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  • File : 1264908969.gif-(4 KB, 137x91, Hunter.gif)
    4 KB Episode 4 Colony 13 01/30/10(Sat)22:36 No.7848192  
    Greetings, /tg/. Colony 13 is back for another session.

    http://suptg.thisisnotatrueending.com/archive/7502020/
    http://suptg.thisisnotatrueending.com/archive/7743662/

    Where we left off, the mysterious "humans" from the surface have been repelled, and a great storm now blows across the surface of the ocean, protecting you from additional looters for now. You are well on your way to reaching another nanofactory, and have the means to purge the cancer when you do.

    You have begun excavating the buried outer hull of your colony ship, and researched the making of two new drones; the hulking Excavator, and the crablike Exo-trooper. You are also working away at studying the human submersible you captured, and growing clones of the "shark" that destroyed one of your Observers a week ago.
    >> Colony 13 01/30/10(Sat)22:37 No.7848207
    >>7848192

    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 41 (30 in nanofac hall, 21 excavating)
    Scroungers: 13
    Excavator: 1

    ---
    Current Supplies:

    Raw Materials: 19
    Body Construction: 115
    Zrbite: 212
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 2 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Human corpses.
    Human submersible.
    Shark fetuses.

    ---
    Current Construction Queue:

    Excavators: 1
    Scroungers: 40
    Laborers: 9
    Exo-Troopers: 5
    >> Colony 13 01/30/10(Sat)22:47 No.7848322
         File1264909672.jpg-(29 KB, 490x320, seaQuest 1.jpg)
    29 KB
    Anybody?
    >> Colony 13 01/30/10(Sat)23:17 No.7848705
    Last bump. If this doesn't work, I'll come back tomorrow.
    >> South-African Mind 01/30/10(Sat)23:27 No.7848835
    Mind online. Going to wait for more players, though.
    >> Colony 13 01/30/10(Sat)23:28 No.7848851
    >>7848835

    Okay then. Good to have you back.
    >> Anonymous 01/30/10(Sat)23:30 No.7848868
    so what should we do?
    >> Anonymous 01/30/10(Sat)23:31 No.7848882
    let's send some observers higher up
    >> Anonymous 01/30/10(Sat)23:32 No.7848896
    ((Present and accounted for. No thanks to the obscene amount of snow...))
    >> Colony 13 01/30/10(Sat)23:32 No.7848899
    >>7848882

    With the storm in progress, its likely that any observers you send near the surface will be knocked off course. Additionally, sending them any higher than you already have would require downloading minds into them.

    Proceed anyway?
    >> Anonymous 01/30/10(Sat)23:32 No.7848900
    im new to this quest, but interested
    >> Anonymous 01/30/10(Sat)23:33 No.7848918
    >>7848899
    nah, keep them down for now, till the storm sunsides
    >> Urailar 01/30/10(Sat)23:34 No.7848920
    I'm here
    >> Anonymous 01/30/10(Sat)23:34 No.7848925
    >>7848899
    nawwwwww
    >> Anonymous 01/30/10(Sat)23:34 No.7848928
    >>7848918
    *subsides
    >> Colony 13 01/30/10(Sat)23:35 No.7848942
    >>7848900

    For a quick recap: you are a group of post-biological alien colonists whose ship crash landed on the planet you were supposed to colonize. You have awoken after five hundred years on the seabed, and are in the process of repairing your ship and exploring the environment. In the last thread, it was discovered that you are on Earth, and were awakened by human looters in submersibles.
    >> Anonymous 01/30/10(Sat)23:35 No.7848943
    can someone outline the basic logistics so i dont have to slog through the suptg, and can continue to be a lazy ass?
    >> Anonymous 01/30/10(Sat)23:36 No.7848955
    >>7848899
    what is the progress on shark fetuses
    >> Anonymous 01/30/10(Sat)23:36 No.7848962
    >>7848942
    aite, sweet. are observers mechanical or biological?
    >> Anonymous 01/30/10(Sat)23:37 No.7848972
    >>7848942

    We're still plugging along on that nanofac and the fusion reactor beyond, correct? Because beyond that, continued excavation at ground level, and continued analysis of the "human" craft, I think we're set for the moment.
    >> Anonymous 01/30/10(Sat)23:37 No.7848973
    >>7848962
    a combination of both i think
    >> Colony 13 01/30/10(Sat)23:38 No.7848997
    >>7848943

    Logistics-wise, it works like this.

    Your ship facilities require Power to run. You generate Power by bringing your ships damaged reactors back online (or by building new ones on the seabed, which you haven't gotten around to yet).

    You can refine Raw Materials out of the environment and convert them into building materials or Zrbite (a power source). So far, you only have the means to make basic building materials, no advanced alloys or zrbite yet.

    You build shit using your nanofactories. So far, you have only one small factory online.
    >> Anonymous 01/30/10(Sat)23:39 No.7849016
    >>7848942
    do we have any idle analyzers or laborers
    if so i think we should take the oppertunity to scout out the area further
    >> Anonymous 01/30/10(Sat)23:39 No.7849025
    >>7848997
    and we are excavating and re-activating parts of our ship? ok, i think i got this.
    >> Anonymous 01/30/10(Sat)23:41 No.7849055
    can we get a listing of total idle units?
    >> Colony 13 01/30/10(Sat)23:41 No.7849058
    >>7848955

    Shark fetuses are now several centimeters long. Your biologists have now managed to isolate a growth accelerator that works for them, so you should be able to bring them to sexual maturity inside of two days now.

    >>7848962

    That's a sliding scale for you. Your technology is made of metals and plastics for the most part, but it also has organic components, and your machinery is built in imitation of living systems. Biomechanical drones, essentially.

