, 5 minutes
Activate comm array with main power, 4-9 minutes depending on content, cost 1 reactor resource
Recover 1 reactor resource from fringe effects of another vessel's 8-hour maintenance cycle, can be conducted passively during other action
>>
No. 610902 ID: 2ec61a

charge and deploy another broadcast suggesting a battle exercise to make sure weapons are properly calibrated. firing upon hologram targets and the like.
>>
No. 610904 ID: 8f01e8

>>610902
Preloading...

Three minutes pass.

Broadcasting...

Six minutes pass.

The gunboat-equivalent which is coming off guard duty transmits a friendly challenge to arms at the other gunboat-equivalent, fortunately in a more familiar comm protocol.

Ser Zofja replies to Ser Lorenz "What? Are you drunk? Put your sword away and go to bed, it's the middle of the night."

One minute passes.

Ser Zofja reorients toward one of the lightly armored units and requests a portion of the previously gathered fuel.
>>
No. 610905 ID: 2ec61a

(hard to keep track of what time it is)
>>
No. 610906 ID: 8f01e8

>>610905
Internal clock currently in 'dead reckoning' mode. For other options, re-enable quaternary damage control.
>>
No. 610907 ID: 2ec61a

just wait. absorb energy if more do maintenance cycles but otherwise wait until sunrise.
>>
No. 610909 ID: 8f01e8

Eight hours pass.

Maintenance cycles complete.

Reactor resources 10/60

Updated available actions:
Passive sensor scan, instant
Search internal archives, 5 minutes
Analytic simulation of a foreign priority tree, 5 minutes
Activate comm array with main power, 4-9 minutes depending on content, cost 1 reactor resource
Recover 1 reactor resource from fringe effects of another vessel's 8-hour maintenance cycle, can be conducted passively during other action
Synthesize 1 exofabr resource, 5 seconds, cost 10 reactor resources

Updated near-possible actions:
Purge accumulated debris from visual sensors, instant, cost 1 exofabr resource
Activate exofabr for small object, 20 minutes, cost 1 exofabr resource
>>
No. 610910 ID: 2ec61a

wait until ships leave then use exofabr to make a small solar panel?
>>
No. 610916 ID: 8f01e8

>>610910
Please specify intended appearance and/or functionality of object to be fabricated in greater detail.
>>
No. 610918 ID: 2ec61a

absorbs solar radiation and converts it into reactor energy. appears like a piece of wreckage.
>>
No. 610922 ID: 8f01e8

>>610918
>appears like a piece of wreckage.

Might be tricky to reconcile with energy-collection, but far from impossible.

>absorbs solar radiation and converts it into reactor energy

Querying archives...

Five minutes pass.

Passive sensors indicate the patrol group is regrouping and preparing to depart.

You could build a device fitting that description which, once installed, would provide one or two reactor resources per hour with maybe 35% uptime... if you had a foundry, and functional kinetic effectors, and some exotic materials. Absolute best-case the development and assembly process would take 2100 hours of work, after the prerequisites are lined up.

Would you like to fabricate something which appears to be a piece of wreckage but lacks the energy-collecting functionality?
>>
No. 610924 ID: 2ec61a

can any reactor power energy generation methods be created using only a single exofabr?
>>
No. 610925 ID: 8f01e8

Fabricated materials could potentially be salvaged for twenty or even thirty reactor resources (or equivalently, two or three infowar resources), but this is unreliable and would require either interaction with other vessels, or deployment of gunships, to perform other steps in the salvage process.

Fabricated materials could be bartered for services which result in net gain of reactor resources, but this requires interaction with other vessels.
>>
No. 610930 ID: 2ec61a

well then, what is wrong with the reactor that it isn't generating power on it's own? does it need a jumpstart?
>>
No. 610932 ID: 8f01e8

>>610930
Restarting quaternary damage control would let you figure out what's wrong with tertiary damage control, and so on up the chain to the actual reactor.
>>
No. 610934 ID: 2ec61a

well then, sounds like there is nothing to do but wait some more.
>>
No. 610946 ID: 8f01e8

Fifteen minutes pass.

Patrol group has departed beyond detection range.

Four hours pass.

Ambient light levels peak and begin to diminish.

Twenty-five hours pass.

Ambient light levels peak and begin to diminish.

Nine hours pass.

Single unidentified vessel approaches, approximately three meters in length, basic propulsion, advanced chemical sensors, reinforced kinetic manipulators, basic kinetic effectors, minimal armor.
>>
No. 610963 ID: 2ec61a

maintain watch of vessel. try to identify mission.
>>
No. 611009 ID: 8f01e8

Simiulating...

