NASA’s Asteroid Retrieval Mission…

…is actually pretty cool. People who are un-enthused by the idea (including many NASA employees) are clearly focusing on the wrong aspect.

Concept of a ARM robotic spacecraft

First, let me give an objective overview of the mission.

“NASA plans to launch the ARM robotic spacecraft at the end of this decade. The agency is working on two concepts for the capture: one would capture an asteroid using an inflatable system, similar to a bag, and the other would capture a boulder off of a much larger asteroid using a robotic arm. The agency will choose one of the two concepts in late 2014.

After an asteroid mass is captured, the spacecraft will redirect it to a stable orbit around the moon called a “Distant Retrograde Orbit.” Astronauts aboard NASA’s Orion spacecraft, launched from a Space Launch System (SLS) rocket, will explore the asteroid in the mid-2020s.”


So, to summarize: we are going to move a giant space rock from it’s orbit around the sun to an orbit around the moon. A space boulder. We are moving it into orbit around the Moon. Does nobody else think that is a HUGE DEAL? The closest thing we’ve ever done is maybe return little grains of dirt from an asteroid. Except this time its an honest-to-god celestial body. That we are moving from one ORBIT to another. Oh, and then I guess we’re sending people to it or something.

Honestly, the manned mission is just shoe-horned in to appease NASA’s mandated directives. The star of the show here is the spacecraft that is moving an asteroid larger than itself (if you don’t count the bag or solar panels — I’m sure the bag can be swapped out for some sort of thermal lance). The advances in electric propulsion and in-space engineering alone will be astounding. Just think of the applications for ISRU (in situ resource utilization) and orbital manufacturing this will provide.

Probes scanning the surface of an asteroid

The ability to drag a study target into an easier-to-reach orbit is stupendous. For one, it means we can send a number of heavier, less expensive unmanned missions to study different aspects of it, with more launch windows and shorter commute times. We can get an extensive profile of the object (even drilling inside), to a level of detail we couldn’t obtain if we were sending a small probe out to the asteroid’s ‘native’ environment.

Having this technology is great for both diverting hazardous asteroids and studying a number of different asteroids at decreased expense. Instead of sending a heavy science probe off using the SLS, we send a re-director up to drag the asteroid close, even into LEO, and then send up a bunch of heavy science probes using cheaper rockets. Alternatively, dragging an asteroid into orbit would be a great opportunity to prototype asteroid-mining techniques.

The point is that if you think putting an asteroid into orbit around the moon is a lame excuse to use the poorly-thought-out Orion/SLS system, you are absolutely right. An Apollo-style mission architecture doesn’t work for anything beyond a Moon mission, so it’s pointless to think of this mission as “training” for anything. But just because visiting an asteroid with people is pointless doesn’t mean that dragging an asteroid into lunar orbit and visiting it whatsoever is a fruitless exercise. There is IMMENSE value in an asteroid retrieval mission. Seriously, it’s as exciting as a submarine to Europa or Titan.

Sim State

I’ve been meaning to write this post for a while. This idea really started when I watched Day[9] play the new Sim City, and then picked up Sim City 4 again. I wanted to create a game which brought the ideas of micromanaging infrastructure and government into a larger scale. The player would be able to control education, government type, military, trade, etc. Eventually it grew into a sort of “third-world country simulator”, since that seemed like the most interesting route to people I pitched the general concept to.

The basic premise is that you are the leader of a small country, recently put in power by a violent revolution. This country is located in a faux South or Central America, but there is also the possibility for having multiple templates: African, Southeast Asian, etc. The player can only really see the small land area he controls, plus some of the bordering sovereignties. There is no global map (and this isn’t a game about conquest), but there are references to current global institutions (or fictitious characterizations thereof) like the UN and US, or WHO, etc.

Winning the game means pulling your country out of poverty and onto the world stage. This requires many parts, including building infrastructure, establishing governmental rule, and appeasing the international community. However, the win condition is gaining control over every province in your nation. Control just means being the dominant power faction. Routes to control include stamping out resistance (militarily) and appeasing interest groups. Thus a large part of the game is balancing political control; keep the military leaders on your side, stop workers from striking, and stay elected. The last one may mean establishing a dictatorship, rigging elections, or spending a lot of resources maintaining public image.

At the start of the game, your country is poor and unequipped. There are two forms of currency: money, and international repute. International repute can be spent on relief or treaties; perhaps getting a foreign oil company to leave your country. On the other hand, if you drive out the oil company by force, some factions in your own country may approve, while the international community may impose sanctions. Similarly, if their are pirate along the coast, you could demand tribute or try to exterminate them at a potentially great cost. If the world catches wind that you are allowing pirates to operate, however, you will lose repute.

The other form of currency is money. A little macro-economics comes into play here, since you have to manage your currency (printing money), and real “world dollars”. Rapid inflation can be bad for your industries, but it attracts tourists (but only to good parts – nobody is going to visit the region controlled by drug cartels). Real dollars come from exports, mainly. One way to get a boost in the beginning of the game is to exploit your natural resources: cut down rain forests, strip mine mountains, etc. However, you have to establish a more mature manufacturing industry at some point, otherwise you will exhaust your resources and fall back down into poverty.

In terms of infrastructure the player has to build, the main forms are education and industry. Industry includes transportation networks and resource collection, as well as processing. Industry also means municipal improvements, since nice cities attract high-tech corporations and commercial companies. Another route to improving the quality of your workforce, reducing crime, and eliminating overpopulation is education. Building schools takes a lot of resources for little immediate payoff, but it will start to improve your country greatly. It is also a great way for dictators to indoctrinate the population.

Late-game opportunities may include hosting Olympic Games or researching nuclear technology.

As you can see, there is a lot of room for expansions; this is more of a framework for a game, rather than a fleshed out game idea. I know there are games like this, such as Tropico. I think this would be more political and deep than Tropico, but obviously I would aim to offer a different experience overall were I to build this.