    >>7848972

    Your drones are working away, yes. Fastforward to next event?
    >> Anonymous 01/30/10(Sat)23:41 No.7849067
    Hey you guys what are our long term plans? Should we colonize the planet, find a new one? What?
    >> Colony 13 01/30/10(Sat)23:42 No.7849079
    >>7849016
    >>7849055

    Your laborers and analyzers are all busy. However, you could easily spare a few to send them on an expedition. Additionally, your Observers haven't had much to do in a long time.

    Keep in mind, however, that your remote control range is only a couple of kilometers. To send them further, they'll need minds.
    >> Anonymous 01/30/10(Sat)23:43 No.7849081
    >>7849067
    establish working transport
    >> Anonymous 01/30/10(Sat)23:43 No.7849087
    >>7849079
    can we transplant human/shark minds?
    >> Anonymous 01/30/10(Sat)23:44 No.7849096
    >>7849067
    become the little girl
    >> Anonymous 01/30/10(Sat)23:44 No.7849106
    >>7848899
    so what are our plans with the sharks? Are we going to use them as drones or are we going to dissect them immediatley?
    >> Colony 13 01/30/10(Sat)23:45 No.7849115
    >>7849087

    Not sure I understand you. Are you asking if you can upload alien minds into your consciousness matrix?

    If so, the answer is yes. However, to do so, you'll need to EXTENSIVELY study the brain structure of the organism you wish to upload, and then cybernetically modify it to interface with your technology.
    >> Anonymous 01/30/10(Sat)23:45 No.7849116
    >>7849067

    We don't really have any, to be honest. Right now, it's repairing the ship. Once we're well on our way to that one, figuring out whether the dominant species on this planet will cause us problems would be the next logical step. If they're more or less peaceful and/or manageable, the colonization continues. If not, we'll GTFO to a nearby planetary body and contemplate heavy kinetic bombardment.
    >> Anonymous 01/30/10(Sat)23:46 No.7849121
    farm them and use them for genetics, if we can do that
    >> Anonymous 01/30/10(Sat)23:46 No.7849123
    >>7849079
    so yes put some expendable minds into the observers and send them out further but not so much higher
    >> Colony 13 01/30/10(Sat)23:47 No.7849138
    >>7849096

    Capture one from the surface for study, and you can do that.

    >>7849106

    The idea in cloning the sharks was to study their adult anatomy and use them as a model for more powerful aquatic drones. Their speed and biting power is better than anything you currently have, so a biomechanism based on them should be useful.
    >> Anonymous 01/30/10(Sat)23:47 No.7849147
    expand deeper into the wreck of our ship in search of tech
    >> Colony 13 01/30/10(Sat)23:48 No.7849151
    >>7849123

    Awaiting confirmation.
    >> Anonymous 01/30/10(Sat)23:48 No.7849161
    >>7849151

    I'm fine with this. Priority still goes to site security.
    >> Anonymous 01/30/10(Sat)23:50 No.7849171
    i would say to consolidate our recourses geographically would be the logical next step, continue processing shark genetics for use in a aquatic drone. can we send some units to the surface in the human sub? if not, harvest it for parts.
    >> Anonymous 01/30/10(Sat)23:50 No.7849177
    >>7849151
    >>7849161
    agreed, security first
    >> Colony 13 01/30/10(Sat)23:51 No.7849184
    >>7849161

    Alright then. How many of your 14 Observers will you use, and what direction will you send them in?

    Your analyzers have been studying the local geography, and believe that there is land in two directions from your present position, approximately equidistant from you; one to the Northwest, one to the Southeast. The human mothership retreated to the Northwest.
    >> Anonymous 01/30/10(Sat)23:51 No.7849187
    I am guessing that because our species lived on an arid planet that we have more capable land based units right?
    >> Colony 13 01/30/10(Sat)23:52 No.7849202
    >>7849171

    You have five analyzers working on the human sub. They'll have it reverse-engineered in just a few hours (they've already figured out its sensor and radiocommunication technologies. Both inferior to your own, but maybe useful for dealing with the natives).
    >> Anonymous 01/30/10(Sat)23:53 No.7849215
    >>7849184
    keep 7 close to base, send the other 7 out in concentric circular patterns, spiral out.
    >> Colony 13 01/30/10(Sat)23:53 No.7849216
    >>7849187

    Your starting drones are somewhat more mobile on land than they are underwater. However, you've been steadily upgrading them to make them more aquatic.
    >> Anonymous 01/30/10(Sat)23:54 No.7849228
    >>7849184
    southwest than. HOw about four? Also, can we modify or strainer unit to make a smaller faux jet-propulsion organ for some of our units? Or is this too big of a stretch?
    >> Anonymous 01/30/10(Sat)23:55 No.7849239
    >>7849184

    Any indications of a direction in which additional exploitable resources might be?
    >> Anonymous 01/30/10(Sat)23:56 No.7849263
    can we get a summary of the local geography? ship parts, natural landscape, facilities, etc?
    >> Colony 13 01/30/10(Sat)23:58 No.7849292
         File1264913903.jpg-(11 KB, 400x300, undersea.jpg)
    11 KB
    >>7849215

    You download seven minds into the Observers and instruct them to stay close; these bodies are flimsy and unarmed. The seven depart into the dark ocean, circling away from your wreck and transmitting back what they see.

    Your ship seems to be lodged in an undersea valley or canyon of sorts; there is a network of such canyons stretching across the seabed for many kilometers around. As they move over one of the mountainous areas and observe the shallow seabed, they immediately detect a profusion of strange life forms, both sedentary and mobile. The water at this shallower depth contains a higher concentration of biomatter, but fewer minerals. They are also detecting trace amounts of what seems to be a synthetic compound coming in on the currents from the storm above.

    Meanwhile, your Strainers have filtered another 2 Raw Materials from the storm-currents.
    >> Colony 13 01/31/10(Sun)00:00 No.7849308
    >>7849228

    You signal your observers to try moving further southwest, away from either of the land masses.

