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Emlia, the War Game - how this whole project started.

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Extras

Underped Up Goers

  • An underped system is a component. It also counts as a derp having starting stats. It weighs 1 and must be invented and researched as normal.
  • A reliability check is required to power up the underped after liftoff.
  • It may not be trained in Piloting or Engineering. However, it may be programmed, giving it 1 Stamina per resource spent. Unlike training, programming can be done at the last minute.
  • It must sit in a capsule, but does not need rations to work. However, it needs to burn a point of Stamina for ANY action, including burns.
  • Anything that would kill a spacederp OR destroy a payload will destroy the underped system and strand the Up Goer.
  • Anything that would injure a spacederp OR cause a payload malfunction will force the underped system to power down and temporarily strand the Up Goer.
  • The underped system can intentionally power down to become stranded. In a stable orbit, this lets the underped Up Goer skip reliability checks for duration steps.
  • In order to power back up, the underped system must have at least 1 stamina left. A reliability check and spending 1 stamina is required.
  • Losing an underped Up Goer carries no penalty, but achieving firsts and milestones with it reduces the bonus by half (round up).
  • When the underped Up Goer is out of stamina, it can either self destruct, or count as stranded. It can be rebooted and reprogrammed by a spacederp essentially trading Stamina with it.
  • Underped capsules use payloads normally if it makes sense for them to do so, spending a point of stamina per use (Whether an underped system can be used for mapping or driving a cart depends on the fluff)
  • OPTIONAL: The underped capsule operates like clockwork. A sequence of actions for it to perform are written down Robo Rally style at launch or at recharge, and must be followed. The only IF/THEN allowed is if a burn fails, either abort or try again.
  • A generator is a payload component that works like a hab for underped capsules. Maybe it's a solar powered Stirling engine; maybe it's a large fishbowl used as a flywheel and wiggled around by sea monkeys; who knows. It weighs 1.
  • A reliability roll allows a generator to give back 1 stamina to an underped capsule it is attached to; OK returns a point of stamina, fail does nothing, boom destroys the generator.
  • A generator can be used only once per turn.

Scratchpad for extra things.

 Minimal Unimproved Direct Ascent Mission Rocket
 (assumes all goes well)

 1 derp
 1 EVA suit
 2 capsule
 8 rations
 Payload weight: 12 

 Burns needed: 10
 * Orbit
 * Injection burn

 * Injection burn
 * Capture

 * Deorbit
 * Ascent

 * Circularize
 * Escape

 * Escape
 * Deorbit

 Boosters needed: 5

 Booster weights:
 12 +
 24 +
 48 +
 96 +
 192

 First stage weight: 384


 ... well shit


 Minimal Maximally Improved Direct Ascent Mission Rocket
 (assumes all goes well)

 1 derp
 1 EVA suit
 1 capsule
 1*8 rations
 Payload weight: 4 

 Burns needed: 10
 * Orbit
 * Injection burn 

 * Injection burn
 * Capture 

 * Deorbit
 * Ascent

 * Circularize
 * Escape

 * Escape
 * Deorbit

 Boosters needed: 5

 Booster weights:
 4/2 = 2 +
 6/2 = 3 +
 9/2 = 5 +
 14/2 = 7 +
 21/2 = 11 

 First stage weight: 32/2 = 16

 ... Conclusion: Reducing weight is very important! 

 http://en.wikipedia.org/wiki/Payload_fraction In fairness, real life agrees with the first calculation. What can we do?
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Page last modified on March 17, 2013, at 06:16 AM