SEED SHIP

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    LokiLeader

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    SEED SHIP

    Post by LokiLeader on Thu May 03, 2018 3:49 am

    The setup and concept is simple. Each player will represent an AI that has been charged with the task of guiding a Seed Ship with 10,000 humans in hibernation pods. You are there to find a new home for humanity and keep the people of your vessel safe. 

    Each player will choose one of the systems to be specialized in for the ship's journey as well as a specialization for the second phase, when the humans build a new civilization. There may be moments when an individual Player may have to make a hard call and act on their own, but under most circumstances player will have to vote and come up with solutions to solve their issues. Players gain 2 votes when something involves their specialized system. 

    The only rule is that an AI cannot obstain from a vote and must attempt a solution to the current issue. Every round of play will show statistics for the current planet you are orbiting, the number of available new systems within range, the possible benefits of each star based on sensors, the current statistics of your ship.

    Eventually you will have to choose a home for humanity to settle and all the components of the planet will come into effect. You will have to make choices in how you choose to help your humans grow, what society they can make, and how they will survive. This sequence will follow the same rules as space flight with voting.

    THE FOLLOWING ARE THE STATISTICS OF YOUR SHIP. Your stats will be posted after each event occurs. Each system will have a percentage that controls the chance of success.

    SHIP SYSTEMS:

    COLONISTS: 10,000
    COLONIST CONDITION: stable
    FUEL: 100%
    PROBES: 20/20

    SYSTEMS:
    Sensors: 100%
    This allows the ship to test atmospheric pressure, composition, anomalies, and water content on a planet from a distance.

    Algorithmic Computers: 100%
    This allows the ship to calculate gravity, mineral composition, and geological anomalies.

    Collections and Maintenance: 100%
    These systems allow the slow repair and collections of raw materials that can be used.

    Propulsion and Power: 100%
    These modules control the systems power supply and the propulsions for your vessel

    Probe and Assembly: 100%
    This system controls the probes and increases the likelyhood a probe's mission will be successful (when a player is present). Using materials gathered by Maintenance will allow you to construct new probes.

    Innovation and Information: 100%
    This allows you to use Information gathered from celestial events to upgrade components of the ship as well as add new components to the ship.

    THE FOLLOWING ARE STATISTICS FOR YOUR PHASE TWO PROGRAMING: These stats will only be posted during the space phase if one of the systems is damaged during flight, otherwise the systems will only be visible in phase two.

    PHASE TWO SYSTEMS:

    Construction: 100%
    Covers the future construction of habitations, civilization starting buildings, and megastructures.

    Agriculture: 100%
    Covers the cultivation and testing of new plants. Also deals with new agricultural techniques.

    Genetic Assembly: 100%
    Deals with genetic mapping of new lifeforms and genetic engineering of mapped life.

    Cultural Database: 100%
    Deals with culture from earth and how it impacts the lives of your new civilization. Can influence politics.

    Scientific Database: 100%
    Covers the technological knowledge of the people of earth, so their descendants do not revert to lower levels of technology.

    Each turn will start with a description of an event that wakes the players from slumber. The event will have several options present that are simple choices relating to the event. Each player may vote on which option they desire and they may make new suggestions on how to deal with event at hand.

    Please put your vote in with and solutions or discussions on how to solve a problem. If your vote changes after seeing someone elses idea, just go back and edit your vote. Any ties on a vote will be decided by forcing the other Players to Vote on the two tied choices. If there is still a tie, then it is a 50/50 chance of either being chosen.

    After choices are made the event will resolve and you will go back to sleep, waiting for the next alarm to reawaken you. Things may occur during your rest that the alarms do not notice, which will cause unfortunate problems and immediate damage to systems. As systems degrade, their chance of success in helping with new planets or events decreases with it. When a system is broken entirely then it is non functional and in order to aquire the data that the system would normally hav you must find a way to improvise with other systems (with less accuracy).


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    LokiLeader

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    Sample Turn

    Post by LokiLeader on Fri May 04, 2018 2:21 am

    SAMPLE EVENT:

    Your systems flicker to life and the readings of the ship fill your vision. It looks as if you have been dormant for a few decades. The alarms are sounding loudly and it appears that some of the systems have gone and contradicted themselves. The Algorithmic systems and the Sensors are giving conflicting information about the path ahead. The Sensors say that there are large pockets of volatile gases and water vapors in your current path, while the Algorithmic computers say that there is no mass present on your current course. What do you do?

    THE OBVIOUS CHOICES:
    1) Move through the possible gas clouds hoping nothign goes wrong.
    2) Steer away from the clouds and head to a new unscanned system.

    Algorithmic systems and Sensors systems get 2 votes this round

    Each player either creates a new solution to the problem or states a single opinion to try to persuade others to their vote.

    Blae suggests that you should jettison a probe towards the gas and use it to analyze the cloud. If it is dangerous you change course, if not you go through. The party agrees with a majourity vote.

    You jettison the probe and eventually it begins to send back messages. It appears the gas cloud is corrosive in nature and could damage the ship significantly. As a result the ship changes course and heads to a new system.


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    Ippy
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    Re: SEED SHIP

    Post by Ippy on Sat May 05, 2018 7:39 pm

    Ippy-Bot
    Phase 1: Collections and Maintenance
    Phase 2: Construction

    All skyscrapers shall be phallic shaped, without exception, for the greater good of the human underlings.
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    Elit3Fla5h

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    Re: SEED SHIP

    Post by Elit3Fla5h on Mon May 07, 2018 12:37 pm

    Sanic bot
    1:Propulsion and Power (gotta go fast)
    2: genetic assembly (gotta BE fast)


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    LokiLeader

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    Re: SEED SHIP

    Post by LokiLeader on Tue May 08, 2018 3:46 am

    Wonderful! I can begin now that at least two people are up! Ther are additional rules about planets that will soon be given but I will start the game and fill in the bits later!