    >>7849239

    The currents are a bit crazy right now because of the storm, but you have definitely found some useful biological resources on top of the "mountains."
    >> Anonymous 01/31/10(Sun)00:00 No.7849314
    >>7849292

    Any chance we can isolate and identify that compound? And additional cataloging of the new life forms would be most beneficial. Conduct an extended survey and observation of unidentified life forms.
    >> South-African Mind 01/31/10(Sun)00:02 No.7849340
    Unfortunately, it turns out that my cold symptoms have started acting up in the past hour, so I won't be participating in this one. Sorry, OP.
    >> Anonymous 01/31/10(Sun)00:02 No.7849349
    Current observer tasking seems to be a bit... scattered. Perhaps we should manufacture another half dozen to better cover multiple objectives at once?
    >> Anonymous 01/31/10(Sun)00:02 No.7849353
    >>7849292
    >>7849184
    split the observers into two groups: one with 3 another with four. Have the larger group observe the wildlife and have the smaller group look for a great deposit of rescources.
    >> Anonymous 01/31/10(Sun)00:04 No.7849370
    >>7849308
    is the currents are acting up, have our drones stick to the canyons.
    >> Anonymous 01/31/10(Sun)00:04 No.7849375
    >>7849353

    Agreed, and tack on a manufacture order for six additional observers.
    >> Colony 13 01/31/10(Sun)00:05 No.7849390
    >>7849314

    The compound in the water is inorganic, and seems to have mild adhesive properties. You'll need to bring it home to your Analyzers to get more information.

    The observers lower themselves to the shallow seabed. The rocks are covered with a great diversity of bioforms. Some of them are polyps, like the ones encrusting your hull, but larger and more diverse. Others are oval-shaped carapaces that open horizontally to reveal slimy innards and membranes. Most important are the large, green tendrils and sheets that hang onto the rocks with a system of powerful roots; these organisms appear to be photosynthetic.

    There are many small animals moving about, including some of the "crabs" like the one in your custody. Additionally, there are some tiny swimmers; like the shark, but many times smaller.
    >> Anonymous 01/31/10(Sun)00:07 No.7849411
    >>7849390
    pay close attention to those organisms that are photosynthetic, might by a good way to derive minerals or power
    >> Anonymous 01/31/10(Sun)00:07 No.7849417
    >>7849390
    >The compound in the water is inorganic, and seems to have mild adhesive properties. You'll need to bring it home to your Analyzers to get more information.

    Task one observer with gathering and transport to Analyzers.

    >Most important are the large, green tendrils and sheets that hang onto the rocks with a system of powerful roots; these organisms appear to be photosynthetic.

    Would more direct analysis potentially lead to an alternate power generation methodology through harnessed photosynthesis?
    >> Colony 13 01/31/10(Sun)00:07 No.7849422
    >>7849375
    >>7849349

    Six Observers added to queue, for a cost of 6 Body Construction and 6 Zrbite.

    >>7849340

    Ah, sorry. Later.

    >>7849353

    You split the Observers into two groups, reminding both to stay well below the dangerous storm-currents.
    >> Anonymous 01/31/10(Sun)00:10 No.7849457
    >>7849390
    >>7849184
    What were the professions of the minds occupying the observers?
    >> Colony 13 01/31/10(Sun)00:10 No.7849463
         File1264914629.jpg-(17 KB, 360x241, shipwreck.jpg)
    17 KB
    >>7849417
    >>7849411

    One of your four Search for Resources observers begins heading back for your ship, with some samples of both the inorganic material and the photosynthetic organism in its compartments. Both samples should tell you much.

    The rest of your Searching observers continue southwest, along the canyon. After some minutes, they spot something most interesting on the ocean floor. Pic related.
    >> Colony 13 01/31/10(Sun)00:11 No.7849474
    >>7849457

    Cartographers and field researchers of various stripes.
    >> Anonymous 01/31/10(Sun)00:11 No.7849477
    >>7849463

    Smells like resources. Begin detailed survey.
    >> Anonymous 01/31/10(Sun)00:12 No.7849488
    >>7849463
    preform a structural analysis before exploring the wreck
    >> Anonymous 01/31/10(Sun)00:13 No.7849506
    >>7849463
    have them circle the thing. We don't know if more sharks can be in it.
    >> Colony 13 01/31/10(Sun)00:13 No.7849514
    >>7849488
    >>7849477

    Longranged analysis reveals that this is definitely an artificial construct. Its general body shape is reminiscent of the human mothership you encountered before, if smaller and in much, much worse repair. You are detecting no movement or strong biosigns.

    You'll have to get closer to find out what its made of and the extent of the damage.
    >> Anonymous 01/31/10(Sun)00:14 No.7849517
    >>7849463
    can we preform a thermal scan?
    >> Anonymous 01/31/10(Sun)00:15 No.7849533
    >>7849514
    send 2 in closer, have the other 2 hang back and circle
    >> Colony 13 01/31/10(Sun)00:16 No.7849548
    >>7849517

    No unusual thermal activity detected.

    >>7849506

    The wreck is deeper than you've seen the sharks go, but a good precaution nonetheless. The Observers concentrate their motion and electrical sensors on the wreck; not seeing any sharks, but they could be hiding below deck.
    >> Anonymous 01/31/10(Sun)00:20 No.7849589
    >>7849533

    Agree with this.

    ((Sorry, periodic AFKs. Fun with police + work.))
    >> Anonymous 01/31/10(Sun)00:20 No.7849599
    >>7849548
    do as
    >>7849533
    recommended, hold back until reinforcements arrive when our organism observing observers finish their task. do we have a excavating mechanism of some sort? preform basic structural analysis
    >> Colony 13 01/31/10(Sun)00:23 No.7849642
    >>7849533

    Two of the Observers move on in.

    As they descend to close range, it becomes clear that this object is badly eroded, massive holes having opened in its sides and parts of the upper deck collapsed into the structure. It is covered with polyps and sediment, much like your own colony ship; the level of infestation implies that its been down here for just slightly less time than you have.

