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Kerbal Space Program: Forum Game


ryacko

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The year is 1956. It has been ten years since the last world war, and nations around the world are already seeking new ways to expand prestige.

Many people now are looking upward, to the skies of Kearth. Some of them are funneling money to conquer a new frontier... space.

Semi-based on BARIS and Liftoff!

How to join:

First a few traits of your nation must be decided.

Is your nation Kapitalist, Kermmunist, or a Boot-Marcher?

Kapitalist Bonuses & Maluses:

+$1 M cost to all purchases

-5% Less Payload Capacity

-10% Weight

Must compete with private firms for engineers

Booms and Busts may occur and effect funding

Kermmunist Bonuses & Maluses:

+20% to complexity

+10% Payload Capacity

+5% Weight

May not hire more than 20 engineering teams

Boot-Marchers Bonuses & Maluses:

-5% Weight

Must compete with private firms for engineers

Booms and Busts may occur and effect funding

Choose three of the following traits for your nation:

Militarist: Your nation has the tendency to invade other nations which look at yours funny.

+20% to funding

Funding may be cut due to wars

May be required to launch space weapons

Totalitarian: One man, one vote, one vote counter.

Engineers may be lost to purges

Failures will be hidden from the public and will only cause a 1/2x prestige loss

Cannot be chosen with Capitalism

Science Focus: Your nation is culturally focused on the physical sciences.

-$1 engineering team wages

Gulag Labor: Your nation knows what to do with dissenters...

-20% to per unit equipment costs

Chance of Gulag uprising destroying all of current turn's production

Can only be chosen if totalitarianism is picked

Equatorial Nation: Your nation has some land near the equator.

+10% to Payload Capacity

Poor: The majority of your nation's citizens use mud as a construction material.

-20% to per equipment costs

Chance of mission failure increases by +5%

May not hire more then 20 engineering teams

Only up to six national space programs are allowed. Once those programs are established, you may join as a Deputy Director, to act as the back-up player, incase the current director is dismissed/disappears/retires.

Rules:

New space programs start with $30 M. All costs are in Millions of $. Wages must be paid each year.

Space programs will receive funding each year, to be decided upon by the game moderator.

Your turn actions must be posted in the thread, where you spend money, and utilize assets towards various goals.

Each turn there will be a turn report of the status of all space programs of equipment, research status, and budget.

Each turn is one year in game.

Poor management of the space program may result in budget reductions and ultimately your dismissal.

In this game, nearly everything is rounded down.

All modifiers are additive.

Your space program may experience events from time to time.

You may only earn prestige from a mission or a milestone only once.

All equipment, once purchased, will have a success value of 3/10.

In order to increase the success value of a piece of equipment by one, you will need as many engineering teams times the complexity value. You may increase the safety value many times in one turn, until the success value reaches 10/10.

Keep in mind however, that there is always the chance of failure.

Space programs for Fascist and Capitalist nations have to compete in the local labor market. For every ten engineering teams you have, wage costs for all your engineering teams increase by $1.

You can engage in a yearly contract to purchase at minimum one piece of equipment each year until the contract is cancelled. You may not cancel the contract until four years after the contract is initiated. Due to the benefits of serial production, each unit's cost is reduced by -10%.

Prerequisite Missions:

If these missions aren't completed in order, there will be a success penalty of -5%.

A manned orbital should be accomplished before a manned docking mission.

A long-duration orbit should be accomplished before a lunar module test.

A lunar module test should be accomplished before a lunar orbit.

A lunar orbit should be accomplished before a manned lunar mission.

Engineering Team

Cost: $3 M

Wages: $2 M

Research Programs:

Weight Reduction

Complexity: 4

This is equipment specific, you choose one piece of equipment to reduce the weight of by 5%. This cannot be applied to rockets. You can only reduce the weight of one piece equipment three times.

Telemetry

Complexity: 2

This applies to all communications checks for all equipment. This will add a success bonus to all future communications checks.

Life Support

Complexity: 3

This applies to all future life support checks for all manned missions. This will add a success bonus of to all future life support checks.

