RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Morrow Project/ Project Phoenix Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 06-25-2017, 04:10 PM
dragoon500ly dragoon500ly is offline
Registered User
 
Join Date: Oct 2010
Location: East Tennessee, USA
Posts: 2,906
Default The Bolt-Hole, Part 2

STORED EQUIPMENT AND SUPPLIES

Except for the emergency supplies stored in the two wall lockers, all material in the bolt-hole is in storage. Vehicle weapons are not mounted; all munitions, supplies and ammunition are in sealed metal or plastic boxes, cans, crates and so on. Personal weapons, web gear, medkits, backpacks, etc are stored in the locker located at the end of each freeze tube. All battery powered equipment have had their battery packs pulled are placed in a charger next to the computer. These are automatically charged during the wake-up cycle.

The team members are wearing only light cotton underwear in their freeze tubes with needles in their arms, monitors wired to their chest and head, conductive shock pads taped to their chest and a respiration tube down their throats. Their MPID Card is located in a slot on the inside of the tube, removing this card unlatches and open that person’s tube. There is a one minute delay before the tube opens.

STANDARD OPERATION

While the team is in cyrosleep, the bolt-hole is filled with an inert gas at a slight overpressure. The bolt-hole itself generates a low-level electro-magnetic field, the combined effect is that nothing inside the bolt-hole suffers from the wear and tear of time.

The bolt-hole is powered by a self-contained, long-life, radioactive thermos-electric generator (RTG). The RTG module is buried in the solid rock, 30 meters below the facility. It is powered by a receptacle of low-level nuclear waste within a thick lead shield. This waste gives off heat as the radioactive material decays. Attached to the lead casing is a solid-state thermos-electric module which converts the heat into electricity. The constant heat from the waste is converted into low-level direct current which is then used to charge a series of Eternal Batteries (Project designed ultra- long-life power cells) which, in turn, power the facility.

This system is designed to provide a dependable source of electrical power that will last for hundreds of years without noticeable power degradation, so once buried, the bolt-hole would never need to be refueled.

The only problem with the RTG system, is that, due to the design limits of the system, they can only provide a limited amount of electricity, enough to run the minimal system requirements while the team is frozen, but not enough to run the bolt-hole at full power.

After receiving the recall signal, the bolt-hole computer sets the Eternal Batteries to run at OVERLOAD, thus generating the power needed to wake up the team as well as charging the team’s battery packs and---most importantly---to give the team vehicles fusion reactor its initial charge.
Important to the safe operation of the bolt-hole is the computer. This system monitors the over-pressure of the inert gas and should this pressure drop below a predetermined level, it will sound the Breach Alarm and wake the team. If any water is detected within the bolt-hole, again the computer will automatically wake the team. The computer also monitors the team’s freeze tubes and in the rare occurrence that one of the tubes malfunctions, it will recall the entire team. Finally, the computer monitors the Extreme Low Frequency (ELF) Receiver for the recall signal.

The recall signal can come from a number of places: Prime Base, Omicron Base or any Regional Command Base can trigger the recall signal.

Once the signal is received, the computer first evacuates the inert gas, replacing it with a pre-bottled atmosphere mixture. It then shuts down the electrical-magnetic field, and starts the wake-up process for the freeze tubes. It then turns on the overhead lights.

All Project vehicles are equipped with a fusion power pack with an 18-month supply of fuel. This pack requires an external power source to start the fusion reaction. A cable hanging from the ceiling has been run into the engine compartment of each vehicle and plugged into the power pack, after turning on the lights, the computer then activates the power pack. (The power cable must be manually disconnected from the pack).

After the computer has initiated the recall procedure and it has verified that all team members have been successfully recalled, the computer executes its final program, starting an eight-hour countdown then wiping all programs and shutting itself down. Once this is completed, the computer cannot be reactivated, it is essentially high-tech junk. The computer is equipped with a LCD screen that will display any messages or communiques that it has received, but this screen will fade out after 4 hours.

The bolt-hole’s Eternal Batteries will provide power for twelve hours after recall, they then will turn off. The air supply is good for up to eighteen hours of breathable air.