    Chemical analysis suggests that the ruined vessel has both metallic and organic components. The former have badly rusted, implying that its builders lacked the knowledge to properly shield their work from the elements. The latter have rotted and been eaten away by erosion and saprophytic organisms.
    >> Anonymous 01/31/10(Sun)00:24 No.7849662
    >>7849642
    meh, looks like nothing of use, can we detect where the cargo hold is?
    >> Colony 13 01/31/10(Sun)00:25 No.7849665
    >>7849599

    You have on Excavator unit toiling away at unburying your ship, with another one almost finished being built at your nanofac. Unfortunately, it will take your ground-based Excavators a long time to scuttle over to the alien shipwreck. Probably the better part of a day.
    >> Anonymous 01/31/10(Sun)00:26 No.7849684
    >>7849665
    disregard that, finish analysis, mark the wreck, and resume our search routines.
    >> Colony 13 01/31/10(Sun)00:26 No.7849685
    >>7849662

    There are a number of metal artifacts strewn about the upper deck and surrounding seabed. Below deck are what look like they could be primitive storage containers.

    If nothing else, many of the metals used in this ship's construction could be useful as raw materials.
    >> Anonymous 01/31/10(Sun)00:27 No.7849701
    >>7849685

    Further investigate the storage containers. And as said in >>7849684, mark for future resource extraction.
    >> Anonymous 01/31/10(Sun)00:27 No.7849704
    >>7849685

    tag it for later use, grab a couple small easy to reach artifacts for analysis.
    >> Anonymous 01/31/10(Sun)00:29 No.7849721
    >>7849685
    >>7849701
    I have a lingering suspicion that this is going to be a military supply ship....careful for undetonated explosives, as degraded as they may be
    >> Colony 13 01/31/10(Sun)00:31 No.7849756
    >>7849701
    >>7849684
    >>7849704

    Shipwreck location marked.

    Two of your Observers enter the wreck. They find iron and copper in abundance, mostly used in the hull and in some curious, tube-shaped machines strewn about the deck.

    More importantly, opening the storage containers reveals large quantities of gold. This element is valuable in building computer circuitry, and should translate into a large amount of Raw Materials.

    Finally, some ancient, half-fossilized skeletons are found in the hold. Structural analysis shows them to be ancient Human remains. You've found three skeletons so far.
    >> Anonymous 01/31/10(Sun)00:33 No.7849776
    >>7849756
    allocate our loot and centralize it in a stockpile near, but not on the wreck, we dont want it to collapse and loose everything
    >> Colony 13 01/31/10(Sun)00:35 No.7849796
    >>7849776

    Observers are ill-suited to physical labor. You had best send a team of Laborers and/or Excavators to do this. They can be here in just under a day.

    It may be prudent to create some sort of troop-carrier to bear your landlocked units more expediantly through the ocean.
    >> Anonymous 01/31/10(Sun)00:36 No.7849819
    >>7849796
    keep the 4 observes rotating aroung the wreck, bring a force of say...20? laborers to begin excavations
    >> Anonymous 01/31/10(Sun)00:39 No.7849871
    >>7849796

    Is there a design on file well-suited to unit and cargo transport?

    >>7849819

    Unless we have immediate need of those resources, they're fine where they are. Our ship must take priority, and in the meantime, we can develop a transport to cut travel time.
    >> Anonymous 01/31/10(Sun)00:41 No.7849884
    >>7849871
    we have units studying the human sub yes? how possible is it to create a cargo transport of similar construction?
    >> Colony 13 01/31/10(Sun)00:43 No.7849916
    >>7849819

    You currently have 30 laborers on the nanofac hall and 11 excavating the outer hull. Where will you pull these 20 from?

    Back at base, you have completed your second Excavator and are now beginning to churn out Scroungers to accelerate your ship's auto-repair functions. your Strainers have gathered another 2 raw Materials.

    Submersible research is nearly complete.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 41
    Scroungers: 23
    Excavator: 2

    ---
    Current Supplies:

    Raw Materials: 25
    Body Construction: 105
    Zrbite: 210
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 2 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Human corpses.
    Human submersible.
    Shark fetuses.

    ---
    Current Construction Queue:

    Scroungers: 30
    Laborers: 9
    Exo-Troopers: 5
    Observers: 6
    >> Colony 13 01/31/10(Sun)00:44 No.7849938
    >>7849871

    Not one that could function well underwater. If you feel like breaching the surface, that would be another thing, but the storm is currently in the way of that.

    The human submarine, though...that has potential.
    >> Anonymous 01/31/10(Sun)00:46 No.7849963
    >>7849916
    assign our new excavator to the nanofac hall, bring 15 laborers out of the nanofac hall and have them head for the newly discovered ship
    >> Anonymous 01/31/10(Sun)00:47 No.7849979
    >>7849938
    so have the observers at the sunken structure head north towards where the human are
    >> Colony 13 01/31/10(Sun)00:47 No.7849986
    >>7849963

    Excavators are specialized at digging. It wouldn't be much help in the nanofac hall.

    Awaiting confirmation on Laborer reassignment.
    >> Anonymous 01/31/10(Sun)00:51 No.7850044
    >>7849986
    yes, have our new excavator dig deeper into our own wrecked ship, have our observers at the human wreck explore deeper, see if there is anything else of worth, retain the same 2 explore, 2 stay back strategy
    >> Anonymous 01/31/10(Sun)00:52 No.7850047
    >>7849986
    i asked this earlier but can we modify the strainers to make a faux jet-propulsion organ
    >> Anonymous 01/31/10(Sun)00:52 No.7850054
    >>7849986

    Contramand. Again, focus must be maintained on our immediate environs. Unless the located resources would prove essential for a current project, keep all laborers working on the ship.
    >> Anonymous 01/31/10(Sun)00:53 No.7850071
    >>7850054
    but GOLD. SHINY GOLD.
    >> Colony 13 01/31/10(Sun)00:55 No.7850085
    >>7850044

    Confirmed. With two Excavators and 11 Laborers on the job, you should be able to dig down to that hull breach in six hours or so.