Equipment:

Orbital Satellite

Program Cost: 6

Unit Cost: 1

Complexity: 1

Weight: 150

Interplanetary Satellite

Program Cost: 24

Unit Cost: 4

Complexity: 3

Weight: 700

Lunar Probe

Program Cost: 30

Unit Cost: 6

Complexity: 4

Weight: 300

Basic Rocket

Program Cost: 24

Unit Cost: 3

Complexity: 2

Payload: 600

Medium Rocket

Program Cost: 60

Unit Cost: 12

Complexity: 4

Payload: 1500

Large Rocket

Program Cost: 90

Unit Cost: 18

Complexity: 6

Payload: 3200

Huge Rocket

Program Cost: 150

Unit Cost: 30

Complexity: 8

Payload: 5000

One-Man Capsule

Program Cost: 18

Unit Cost: 2

Complexity: 2

Weight: 500

Two-Man Capsule

Program Cost: 24

Unit Cost: 6

Complexity: 3

Weight: 1200

Three-Man Capsule

Program Cost: 36

Unit Cost: 12

Complexity: 5

Weight: 1600

Four-Man Capsule

Program Cost: 60

Unit Cost: 30

Complexity: 8

Weight: 4000

Three-man Spaceplane (reusable capsule)

Program Cost: 80

Unit Cost: 30

Complexity: 7

Weight: 2000

Two-Man Lunar Module

Program Cost: 30

Unit Cost: 10

Complexity: 2

Weight: 1500

Cannot be used with two-man capsule on lunar missions

One-Man Lunar Module

Program Cost: 42

Unit Cost: 12

Complexity: 4

Weight: 1000

Increased cost is due to more automation to operate craft

Booster Rockets

Program Cost: 12

Unit Cost: 3

Complexity: 2

Added Payload: 1000

Booster rockets can be added to all rockets except for the huge ones to increase payload capacity of a mission by 1000.

Kicker Booster

Program Cost: 12

Unit Cost: 3

Complexity: 1

Payload: N/A

EVA Suits

Program Cost: 18

Unit Cost: 0

Complexity: 1

Weight: 0

Orbital Space Laboratory

Program Cost: 50

Unit Cost: 10

Complexity: 5

Weight: 2100

An orbiting space laboratory will increase your prestige by 1 per turn.

Missions:

To first sucessfully complete a mission, for example for Orbital Satellite, you would gain 12 prestige. However a critical failure in a manned mission is a severe embarrasment and represents the death of one astronaut and the total destruction of all equipment.

Orbital Satellite

First Success Prestige: 12

Success Prestige: 5

Failure Prestige: -3

Requirements: Rocket, any Satellite

Unmanned Sub-orbital

This is a test of your equipment, by launching it into space and attempting sub-orbital flight, improving the success chance of a manned sub-orbital mission by 3%.

Equipment Required: Rocket, any Capsule or Spaceplane

Manned Sub-orbital

Success Prestige: 10

Failure Prestige: -5

Critical Failure Prestige: -10

Equipment Required: Rocket, any Capsule or Spaceplane

Unmanned Orbital

This is a test of your equipment, by launching it into space and attempting sub-orbital flight, improving the success chance of the manned orbital mission by 3%.

Equipment Required: Rocket, any Capsule or Spaceplane

Manned Orbital

First Success Prestige: 12

Success Prestige: 5

Failure Prestige: -5

Critical Failure Prestige: -10

Equipment Required: Rocket, any Capsule or Spaceplane

Manned Docking

First Success Prestige: 8

Success Prestige: 4

Failure Prestige: -5

Critical Failure Prestige: -10

Equipment Required: Rocket, 2-4 man Capsule or Spaceplane

Long-duration Manned Orbit

Success Prestige: 5

Failure Prestige: -5

Critical Failure Prestige: -10

Equipment Required: Rocket, 2-4 man Capsule or Spaceplane

Spacewalk

First Success Prestige: 8

Success Prestige: 4

Failure Prestige: -4

Critical Failure Prestige: -10

Equipment Required: Rocket, any Capsule or Spaceplane, EVA suits

Lunar Module Test

This is a manned test of your equipment before you finally attempt a moon landing. Here you attempt to operate your lunar module in earth orbit.

Prestige: 0

Failure Prestige: -4

Critical Failure Prestige: -10

Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module

2-man capsule requires kicker

4-man capsule does not require lunar module

Manned Lunar Orbit

This is both a manned test of your equipment and a manned lunar orbit.

Success Prestige: 1

Failure Prestige: -4

Critical Failure Prestige: -10

Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module

2-man capsule requires kicker

4-man capsule does not require lunar module

Manned Lunar Landing

A major accomplishment for Kerman kind.