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    LokiLeader

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    Re: SEED SHIP

    Post by LokiLeader on Wed May 09, 2018 9:14 am

    SAMPLE SPACE PHASE: You find a planet after every event that might be habitable, unfortunately you have to use the innadequate sensors to guess at how a world fairs for human condition. In order to get better readings on any planet you must use a probe. When you are over a planet you can a basic reading that gives you short descriptions of the world's statistics. You are trying to find a world with as many good attributes as possible. Many worlds will have vague descriptions for some things and most will have at least 1 form of anomaly. Anomalies can be either good or bad but can only be determined when you use a probe on a world to investigate its properties more closely.

    When over a planet you will see this with every new world.

    COLONISTS: number of surviving colonists.
    COLONIST CONDITION: their health conditions
    PROBES: number of available probes
    FUEL: 100%
    ATMOSPHERE: the general state of the atmosphere composition, pressure, etc.
    GRAVITY: the gravitational pull of the planet.
    TEMPERATURE: average yearly temperature.
    WATER: General availabilty of water on the surface or in the atmosphere
    MATERIALS: the general availability of rare resources (gold, lithium, uranium and so on.)
    ANOMALIES: vague anomaly descriptions like "vegetation" and "Moon"







    You will then be given a series of available stars nearby and the percentage chance of a random resource or factor. It will also give the star type and distance to the new system. The longer the distance the more chances of a strong event happening. Events can be good or bad so thats up to you to take that risk. Star types also have chances of giving a positive or negative effect on a world.

    Example: 

    World 1: (2.6 light years away)(65% chance of surface water)(Red Dwarf)
    World 2: (12.1 light years away) (58% chance of rare metals) (Pulsar)


    THE END OF THE SPACE AGE IS TRIGGERED BY ONE SINGULAR EVENT. CHOOSING A SINGLE HOME FOR HUMANITY. THERE IS NO SPLITTING UP THE COLONISTS BETWEEN WORLDS.


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    Rock'emSock'emRabbi

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    Re: SEED SHIP

    Post by Rock'emSock'emRabbi on Sat May 12, 2018 2:43 pm

    >STEVEBOT SELF-REPAIR COMPLETED
    >INNOVATION.EXE NOW FUNCTIONING IN OPTIMAL RANGES 
    >INFORMATION DATABASE UP, LOADING... STORING... PROCESSING DATA...
    >SCIENTIFIC DATABASE UNDER CONSTRUCTION
    >SARCASM CLOCK RUNNING OPTIMALLY AT 2100.67HZ

    Have we arrived yet?
    Where did 1.84% of our colonists go?
    I'm sure the new world will enjoy the addition of a .2034% increase in longer-term genetic abnormalities due to the missing specimens. Perhaps one will gift us a 6 fingered turkey drawing as thanks!

    >RECALIBRATING SARCASM MODULE


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    Rock'emSock'emRabbi

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    Re: SEED SHIP

    Post by Rock'emSock'emRabbi on Mon May 14, 2018 12:31 pm

    How fast does our ship move, like what %C during interstellar?
    What type of propulsion system do we use?
    Do we use physical/magical force field shielding or some sort of active debris removal system?
    Do we have any equipment/machines/materials/furniture other than the probes and colonists?

    How far away is the current anomalous thing?


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    LokiLeader

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    Re: SEED SHIP

    Post by LokiLeader on Tue May 15, 2018 6:16 am

    Your ship has no set speed limit and can theoretically accelerate to light speed although that would take quite some time. Your ship accelerates currently at a rate of 1.9 m/s. This is very slow, however this has to do with the propulsion system itself. The thrust of your ship is generated with converted thermal energy and minute amounts of antimatter particles created by the fusion engine in the ship. The fusion engine has a low output but with 84% effeciency, leaving 16% of its fuel not converted to thrust.

    THE SHIP DOES HAVE A DEFAULT CAP MEANT TO CONSERVE FUEL. YOUR SHIP OFTEN STOPS ACCELERATING AT .2c (20% speed of light). It takes a year to accelerate to that speed.

    The Maintenance component of the ship has some minor debris removal but it is mostly used as a component for collecting and discarding asteroids for resources. Otherwise a direct hit from a large object could destroy the whole craft, and many microparticles can be exceptionally troublesome as their small size and possible velocity can make the particle pass through your ship like a needle.

    Your machinery is mostly build in and is based around self repair, storage, fuel conversion, and exploration. No weapons are built into this craft. The only machines that can leave the craft are some builder bots and some probes. You have refining equipment as well but the ship was launched without many resources and was expected to gather some extra resources along the way.

    The current anomaly is roughly 54,000,000 km away. The gap is closing in at a rate of 149,896 meters each second which will make it take roughly 6 minutes before it reaches you, unless you accelerate soon.


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    Re: SEED SHIP

    Post by LokiLeader on Mon May 28, 2018 3:28 am

    You guys are rather lucky btw. You had a .1% chance of running into those aliens stuck in their ship. And a .5% chance of running into that other alien craft on the way to the system. You also got 2 of the 5 sentient alien interactions, being the most common and the least common. ON TOP OF THAT you only had a 10% chance to escape the other vessel and only a 3% chance of successfully saving some of the aliens you just rescued. lucky fuckers you are.


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