X-COM: Aliens

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Sat Mar 21, 2015 3:03 pm

((Server should be up. IP 80.4.11.238:5121 and usual password.))

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Mar 21, 2015 5:03 pm

You have now established the basics of a manufacturing program at the old human staging base. You lack the capacity to construct plasma-based weaponry. However, you can add your labor and expertise to boost the limited production available.

Base capacity: 1 clone repair unit and 1 regenerative serum are produced per clone per week. The manufacturing process uses cultures taken from your own bodies to help create the raw materials for these items, so if you are unavailable that cuts into the production output. Improved Manufacturing adds +2 to the final tally (so if all clones are present, 9 of each are produced).

As long as you have a supply of Elerium-115, you can produce three explosive grenades per week (this includes the Improved Manufacturing boost). If you wish, you can work on this to increase production (see below).

At the moment, you have 10 units of Elerium recovered from the Harvester ship. Each grenade manufactured expends one unit.

New posting option: Boost Manufacturing

Results are based on the same Difficulty Classes for supporting research: DC20 to add +2, DC25 to add +3, and DC30 to add +4. Note that critical failures are still possible.

Boost Medical Production (Craft Pharma). Specify clone repair or regenerative serums.
Boost Grenade Production. Skill depends on the grenade type. Raw materials are required.
  • Acid Grenade (Craft Chemical). Requires acid.
  • Explosive Grenade (Craft Electronic). Requires Elerium-115.
  • Bio Grenade (Craft Pharma). Requires biowarfare agents.
Boost Base Defense (Craft Structural). Grants deadly sonic traps. You can place these yourselves if you have the skill, otherwise Caladaris’s drone will place them.

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Sat Mar 21, 2015 9:48 pm

After another extended rest period, Strong returned to the laboratory, but this time he had a smile on his face. He and the other clones had been successful in recovering a number of items from the Harvester ship and the lab was finally up and running in full production. He looked around the lab and started creating the worktables and other structures his fellow clones would need to pursue other projects aside from the main project for that week.

//Craft Structural: 11. I'll probably switch over to base defense after all of the lab improvements have been made until I can get research up to a decent level (it's currently 6).

Zair, don't forget to update your research post and add in LB's new options. Thanks.

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Mirgalen
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Re: X-COM: Aliens

Post by Mirgalen » Mon Mar 23, 2015 3:57 pm

The mission was a complete success. They had recovered plenty of samples. Fast was still a bit suspicious. They had trusted the Masters and would have been disintegrated if they did not suspect the existence of protocol 66. Now they were working with or perhaps for another Master. So far, things were not too bad but something was telling Fast that they should remain cautious and not blindly trust a stranger (a wise piece of advise taken from Humans). As they were returning to the ship but still at a safe distance to prevent any device to read and transmit their thoughts Fast shared his concerns with the other clones...

//

Helping to complete the current MAIN research
Craft Mech: 13 (@ lvl 8)

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Wed Mar 25, 2015 9:49 pm

"I already say think Caladaris Elder have reason for asking us do things." Nimble responded when Fast had finished. "He might want make Masters feel bad, or he might want be Master himself, or some other thing. But it not matter because where we go if not here?"

The floater gave a strange little bobbing shrug. "We not got ship, so have to stay on humanz planet. But humanz not like us so we have to hide. And if we do all that then why not here? Also need to have something to learn, something to do, something to make or we got no reason to be."

"But different now," the clone continued, beginning to beaver away on the adaptations to the laboratory and establish the new equipment. "Now we work for self as much as someone else. Work to have own reason to be, not someone else's. If that mean we do things Caladaris Elder want then it because we agree, not because we get punished if not."


((Craft Mechanical 14, helping to upgrade the laboratory. As an aside, if anyone doesn't have the skill set to help much it might it be worth throwing into boosting manufacture on healing stuff instead?))