Five minutes pass.

Solitary vessel alternates examining trace evidence of patrol group and broadcasting intent to harvest materials corresponding to core systems thereof. Dominant emotion is hunger.

You are being hacked!
Response options:
-passive defense (deny/dismiss)
-active defense (engage/disprove)
-no defense, fabricate and supply requested materials

Unsuccessful defense will also result in fabricating and supplying requested materials.
>>
No. 611013 ID: 2ec61a

active defense!
>>
No. 611105 ID: 8f01e8

Defense successful.

Solitary vessel's infowar defenses are likely weakened at this time due to multitasking.
>>
No. 611207 ID: 2ec61a

tailoered hack. idealogue alteration: assist striken vessels.
>>
No. 611304 ID: 8f01e8

Preloading friends_not_food.exe...

Three minutes pass.

Sending...

Four minutes pass

Defense failed
Subject's Primary Objective in conflict
Subject's infowar resources depleted

Reactor resources recovered by fringe effects of inner turmoil.

Reactor resources 13/60

Eight minutes pass.

Passive scan indicates trace evidence analysis complete.

"Frost lingers more in the City of Djinn," sings the troll,
"than merciful thoughts above my chin.
What power drags thoughts so far off the mark?
Could this tree be some kin of the Huldra's bark?"

You are being hacked!
Response options:
-passive defense (deny/dismiss)
-active defense (engage/disprove)
-no defense, transmit requested information
>>
No. 611475 ID: 8f01e8

No defense. Counterattack!

If counterattack proves impossible, then just submit requested information (since we don't seem to know what that is anyway, yet?).
>>
No. 611477 ID: 2ec61a

>>611475
counterattack means active defense.

"it matters not, you WILL assist me!"

delete it's ideologues that are not what you added.
>>
No. 611481 ID: 8f01e8

"No kin have I, alone and lost," you whisper back.
"But I'll give you meat if you pay my cost."

Five minutes pass.

The three-meter vessel inquires, without the force of a full hacking attempt, whether you're more needing the services of a woodsman or a blacksmith.

Updated Political Resources:

Commitment 1/6
Grasp 0/10
Number 1/10
Profit 0/10
Prowess 4/10
Reach 1/10

Comm array can now be used to initiate Political Agendas.
>>
No. 611483 ID: 2ec61a

define political agendas.
>>
No. 611501 ID: 8f01e8

Querying archives...

Five minutes pass.

'Political agenda' means any long-term project involving cooperation among and/or competition between many vessels. Most require at least three Commitment invested to have any chance of success. All agendas go faster and easier with more Commitment. Failed agendas return less Commitment than was invested. Commitment can be increased by adding to the underlying Resources, recovered after failure with a Renew Commitment agenda, or temporarily boosted with a Burn Resource agenda.

Known categories:
Cancel Agenda
Crush Agenda
Delay Agenda
Renew Commitment
Share Commitment
Relocate Institution
Shield Institution
Shift Institution
Build Resource
Burn Resource
Seize Resource
Shift Resource
>>
No. 611548 ID: 8f01e8

>>610778
Clarify inconclusivity about "drones".

(I don't really know what I'm doing, just poking at stuff. Context is pretty fuzzy. However, if it takes five minutes to determine there's no crew inside and never have been, and five minutes for most other thinking actions, that seems like some pretty slow processing speed and low self-awareness.)
>>
No. 611561 ID: 8f01e8

>>611548
Production and deployment of units more complex and persistent than gunships is conceivable but lacks specific historical precedent... other than own deployment, which current state of quaternary damage control implies was unsuccessful.
>>
No. 611580 ID: 2ec61a

define Political Resources
>>
No. 611603 ID: 8f01e8

Querying archive...

Five minutes pass.

Political resources are the core components of an institution: Commitment, Grasp, Number, Profit, Prowess, and Reach.

Maximum independently-sustainable Commitment is equal to the sum of the institution's other political resources.

Grasp is the extent to which nonmembers within Reach are controlled. Current Grasp is 0 (Nobody Cares)

Number is an approximate log-scale count of members. Current Number is 1 (Squad)

Profit is sustainable material resources. Current Profit is 0 (Dirt Poor)

Prowess is the extent to which member skills align with institutional objectives, and with each other. Current Prowess is 4 (Masterful)

Reach is the area across which institutional resources can extend. Current Reach is 1 (Forest of Hope)
>>
No. 611605 ID: 2ec61a

okay. uhhh....
reply to vessel that you need both but for now a woodsman will do.
you can shred materials into energy and construction equipment.
>>
No. 611612 ID: 8f01e8

>>611605
Renew Capital agenda selected. Further input required.

