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Underped

Underped Up Goers

  • An underped system is a payload component that in some ways counts as a spacederp. It exists inside a capsule and masses 0, but is invented, researched and purchased as if it massed 3. Is it a trained herd of waterbears? A complicated clockwork system? A collection of vacuum tubes? The head of a zombie navigator? Either way, it is statted as described.
  • It can be put inside a capsule of mass 1. This makes mass-1 capsules a lot more useful.
  • It requires no rations and no capsule reliability check on duration steps. This allows for small, essentially disposable capsules if reentry is not a factor
  • It is fragile, and will be damaged beyond usability (destroyed) by anything that would injure a spacederp.
  • A prewritten program is required, either at launch or when a spacederp comes into contact with the underped system. Programs cost 1 per line to write, but may be reused for free. A program can be changed, but costs 1 per line altered or added; removing lines is free. The underped system will follow the program without question. The program decides what to do between duration steps; A line can be "wait", "burn", "retroburn", "use a payload" and so on.
  • It is suggested to use a token as a program counter to remember which line the underped system is going to execute next.
  • An underped system needs no stamina to use payloads; whether it can use payloads such as carts or even EVA suits depends on fluff.
  • Any program line that references a destroyed payload, an impossible action or a spent stage is skipped.
  • Any program line that uses "IF", "UNTIL", "WHEN" or any other sort of on-the-spot decision making requires a reliability check. With an OK result, the underped system does the right thing. With a fail result, the underped system NEVER burns and ALWAYS tries to use a payload. With a boom result, the underped system ALWAYS burns and NEVER tries to use a payload. If multiple burn choices are possible, direct wins over plane-shift wins over retrograde. The normal boom reliability penalty applies.
  • When a program is over, it can either stop (default), wrap around, or GOTO a particular line. GOTO may be considered harmful.
  • An underped system can look at any number of decisions, but can only do one physical thing per location (use a payload in a duration step, burn in a burn step, etc.). Being on a duration step ends the turn like normal.
  • Depending on fluff, underped systems may or may not be able dock, write maps, drive a cart, land on the Moon, or make a decision involving being able to see other Up Goers or its own position; the players should decide beforehand. "Seeing" a waylight or waylight-equipped craft may be easier for an underped system that cannot otherwise see well.
  • An underped system does not need to make decisions on Launch, Reentry and Landing home (In fact, it's possible to launch suborbital Up Goers with no onboard smarts whatsoever); roll the lower stage or capsule as normal for these steps.
  • An underped system can take over for an injured spacederp, but the contingency program must have been loaded beforehand. An injured spacederp presumably has the strength to hit the "auto" button and hope.

Sample program that costs 4 will reliably perform two orbits - assuming that the deorbit burn works:

 ALWAYS: ORBITAL INSERTION
 ALWAYS: WAIT 
 ALWAYS: WAIT 
 ALWAYS: BURN DEORBIT

This trades a reliability check for the knowledge that the underped system will try again if the deorbit booster acts up.

 ALWAYS: ORBITAL INSERTION
 ALWAYS: WAIT 
 ALWAYS: WAIT 
 UNTIL OK: BURN DEORBIT

This costs 5, but will eventually get the underped Up Goer down with no reliability checks if there is fuel: the orbital insertion step becomes WAIT, since the lower stage has been expended.

 ALWAYS: ORBITAL INSERTION
 ALWAYS: WAIT 
 ALWAYS: WAIT 
 ALWAYS: BURN DEORBIT
 ALWAYS: WRAP AROUND

This will eventually put the underped Up Goer on an interplanetary escape trajectory. What goes up needn't come down.

 ALWAYS: ORBITAL INSERTION
 ALWAYS: BURN PROGRADE
 ALWAYS: WRAP AROUND

Assuming that underped Up Goers can have mechanical eyes, this will map out the home planet and return with the data, if everything goes well.

 ALWAYS: ORBITAL INSERTION
 ALWAYS: WAIT
 ALWAYS: BURN PLANE SHIFT
 ALWAYS: ACTIVATE MAPPER
 UNTIL MAP 100%: WAIT
 ALWAYS: BURN PLANE SHIFT
 ALWAYS: BURN DEORBIT

This program will return an Up Goer full of injured spacederps home from anywhere on the map, if the underped system knows where it is and if it works properly (it's a pretty big if).

 IF LUNAR ORBIT: BURN HOMEWARD
 IF SYNCH ORBIT: BURN DECIRCULARIZE
 IF LOW ORBIT: BURN DEORBIT
 IF L.P. ORBIT: BURN PLANE SHIFT
 IF POLAR ORBIT: BURN PLANE SHIFT
 ALWAYS: WAIT
 ALWAYS: WRAP AROUND

GAME MODE -- ROBOTS EVERYWHERE

  • This is a race to the Moon and meatbags are NOT invited! All flights must be underped.
  • On top of that, the underped systems are all being built by the lowest bidder! Writing programs is free, but the reliability for underped decisions cannot be made better than 5/1.
  • Until your team has deployed two waylights, one in polar orbit and one in synchronous orbit, your Up Goers cannot use decisions based on where they are.
  • For docking purposes, your Up Goer can only "see" other Up Goers that carry waylights. Turn yours off to enter stealth mode!
  • Until your team has deployed a polar lunar orbit waylight, your Up Goers cannot try to land on the moon.
  • Only Up Goers that carry working Waylights can "see" other Waylights.
  • Once on the moon, use a Winch to scoop up a sample of delicious moon cheese! Then take it home and taunt the meatbags because they don't get to have any. That'll teach them for having a stomach!
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Page last modified on April 03, 2013, at 04:25 PM