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RogueZair
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Re: X-COM: Aliens

Post by RogueZair » Thu Mar 26, 2015 6:05 am

For the most part, The Quiet One just listened to the discussion while it worked on the lab and on tools similar to Nimble's for manipulating machines. Fresh in it's mind was the frustration of not having a simple screwdriver, and having to try to smash off the harvester ship plasma cannon access panel with the wrong end of its gun. The resulting shock was less than pleasant, an it was determined to be prepared in the future.

In addition, The Quiet One had some ideas for improving the functionality of the lab. While their new home was less sophisticated than their last, it did have more space. Their current project focused on creating a duplicate set of workstations and equipment, to allow two projects to be pursued at once, but Quiet wanted to machine tool racks and storage equipment that could be shared by the two teams. If it could minimize the competition between the two teams for scarce resources, perhaps it could improve the overall efficiency of both projects!

// Craft Mechanical: 13, helping with the lab
// Also working on securing/building a Craft Mechanical tool kit to avoid the -4 penalty in the field

Shadani
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Re: X-COM: Aliens

Post by Shadani » Fri Mar 27, 2015 8:57 am

"Nimble is correct," Pale said, thoughtfully. "There is much that we have gained, yet we remain confined. We have no better plan than the one Caladaris has lain out for us. Whatever its other plans may be, our goals are aligned, and we have much to learn from it. This is how it must be, for now."

The Pale One returned to its work with renewed enthusiasm. There was much to discover, now that they were freed from the grasp of the masters. Every day, new secrets revealed themselves - both in the realm of the real and that of the mind.

((Physical Sciences: 16, for the lab upgrade))

smartalec
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Re: X-COM: Aliens

Post by smartalec » Fri Mar 27, 2015 3:12 pm

The Scowling One is mostly silent, limping around the base and wadded up in bandage, looking for all the world like a child in blankets. It seems ill inclined to help in the base upgrade, perhaps feeling its talents lie elsewhere. It spends its time muttering over the cyberdisc control routines, throwing out comments like "If this had worked right..." and "everything around me, failures...".

But when not avoiding speaking to anyclone and lurking around like a mummy in its tomb, the Scowling One tries to help the work of the laboratory construction along, slowly and carefully; perhaps keen to stop hurting...

***

((Physical Sciences: 11!))

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Mar 27, 2015 3:33 pm

Heading off to work, I'll post the research results tonight (US time).

LB

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Mar 28, 2015 12:58 am

Week 21

Project: Improved Laboratory 2 (60RP)

Research Points (RP) Needed: 27

Project Leader: The Pale One, Knowledge Physical Sciences 16, ROLL 6, Result 22
Project Support (all roll vs. DC20 to add +2, DC25 to add +3, DC30 to add +4, non-core skills subtract 1 from the bonus):
The Strong One: Craft Structural 11, ROLL 19, Result 30 (+4 RP)
The Fast One: Craft Mechanical 13, ROLL 8, Result 21 (+2 RP)
The Nimble One, Craft Mechanical 14, ROLL 16, Result 30 (+4 RP)
The Quiet One: Craft Mechanical 13, ROLL 9, Result 22 (+2 RP)
The Scowling One: Knowledge Physical Sciences 11, ROLL 9, Result 20 (+2 RP)

Research Earned: 10 (base) + 22 (project leader) + 14 (support) = 46 points

Improved Laboratory 2 earned! Allows work on two research projects at once. The secondary project only advances at half the rate as the primary project (all rolls are rounded down). +500xp for completing a Tier 5 project.

19 RP earned toward Improved Manufacturing 2 (70RP). Improves production of consumables (ammunition, grenades, medical supplies) by an additional +2 each week (stacks with Improved Manufacturing).

* * *

The clones have a new accompaniment to their efforts in the new lab this week. Every eighteen point seven human hours, give or take a few minutes, the fat cylinder holding the medical cultures lets out a loud *PING* that is distracting no matter how many times it happens, or how much you prepare for it. But the clones are willing to grant the device some leeway, for each blast means that there is a fresh repair kit along with a dose of regenerative serum in the output slot, custom-designed from the clones' own genetic material, ready for use.

The time not spent waiting for pings is spent upgrading the lab. It takes a long, coordinated effort, but by the end of the week you are ready to begin branching out your research efforts.

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