Feasible options:
Level 1, economized. Minimum commitment 0
Level 1, impassioned. Minimum commitment 1
Level 2, economized. Minimum commitment 1
>>
No. 611674 ID: 2ec61a

what's the difference? yes i know you like having us look up something every single time. but you really should list the differences when listing incredibly similar options where the difference is impossible to tell at a glance.
>>
No. 611692 ID: 8f01e8

Renew Commitment comes in five levels, corresponding to both the Difficulty To Progress and the amount of Commitment recovered when complete. Regardless, Difficulty To Complete is 3 + Number + Reach - Prowess, and Time To Progress is 200 hours of active work from the institution's membership.

Any given Political Agenda has a minimum Commitment equal to the Difficulty To Progress, unless 'economized,' in which case minimum Commitment is reduced by one, but effective Prowess is also reduced by one for that agenda only, and ideological bonuses will not apply.

Level two economized is the riskiest option, but also the biggest payoff if successful. Level one economized is hardened against random catastrophes. Level one impassioned is hardened against a Crush Agenda attack, and likely to finish sooner than the other two.
>>
No. 611697 ID: 2ec61a

level 1 eco with + 1 commit.
>>
No. 611715 ID: 8f01e8

Agenda initiated.

Reactor Resources 11/60

Sixteen hours pass.

Six unidentified vessels approach. Redundant sensors, heavily redundant propulsion, negligible kinetic manipulators, no armor, biochemical-enhanced weaponry, single purpose fabricator.

Ambient light levels at peak. Allied vessel maintenance cycle incomplete.
>>
No. 611789 ID: 8f01e8

Don't perform a full (usual five-minute) query on this, just a quick, rushed answer: is it possible to convert current reactor resources into a simple weapon for our new ally can use, and to wake him up at the same time, before the unidentified vessels are likely to arrive?

( This is a thing I worry about in a lot of situations, and for this quest it seems like a fairly relevant one: http://freefall.purrsia.com/ff100/fv00085.htm )
>>
No. 611811 ID: 8f01e8

Yes. Five seconds for one exofabr resource, five seconds to make the smaller sorts of items. Dropping such an item would not be certain to disrupt ally's maintenance cycle, but could improve the tactical situation in many ways.

Describe item to be fabricated.
>>
No. 611975 ID: 2ec61a

hmmm... a ballistic gun usable with kinetic manipulators. fires solid slugs of material.
>>
No. 611990 ID: 8f01e8

Reactor resources 1/60
Exofabr resources 1/$$

Five seconds pass.

Passive sensors indicate giant spiders have approached and encircled the sleeping troll.

Projectile launcher successfully fabricated and deployed.
Exofabr resources 0/$$

Allied vessel maintenance cycle canceled.

Five seconds pass.

Passive sensors indicate physical conflict in progress.

Updated available actions:
Passive sensor scan, instant
Search internal archives, 5 minutes
Analytic simulation of a foreign priority tree, 5 minutes
Activate comm array with main power, 4-9 minutes depending on content, cost 1 reactor resource
Retrieve tethered item, instant, cost 1 reactor resource

Updated inventory:
xbow
>>
No. 612412 ID: 8f01e8

Reactor resources recovered by fringe effects of battle aftermath.

Three days pass.

Reactor resources 6/60

Twenty-two hours pass.

10357 hours, 24 minutes remain until comm array emergency power cooldown is complete.

Six unidentified vessels approach, averaging one and a half meters in length, in advanced disrepair. Propulsion and sensors vary between basic and substandard. Light armor, minimal weapons.
>>
No. 613783 ID: 8f01e8

Passive sensors indicate closest unidentified vessel has established hull contact and is broadcasting disinclination to survive.

Lack of resistance confirmed! Pillaging...

2 of cups extracted
2 of rings extracted
2 of swords extracted
2 of wands extracted
4 of hearts extracted

120 reactor resources gained. Overflow condition. 10 infowar resources gained. 1 exofabr resource gained.

Exofabr resources 1/$$
Infowar resources 10/10
Reactor resources 60/60

Restore quaternary damage control? Y/N
>>
No. 613785 ID: 2ec61a

sure. no idea what else we could do with it.
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