First Success Prestige: 80

Success Prestige: 30

Failure Prestige: -5

Critical Failure Prestige: -15

Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module

2-man capsule requires kicker

4-man capsule does not require lunar module

Lunar Satellite Flyby

First Success Prestige: 5

Success Prestige: 3

Failure Prestige: -3

Equipment Required: Rocket, interplanetary satellite

Lunar Satellite Orbit

First Succes Prestige: 4

Success Prestige: 1

Failure Prestige: -3

Equipment Required: Rocket, interplanetary satellite

Lunar Probe Landing

First Success Prestige: 16

Success Prestige: 9

Failure Prestige: -5

Equipment Required: Rocket, lunar probe

Inner System Flyby

First Success Prestige: 7

2nd Success Prestige: 5

Success Prestige: 3

Failure Prestige: -3

Equipment Required: Rocket, interplanetary satellite

Outer System Flyby

First Success Prestige: 9

2nd Success Prestige: 8

Success Prestige: 4

Failure Prestige: -3

Equipment Required: Rocket, interplanetary satellite

Orbital Laboratory Launch

Success Prestige: 10

Failure Prestige: -5

Equipment Required: Rocket, orbital space laboratory

Milestones

Accomplishing these milestones will give additional prestige along with the prestige you gain from the mission's success.

First Man in Space

First Success Prestige: 15

This is a major milestone. Whether the first man in space is accomplished through a sub-orbital mission or an orbital mission, it is a major boon in prestige.

Manned One-Person Craft Launched

First Success Prestige: 3

Prestige: 1

Manned Two-Person Craft Launched

First Success Prestige: 7

Prestige: 2

Manned Three-Person Craft Launched

First Success Prestige: 15

Prestige: 4

Manned Minishuttle Launched

First Success Prestige: 20

Prestige: 8

Manned Four-Person Craft Launched

First Success Prestige: 20

Prestige: 8

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1956

United Kapitalists Space Program

Director: Rulerofnothing

Ideology: Kapitalist

Traits: Science Focus, Equatorial Nation

Yearly Funding: $15

Available Funds: $30

Expenditures: $30

Programs:

Basic Rocket

Unit Cost: 3

Inventory: 0

Complexity: 2

Safety: 2/10

Payload: 630

Orbital Satellite

Unit Cost: 1

Inventory: 0

Complexity: 1

Safety: 2/10

Weight: 135


KC Space Program

Kapitalist, Militarist, Science Focus

Director: ijuin

Ideology: Kapitalist

Traits: Militarist, Science Focus

Yearly Funding: $18

Available Funds: $30

Expenditures: $30

Programs:

Basic Rocket

Unit Cost: 3

Inventory: 0

Complexity: 2

Safety: 2/10

Payload: 570

Orbital Satellite

Unit Cost: 1

Inventory: 0

Complexity: 1

Safety: 2/10

Weight: 135


Slaves of the Rike Space Program

Direktor: Hpearson

Ideology: Boot-Marchers

Traits: Poor, Totalitarian, Gulag Labor

Yearly Funding: $15

Available Funds: $30

Expenditures: $30

Remainder: $0

Programs:

Basic Rocket

Unit Cost: 3

Inventory: 0

Complexity: 2

Safety: 2/10

Payload: 600

Orbital Satellite

Unit Cost: 1

Inventory: 0

Complexity: 1

Safety: 2/10

Weight: 142


KIPPER Space Program

Designer: Johno

Ideology: Kermmunist

Ideology: Kermmunist

Traits: Totalitarian, Militarist, Equatorial

Yearly Funding: $15

Available Funds: $30

Expenditures: $30

Remainder: $30

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It's not particularly complex once you start playing it. I've played in more complex games anyway.

These are steps you take to join and play the game:

Choose ideological bloc.

Choose nation traits.

Start orbital satellite & basic rocket programs, thus spending $30.

Next turn:

Hire engineers to improve success value of satellite and basic rocket

Next turn:

Hire more engineers to improve success value of satellite and basic rocket

Next turn: Attempt satellite launch into space. Also, initiate the start of more programs.

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I would like to play.

Ideology: Kapitalist

Traits: Science Focus, Equatorial Nation

Also, is it just me or do the program costs add up to 70 rather than 30?

Whoops. Typo. Nothing else should have such a severe error.

In any case, you've been added to the game.

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I am a fan of BARIS, and would like to join the game.

My nation:

The Kerbalia Confederacy ('The KC' for short)

Kapitalist, Militarist, Science Focus (science is the way to find new methods of blowing up our enemies!)

The KC was founded 150 years ago by an alliance of colonies on the New Kerbalia continent who rebelled against their king's attempt to tax their beer. That pretty much sums up their core values--liberty, low taxes, beer, and kicking butts.