The override setting essentiality destroys the batteries and they are not recoverable. The RTG cannot be recovered. The bolt-hole is not designed for habitation, there is no water supply, no sanitation and no ventilation. The team must abandon the bolt-hole.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
Reply With Quote
  #2  
Old 06-25-2017, 06:36 PM
kalos72's Avatar
kalos72 kalos72 is offline
Registered User
 
Join Date: Feb 2009
Location: Jacksonville Florida
Posts: 921
Default

How does the breakdown work in your game Dragoon?

Prime
Regional
...
...
Team Bolt Hole?

In some of the details I have seen, it feels that there is ALOT of resources spent at the higher echelons and very few of the most needed ones at the local level.

One medical Team in a Region of 5 states seems off to me, but I could be entirely missing the way the typical structure works.

I prefer the idea of a Regional Operations Center (my naming concept) in each state and then Local Operations Centers split out over 4-5 different districts across the state that house Combined Operations Groups that have all the particular skills/teams attached.

IDK, might be my MP naivety OR perhaps that my version of MP is set in the T2K world where there isn't Time Travel or such a massive nuclear exchange that happens 150 years in the past.
__________________
"Oh yes, I WOOT!"
TheDarkProphet
Reply With Quote
  #3  
Old 06-25-2017, 08:17 PM
dragoon500ly dragoon500ly is offline
Registered User
 
Join Date: Oct 2010
Location: East Tennessee, USA
Posts: 2,906
Default

I go National-Regional-Group-Team.

Group kinda/sorta covers (roughly) a state. I run groups for major cities or key resources and then groups that cover the rural areas.

At the regional level, you see power teams, larger science teams, commo teams, medical teams as well as the depot teams, you will also MARS and recon teams, MARS to protect the specialists and recon teams that are larger and lighter than normal and intended for LRRP missions.

Groups vary wildly from 2-5 teams to a 75 team group that covers the LA-San Diego metroplex. LOL, in other words groups are a work in progress. One of my buddies works for FEMA and we have been running weekend skull sessions, nit picking the Project. He actually considers the concept workable. More on that later.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
Reply With Quote
  #4  
Old 06-27-2017, 09:34 AM
cosmicfish cosmicfish is offline
Registered User
 
Join Date: Mar 2015
Posts: 477
Default

Quote:
Originally Posted by dragoon500ly View Post
I go National-Regional-Group-Team.

Group kinda/sorta covers (roughly) a state. I run groups for major cities or key resources and then groups that cover the rural areas.
I use National-Regional-Area-Group-Team, with 1 Nation*, 7 Regions, 43 Areas**, 216 Groups***, and... a lot of Teams. National, Regional, and Area commands have permanent command facilities, Groups and Teams are mobile. So for me, an Area is roughly the size of a state, on average.

Quote:
Originally Posted by dragoon500ly View Post
Groups vary wildly from 2-5 teams to a 75 team group that covers the LA-San Diego metroplex. LOL, in other words groups are a work in progress.
I tried to keep units standardized both because it makes planning a lot easier and because the nature of the mission is such that activating the Project is already going to require a major shifting of assets to address Project losses, survivor locations, and habitable areas. I look at it like Congressional districting, only without the partisanship - Divide the area of interest into X sections of roughly equal population**** and optimize so that the perimeter/area ratio is minimized. And then on Day 1, throw everything out the window and redraw the lines as needed!

Quote:
Originally Posted by dragoon500ly View Post
One of my buddies works for FEMA and we have been running weekend skull sessions, nit picking the Project. He actually considers the concept workable. More on that later.
Looking forward to the output of this!!


*: under God, indivisible, with liberty and justice for all.
**: Each Region has 6 Areas, plus Alaska is a separate Area Command that reports directly to Prime Base.
***: 5 per Area, with Hawaii as a separate Group reporting direct to Prime Base.
****: On my to do list is to figure out some kind of scaling factor that accounts for the fact that some people will require heavier Project staffing. For example, Wyoming may require more Project members per capita simply because they are so spread out. Conversely, an inhabited city may ALSO require more staff because of higher hazards. The reason I have not delved into this is because it may be more than I can casually address.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:28 AM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.