Advanced Colonization Team (ACT)

jedion357's picture
jedion357
September 4, 2011 - 2:48pm
An Advanced Colonization Team will focus on studying the new environment for viability for a colony project. It must be self sufficent and will spend 6 months to 1 year laying ground work for follow on colony waves.

A Prospector- to look for water and usable metals, potential petroleum minerals
He could be a geologist or you could have a prospector and a geologist- since the buddy system ought to be employed while roving the planet. 1-2 people.

A Tech/Engineer to keep equipment working; everything will be recycled and nothing thrown away.
Initial team will be small and supplimented with robots so a Roboticist is required but will have skills that overlap with the tech/engineer (at least in most rule sets their skills overlap some) Could be that the engineer is a full up physicist instead of an engineer.

Energy- initially a fission reactor will supply power and fuel will be shipped in (in game tech is a class A atomic star ship drive) a dismantled ship could provide multiple "reactors" One to function as a main and the others to be back ups.

It seams to me the the engineering staff ought to be at least 3: Engineer, Roboticist, And Technician.

Medical: Its a long way from help so at least 1 medical professional

Mission commander/director/administrator 1 person and they will likely have some other job/ ships pilot or etc.

Science Department
Botanist/horticulturalist responsible with robotic help to maintian the ag dome and ensure fresh supply of food as well as study samples from new environment. 1-2 people
Geologist already discussed above
Environmentalist/ resident expert on terraforming- likely the bacteriologist of the party and a past experience in medical field, 1 person.
Biologist would study anything found on new world but also would be studying effects of new environment on imported species. 1 person

An advanced team could number about 12; 1 commander, 1 engineer, 1 roboticist, 1 technition, 1 doctor, 7 scientists/researchers

If the advanced team find suitable supplies then a follow on team would show that would focus on mundane things like resource extraction, refinement, fabrication and construction. They would grade a landing site and construct domes or other habitat modules.

The follow on team could likewise number 12 and would double the robotics support of the previous team.
1 commander, 1 roboticist, 1 engineer, and 9 technitions (or 8 technitions and 1 pilot)


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
September 4, 2011 - 2:53pm
Note the above proposals lack any military specialist though the pilot/commander types might have this. so any hostile xeno-forms requiring a "bug hunt" will find the party poorly prepared for that and any deaths from the xeno-form will seriously impact the ACT party's effeciency but I just dont see anyone sending a security specialist along "just in case"
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Ellzii's picture
Ellzii
September 4, 2011 - 4:08pm

If sent by any goverment figure that your entire team will be mostly military and have some weapons training. Also most of your crew will be double domes with advanced degrees in two or more fields allowing overlap. (It would bite if your medic got eaten round 1, even a govt. pencil pusher realizes that)

If it is a corporate venture they will most likely follow the goverments plan. Your average crew may have less weapons experience, but I am sure they will send everyone out the range a couple times, and I cannot see corp expedition not sending a loyal to the hilt security specialist to protect corp interests and keep the sciency types in line. (No you can't nuke it from orbit we need to take it back to Streel HQ to study it for our weapons division!)

-LZ


jedion357's picture
jedion357
September 4, 2011 - 6:14pm
Biologist support the "50/500" rule that 50 individules can reproduce in the short term without an unacceptable rate of inbreeding. 500 is the minimum number for long term reproduction program.

So it could be that an interplanetary program of colonization might send an advance team of 50 or so with a follow on of 500.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
September 8, 2011 - 12:32pm
What about sending a all robot team? Or robots, mission commander, tech

jedion357's picture
jedion357
September 8, 2011 - 12:49pm
w00t wrote:
What about sending a all robot team? Or robots, mission commander, tech
1. Union rules- can't have all those robots putting people out of work. 2. Money- the public will get behind a manned mission more than a robotic one, witness how every two for a credit country in the real world issued commemorative Apolo stamps and they had nothing to do with the program. 3. Cool factor- sorry w00t but its just not cool enough
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
September 9, 2011 - 1:28pm
Robots have a place in society too.... :-P

"You've been hired/sent on a mission to discover why 250 robots have been shut down on Ceti Alpha Prime. The comm signal is constantly broadcasting a [Do Not Enter Star System] message. Get those robots up and running, we have 8 months before the first wave arrives by cryofreeze."

----------------
Rough draft colocation sequence used by Adventure-Corp & Streel.
  1. Robot probe sent to suspected colocation
  2. Samples are positive, send a scientific scout ship
  3. All test Green, send first wave of robots and foremen to build colocation in space and planetside. Scout crew rotates out with another crew. 
  4. Assembly completed, time to send the natives!