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My nation:

Slaves of the Rike

Ideology: Boot-Marchers

Traits: Poor, Totalitarian, Gulag Labor

hole? fill with gum

fuel? use coal

We will take to the skys no matter the cost of lives it will take

We will build a bridge to the moon with poorly crafted vessels

Human life means nothing for there are more to take their place

Our land is plagued by disease and sorrow

Our new homeland will be the dreams of nations

we will purchase

(1) Basic Rocket

(1) Orbital Satellite

engineers

(0)

actions

Attempt launch

budget starting (30$)

(1)Basic Rocket -($6)

(1)Orbital Satellite-($24)

($30)

($30-$30=0)

Ending budget for 1956

(0$)

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Approved. Uh, just incase people are confused, you are allowed to purchase items on your first turn.

Oh, I thought we were doing the 'roll call' of signups before beginning the first turn, sorry. In that case, do I have enough funds to buy the Basic Rocket and Orbital Satellite, or does the Kapitalist penalty make that too expensive? If I can't afford both, then I want to buy the Basic Rocket. If I can also hire Engineering teams immediately, then I would like to hire 2 to research on the Basic Rocket. In sum:

If possible:

Purchase Basic Rocket program

Purchase Orbital Satellite program

Else:

Purchase Basic Rocket program

Hire 2 Engineers for Basic Rocket program

Else:

Purchase Basic Rocket program

Endif

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We represent the Kermmunist Internationalist Peoples' Peripatetic Eclectic Repubic (KIPPER).

Ideology: Kermmunist

Traits: Totalitarian, Militarist, Equatorial

It is with great pride in the Fatherland that we start the People's Sputnik Satellite Team (PSST) for $30 million!

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Oh, I thought we were doing the 'roll call' of signups before beginning the first turn, sorry. In that case, do I have enough funds to buy the Basic Rocket and Orbital Satellite, or does the Kapitalist penalty make that too expensive? If I can't afford both, then I want to buy the Basic Rocket. If I can also hire Engineering teams immediately, then I would like to hire 2 to research on the Basic Rocket. In sum:

If possible:

Purchase Basic Rocket program

Purchase Orbital Satellite program

Else:

Purchase Basic Rocket program

Hire 2 Engineers for Basic Rocket program

Else:

Purchase Basic Rocket program

Endif

The Kapitalist penalty does not apply to starting projects/programs. It applies to buying rockets, capsules, engineers...

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Well in that case, I will start research programs for orbital satellites and basic rockets.

Budget for 1956:

Starting funds: $30 M

Start Explorer program (orbital satellite): -$6 M

Start K-1 program (basic rocket): -$24 M

Ending funds: $0 M

A few questions:

[list type=decimal]

[li]Do you want us to come up with names for our equipment?[/li]

[li]Would you like us to do roleplaying in this?[/li]

[li]Does starting a program give us one piece of equipment like in BARIS?[/li]

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Okay to answer all cumulative questions:

1. You may come up with names for equipment.

2. You may roleplay.

3. No, you don't start with one piece of equipment when you initiate a program.

4. Engineers can research immediately when you purchase them. Er, hire them. The interview process and the background checks don't take that long.

Also, I'm going to update the stats in 13 hours.

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ok so starting the program doesn't yield a produced part?

so u must pay to start then pay to get the item?

what is the mathematics of safety, research and increasing safety of craft

Success takes the place of safety.

In order to increase the success value of a piece of equipment by one, you will need as many engineering teams times the complexity value. You may increase the safety value many times in one turn, until the success value reaches 10/10.

And just like BARIS, your funding/income increases as you successfully complete missions. In this game you will receive a $3 increase to first complete a mission, $1 to complete a mission, and -$1 if you end up killing an astronaut.

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The Kapitalist penalty does not apply to starting projects/programs. It applies to buying rockets, capsules, engineers...

Ok, then I'll purchase the Orbital Satellite and Basic Rocket.

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I'll process the turn in a couple of days. Maybe more people would join.

I'll sit the forum game out. too damn complex, and then I'd get bored and attatch a nuclear warhead to the sjip, and use it as an orbital mine or something :/

Thank you for expressing your ever important opinion. I do not know how I can run this game without your input.

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I would like to reiterate my desire to purchase a orbital satellite and basic rocket program, if you missed it. Also, what happens to prestige if two or more space programs manage to complete a mission first at the same time?

Rolls are made to see who gets lucky and launches first.

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