    >>7850047

    Ah, sorry.

    That could work. Research would go much faster if you had a complete jet-propulsion mechanism to study, but given time you could do it with just the Strainer to work with.

    Reassign Laborers/Observers/Research, or fastforward to next event?
    >> Anonymous 01/31/10(Sun)00:57 No.7850111
    >>7849979
    there are humans/a human settlement near here? on the ocean floor?
    >> Anonymous 01/31/10(Sun)00:58 No.7850114
    >>7850085
    id go with fastforward
    >> Anonymous 01/31/10(Sun)01:00 No.7850154
    >>7850071

    Yes, and it'll be totally awesome when we use it to put together a gold-plated mass driver or singularity generator. But for the moment, it's just a particularly shiny rock.

    >>7850114

    Concur with fast forward. Let's keep working on the ship.
    >> Anonymous 01/31/10(Sun)01:06 No.7850225
    >>7850154
    you're right, and too much activity might draw attention to ourselves, say from an archeological team, or some such unforeseen event
    >> Colony 13 01/31/10(Sun)01:06 No.7850227
         File1264917982.jpg-(61 KB, 550x427, octopus.jpg)
    61 KB
    >>7850154
    >>7850114

    Within the hour, your Observer returns to base with the inorganic and photosynthetic samples. Its journey home was delayed by a sighting of a roving shark; the Observer held still and turned off its sensors until the beast swam away, and thus was not attacked.

    You have produced 2 more Scroungers, at a cost of one Body Construction.

    Submersible research is less than an hour from completion. Your engineers already have some basic designs for a troop-carrier based on this technology in mind.

    Meanwhile, the three Observers you left studying the alien ecosystem have found what appears to be a jet-propelled organism. Bioform is smaller than your Observers and seems harmless so far; it is watching you curiously from its little hidey-hole.
    >> Anonymous 01/31/10(Sun)01:09 No.7850263
    >>7850227

    i gotta turn in soon mate, class in the morning, are you doin this quest tomorrow night?
    >> Anonymous 01/31/10(Sun)01:09 No.7850264
    >>7850227

    Upon completion of submersible research, have Analyzers start on in-depth analysis of the inorganic substance, followed by the photosynthetic organism. Are there multiples of these jet propelled organisms? We need at least one for study.
    >> Colony 13 01/31/10(Sun)01:10 No.7850285
    >>7850263

    Nah, its once per week. Any more than that, and I wouldn't get any schoolwork done.

    >>7850264

    Research queued.

    You've seen only one jet-propelled creature so far.
    >> Anonymous 01/31/10(Sun)01:12 No.7850307
    >>7850285

    Blast. Well, keep a minimum of one observer tracking that particular organism.
    >> Anonymous 01/31/10(Sun)01:21 No.7850408
    id go with fastforward
    >> Anonymous 01/31/10(Sun)01:22 No.7850430
    >>7850307
    I agree with keeping an observer on this, could lead us to more of its kind or prey. I also think that we should send a group of observers north near where the humans are.
    >> Colony 13 01/31/10(Sun)01:24 No.7850456
    >>7850307

    It doesn't seem to be moving much; something is making it unwilling to leave its hole. as a result, keeping track of the bioform is easy.

    A bit of time passes. You gather 2 Raw Materials and build another Scrounger. Then...

    IMPORTANT: submersible research complete!

    The human submersible probe is a deep-sea exploration and recovery vehicle designed for a crew of two. Your studies of this vehicle have yielded the following Bodies for construction:

    SUBMERSIBLE (10 Body Construction, 2 zrbite, eight hours): this is a perfect replica of the human vehicle. Externally, it is totally indistinguishable from the construct in your lab. However, its Zrbite engine makes it somewhat faster and more maneuverable, and it is slightly more resistant to damage. The Submersible houses up to three minds, and can serve as a combination Observer/Analyzer, but tougher and faster. It also has the ability to carry up to two Laborers or Analyzers or one Observer or Exo-Trooper in its inner cavity.

    JET-PLATFORM (2 body Construction, 1 Zrbite, 1 hour): This small, torpedo-shaped probe is a single troop carrier. A single Analyzer, Observer, Laborer, or Exo-Trooper can grab onto it and be carried to a destination. It is slightly faster than a Submersible without a passenger, and slightly slower with one.

    CARRIER (25 Body Construction, 5 Zrbite, 24 hours): this large submarine would be extremely taxing on your small nanofactory to produce by itself, requiring a full day of work. It is faster and tougher than a Submersible, and can carry up to 10 Laborers or Analyzers, 7 Observers or Exo-Troopers, or 4 Submersibles or Excavators. It can also store a great deal of cargo.
    >> Anonymous 01/31/10(Sun)01:28 No.7850514
    >>7850430
    >>7850456
    do you guys want to make contact with the humans yet, it is going to happen sooner or later. Honesty though can we listen in on them, to you know get an idea of their intentions?
    >> Colony 13 01/31/10(Sun)01:30 No.7850542
    >>7850514
    >>7850430

    If you want to see some more humans, you know which way their ship went. Theoretically, you could use your reverse-engineered radio systems to listen in on their communications, though with the storm overhead there's probably tons of interference.
    >> Anonymous 01/31/10(Sun)01:31 No.7850553
    >>7850456

    We should queue a carrier. As that second nanofac comes online, it'll cut production time, correct?
    >> Colony 13 01/31/10(Sun)01:35 No.7850595
    >>7850553

    Correct. Carrier added to queue.

    If someone wants to veto it, there's plenty of time to do so.

    The Analyzer team begins looking at the samples your Observer brought back. Your second Laboratory has finished gene-mapping the humans; you can now clone some, if you wish.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 41
    Scroungers: 27
    Excavator: 2

    ---
    Current Supplies:

    Raw Materials: 27
    Body Construction: 103
    Zrbite: 210
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 2 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Shark fetuses.

    ---
    Current Construction Queue:

    Scroungers: 26
    Laborers: 9
    Exo-Troopers: 5
    Observers: 6
    Carrier: 1
    >> Colony 13 01/31/10(Sun)01:42 No.7850706
    Fastforward to next event?

    What are your Observers doing?
    >> Anonymous 01/31/10(Sun)01:44 No.7850732
    >>7848192
    Forward to next event.

    Put them back out the standard duties.
    >> Colony 13 01/31/10(Sun)01:45 No.7850741
    >>7850732

    Standard duties? You mean recall them back to the ship, or leave them watching the seabed and shipwreck?
    >> Anonymous 01/31/10(Sun)01:48 No.7850786
    >>7850741
    leave them watching the seabed and shipwreck
    >> Anonymous 01/31/10(Sun)01:48 No.7850795
    >>7850595
    oh god what happened to our adorable crustacean friend?
    >> Colony 13 01/31/10(Sun)01:50 No.7850818
    >>7850786

    Got it.

    >>7850795

    You finished researching him. He's still in his tank, being fed barnacles and clams.
    >> Colony 13 01/31/10(Sun)01:57 No.7850924
    An hour passes. Two new Scroungers are completed.

    You have finished analyzing the samples brought back from the seabed. The synthetic material is a kind of chemical plaster, probably a building material. Its presence in the water indicates that some construct was recently eroded or destroyed nearby. The photosynthetic organism is a very primitive creature, and seemingly a major supporting pillar of the local ecosystem.

    One of your Laboratories is idle.

    IMPORTANT: new facility available!

    Solar Panel (2 Body Construction, 0.5 hours): this unit can be deployed anywhere where there is abundant sunlight. In sufficient numbers, they can power some light facilities or drones without Zrbite or power plants; however, they will have to be kept very close to whatever they are powering, and their output is limited.

    IMPORTANT: nanofactory unearthed!

    Your Laborers have finally broken through to another Tertiary Nanofactory. The rooms walls have been pushed inward and clenched by the cancer in the walls, but fortunately the factory unit itself seems to be mostly undamaged. You will still need to check it for cancer before bringing it back online, though.
    >> Anonymous 01/31/10(Sun)01:58 No.7850945
    >>7850924

    Is there somewhere nearby that the solar panels can be deployed without them being blatantly obvious?

    Check nanofac, bring online, keep heading for the fusion plant.
    >> Colony 13 01/31/10(Sun)02:03 No.7851008
    >>7850945

    You have 10 idle Analyzers at the moment, so checking the nanofac takes very little time. Lucky you, its programming is intact!

    The fusion reactor, unfortunately, has been impaled by a tendril of metal that bursts out of the swollen wall. This is going to take a while to fix. Good thing you have 30 idle Laborers.

    IMPORTANT: Tertiary nanofactory online. 1 unit of power consumed.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 41
    Scroungers: 33
    Excavator: 2

    ---
    Current Supplies:

    Raw Materials: 27
    Body Construction: 100
    Zrbite: 210
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 1 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 2
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Shark fetuses.

    ---
    Current Construction Queue:

    Scroungers: 20
    Laborers: 9
    Exo-Troopers: 5
    Observers: 6
    Carrier: 1
    >> Anonymous 01/31/10(Sun)02:03 No.7851011
    >>7850945
    >> Colony 13 01/31/10(Sun)02:04 No.7851027
    >>7850945
    >>7851011

    There isn't much sunlight down in the deeps where your ship is. You'll need to deploy them somewhere shallower.
    >> Anonymous 01/31/10(Sun)02:05 No.7851040
    >>7851008

    Then let's get those laborers working on repairs. That fusion reactor is current top priority, as we're right on the line as far as power consumption.
    >> Anonymous 01/31/10(Sun)02:08 No.7851082
    >>7851027

    So ATM, functional useless in and around the ship, at least until we can get a small constellation floating near the surface?
    >> Colony 13 01/31/10(Sun)02:08 No.7851085
    >>7851040

    The cramped conditions of the reactor room and its narrow access point mean that only 20 Laborers can work on it efficiently, leaving 10 units idle. ETA for fusion reactor repairs is one day, with a cost of 5 Body Construction.

    Assigment for idle Laborers and Analyzers? Also, you still have one lab and one nanofac not doing anything.
    >> Colony 13 01/31/10(Sun)02:10 No.7851110
    >>7851082

    Useless in the deep sea. The easiest way around this would be to build long cables to connect them to your ship and have them float near the surface overhead. However, these cables would be fragile.

    The other option would be to plant them on the seabed somewhere shallower, or create a floating power-rig that nearby drones can use.
    >> Anonymous 01/31/10(Sun)02:16 No.7851183
    >>7851085

    That nanofac should be working through the production queue. Idle laborers... is there a current repair, excavation, or exploration task that they could be assigned to? As to the analyzers and that empty lab... could any further progress be made at ascertaining the "humans" mode of communication, using both the biological data gathered and the EM transmission device and recordings?
    >> Colony 13 01/31/10(Sun)02:19 No.7851239
    >>7851183

    Idle Laborers assigned to excavation duty.

    You believe that the humans communicate through vibrations in the air, using a system of valves and vibrating chords throughout their upper respiratory tracts. There's not much else you can learn without a live specimen.
    >> Anonymous 01/31/10(Sun)02:22 No.7851271
    >>7851239
    we do have genetic material of a human right, let's clone some
    >> Colony 13 01/31/10(Sun)02:26 No.7851324
    >>7851271

    Awaiting confirmation.
    >> Anonymous 01/31/10(Sun)02:26 No.7851332
    >>7851271
    Would help us do more research on them.
    >> Anonymous 01/31/10(Sun)02:27 No.7851346
    >>7851239

    Can we receive long-distance EM communications occurring on the surface? If so, continued pattern analysis should eventually yield a basic knowledge of their linguistics.

    Other than that... no clue what's currently available for assignment to the lab / analyzers. Would putting an analyzer with the observer on the jet-propelled creature allow for in-depth analysis without requiring capture?
    >> Anonymous 01/31/10(Sun)02:28 No.7851357
    >>7851271

    Sure. Clone off two of them for further analysis.
    >> Colony 13 01/31/10(Sun)02:32 No.7851407
    >>7851357
    >>7851332

    Cloning in progress. Now that you've had time to study the air tanks of the two corpses, you've managed to isolate the correct air pressure for human life.

    >>7851346

    You'd need to send something to the surface for that. You could get your idle analyzers working on a probe that can resist the storm conditions, or just wait for the storm to end.

    You could try sending an Analyzer to the bio-research site, but it would take him almost a day to get there. This would be greatly expediated if you built a transport craft.
    >> Anonymous 01/31/10(Sun)02:35 No.7851455
    >>7851407

    Let's go for an all-weather probe design, simply because one will be handy. How much longer before the storm subsides?
    >> Dogstar !!MgA31eRve7T 01/31/10(Sun)02:36 No.7851465
    Greetings Colony 13 - am I late to the party?

    Ideas for free Laborers: is the second Weapons Port repaired yet? Surface drones can still enter it if it hasn't been sealed and weaponized yet. Also, there's still a lot of digging that needs to be done, if we can do it, to find the rest of the ship. Our first goal should be to secure all entrances to the main part of the ship, though.

    Also, would it be possible to use Laborers to set up cameras or sensors near the ship? I don't like the idea of being quite so blind down here.
    >> Colony 13 01/31/10(Sun)02:37 No.7851484
    >>7851455

    Your environmental Analyzer team believes that the storm will move away from your location in 36-48 hours.

    Storm-probe research commencing. You have 10 analyzers on it.

    Do you want to send an Analyzer to the bioresearch site, or not?

    Fastforward?
    >> Colony 13 01/31/10(Sun)02:40 No.7851522
    >>7851465

    Welcome back.

    Second weapon port was finished almost two days ago. You now have only a tiny blind spot directly to the aft of your ship.

    All hull breaches exposed to the open water have been secured. You have seven Observers keeping a constant lookout over your ship.
    >> Anonymous 01/31/10(Sun)02:41 No.7851527
    >>7851484
    >Fastforward?
    Yes please.
    >> Anonymous 01/31/10(Sun)02:43 No.7851562
    >>7851484

    At the rate that current construction projects are going? May as well send one out there.

    Agree with fast forward.
    >> Dogstar !!MgA31eRve7T 01/31/10(Sun)02:47 No.7851586
    >>7851484
    Agreed, fast forward, doesn't look like much interesting is going on with the storm overhead anyway.
    >> Colony 13 01/31/10(Sun)02:57 No.7851714
    >>7851562
    >>7851527

    You send an Analyzer on foot to the bioresearch site. It would have only taken an hour to build a Jet-Platform to carry him, but whatever.

    The next 12 hours pass uneventfully.

    Your Excavation team has reached the buried cargo bay. Massive hull breach. Tons of dirt and rock and mud have been forced into the cargo bay, filling it. You'll have to sift through this to see if any body Construction remains usable. The Zrbite should all be here, but you'll have to dig for it.

    You've finished producing the Scroungers, and Laborers, and-with both nanofacs at work-have created your first two Exo-Troopers. The new laborers and troopers have been assigned to excavation duty. You're running dangerously low on Body Construction, though; might be wise to get one of your nanofacs on making some more out of Raw Materials.

    Your Strainers have gathered 10 Raw Materials.

    Your analyzer team has created an upgrade for your Observers. for a cost of 0.5 Body Construction, they can be made resistant enough to the storm conditions to explore the surface safely.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 50
    Scroungers: 53
    Excavator: 2
    Exo-troopers: 2

    ---
    Current Supplies:

    Raw Materials: 37
    Body Construction: 76
    Zrbite: 199
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 1 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 2
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Shark fetuses.

    ---
    Current Construction Queue:

    Exo-Troopers: 3
    Observers: 6
    Carrier: 1
    >> Anonymous 01/31/10(Sun)03:03 No.7851788
    >>7851714
    >You send an Analyzer on foot to the bioresearch site. It would have only taken an hour to build a Jet-Platform to carry him, but whatever.

    Then manufacture him one and send it after him! Nothing like busy work to make the day pass.

    Cycle the Observers and refit them, then send two up to the surface. Is there a more efficient method of obtaining Body Construction instead of running raw materials through a nanofac?
    >> Colony 13 01/31/10(Sun)03:10 No.7851867
    >>7851788

    You refit the 7 Observers currently at the ship for a cost of 3.5 Body Construction. You also queue a Jet-Platform ahead of your other projects for a cost of 1 Body Construction and 1 Zrbite.

    For a cost of 1 Power per 4 Strainers, you could equip your Strainer units with mini-nanofacs to allow them to create Body Construction on the spot. Short of that, you can upgrade them individually for a cost of 5 Zrbite each without spending power.
    >> Anonymous 01/31/10(Sun)03:14 No.7851907
    >>7851867
    lets use 1 power and enable 4 of them to do it on their own. We are near the next reactor so it should be ok.
    >> Colony 13 01/31/10(Sun)03:16 No.7851930
    >>7851907
    >>7851867

    Okey Dokey.

    Assuming the Excavation team will now proceed to sift through the cargo bay, and that the jet-platform will rendezvous with the Analyzer asap, shall we fastforward again?
    >> Anonymous 01/31/10(Sun)03:19 No.7851948
    >>7851907
    >>7851930

    Agreed with all of the above, and fast forward.
    >> Colony 13 01/31/10(Sun)03:26 No.7852004
         File1264926385.jpg-(45 KB, 640x480, shark.jpg)
    45 KB
    >>7851948

    Two hours pass.

    Your 7 local Observers have been upgraded. give them a consciousness, and they can now take to the surface.

    Four of your Strainers are now nano-active. You gain 1 Raw Materials and 1 Body Construction.

    The jet-propelled creature has still not moved from its hole. Its health seems questionable. In fact, a lot of the small polyps and bivalves seem to be slowing down too. This may be connected with an increase in plaster levels in the water.

    Your jet-platform rises from the nanofac and glides out over the seabed, swooping down and allowing the Analyzer to grab hold of it. It quickly carries the arthropoid Analyzer toward the bioresearch site. Back at base, another Exo-Trooper is born.

    Uh-oh...the jet-harpoon and Analyzer see something headed their way. Here comes the shark!
    >> Anonymous 01/31/10(Sun)03:27 No.7852015
    >>7852004

    Time for evasive GTFO!
    >> Colony 13 01/31/10(Sun)03:32 No.7852061
    >>7852015

    Awaiting confirmation.
    >> Anonymous 01/31/10(Sun)03:37 No.7852107
    >>7852015
    agreed
    >> Anonymous 01/31/10(Sun)03:38 No.7852118
    >>7852015
    Agreed. Time to get out.
    >> Colony 13 01/31/10(Sun)03:43 No.7852164
         File1264927387.jpg-(50 KB, 350x400, sharkattack.jpg)
    50 KB
    >>7852118
    >>7852107
    >>7852015

    Your jet-platform and its passenger turn and move away from the beast at maximum speed. Sadly, that only serves to draw the shark's attention.

    Rocketing up behind the two, it clamps its ruinous jaws down on the back of the platform, tearing off its engines and allowing water to flood into its innards. The Mind piloting the drone transmits a cry of terror and panic before shutting down, hoping against hope that its CPU won't be destroyed.

    The derelict platform, and its Analyzer (which houses two more minds) slowly begins to sink. The shark moves on past and then circles around for another charge...
    >> Colony 13 01/31/10(Sun)03:49 No.7852223
    >>7852164

    Any commands for that Analyzer? Remember, they do have limited swimming ability.
    >> Colony 13 01/31/10(Sun)03:57 No.7852304
    Anyone still playing?
    >> Anonymous 01/31/10(Sun)03:58 No.7852312
    >>7852304
    It can't move so why would we give it commands? Just make it shutdown and we will reprocess it later.
    >> Colony 13 01/31/10(Sun)03:59 No.7852330
    >>7852312

    The analyzer is still operational. The jet-platform is what got bitten.

    Anyway, if there hasn't been another post in five minutes, I'll assume you've given no orders to the Analyzer.
    >> Anonymous 01/31/10(Sun)04:00 No.7852337
    >>7852304

    ((Sorry, the fucking heathens won't leave me alone. Work, at your job? Inconceivable!))

    Can we get a nearby Observer to act as a decoy while the platform goes silent?
    >> Anonymous 01/31/10(Sun)04:01 No.7852338
    >>7852337
    I'm playing from work as well.
    >> Colony 13 01/31/10(Sun)04:02 No.7852344
    >>7852337

    There's no Observer nearby. This is at a halfway point between your ship and the bioresearch site.

    It occurs to you that ordering your units to retreat at top speed away from a predatory creature might not have been the best idea.
    >> Anonymous 01/31/10(Sun)04:02 No.7852351
    >>7852344

    ((It would've been an excellent idea, had the jet-platform been faster than the shark.))
    >> Anonymous 01/31/10(Sun)04:14 No.7852443
    >>7852351
    >> Colony 13 01/31/10(Sun)04:15 No.7852446
    >>7852351

    Ah, true. You should have asked.

    The shark circles around and lunges again. The Analyzer's transmissions go silent.

    It is possible that some or all of the three Minds may have survived, their computer cores either lying on the seabed or inside the gullet of the shark. But, you'll need to send someone else to find out.
    >> Anonymous 01/31/10(Sun)04:19 No.7852479
    >>7852446

    Arm the three exo-troopers with pressure guns. Orders are to kill the shark. Will something like a Laborer be needed to haul back the remains of both the shark and the jet platform?
    >> Anonymous 01/31/10(Sun)04:21 No.7852495
    >>7852479

    Exo-Troopers are stronger than Laborers. They should be more than capable of hauling the remains, along with their weapons.

    How shall you go about hunting the shark?
    >> Colony 13 01/31/10(Sun)04:23 No.7852511
    >>7852495

    Forgot to namefag.
    >> Anonymous 01/31/10(Sun)04:24 No.7852518
    >>7852495

    Task a drone observer (not one with an uploaded mind) to tag along with the exo-troopers and act as bait. Attract the shark's attention, and shoot it until dead once it's in range. Haul back dead shark + jet platform.
    >> Colony 13 01/31/10(Sun)04:26 No.7852536
    >>7852518

    Sounds like a plan.

    This seems like a good place to stop for tonight, and I'm well passed my bedtime. What's a good time to pick up next week?
    >> Anonymous 01/31/10(Sun)04:28 No.7852548
    >>7852536

    ((I'm good for any time Sat after 10p EST. I'm surprised there weren't more around this time; everybody must be playing in the snow.))
    >> Colony 13 01/31/10(Sun)04:31 No.7852572
    >>7852548

    Indeed. Same time next week then, I guess.

    Anyone know anyone who can archive this thread? I don't want to have to recap TWO missing episodes every week from now on.
    >> Anonymous 01/31/10(Sun)04:35 No.7852608
    >>7852572

    Thread 7848192 is now archived.

    http://suptg.thisisnotatrueending.com/archive/7848192/
    >> Colony 13 01/31/10(Sun)04:38 No.7852630
    >>7852608

    Awesome.

    Had fun, /tg/. Hopefully there will be a bigger crowd next week.

    Night.



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