It has, and the problem is that all the action occurs way the heck away from Earth. ME timeline would be derailed, but there wouldn't be a huge plot device needed just to get us into the right area to interact with anyone.
To be fair, you could probably relocate the action of
Starcraft to Earth without changing the plot unrecognizably. Especially in a crossover where the specific actual-factual 'United Earth Directorate' and 'Terran Confederacy' simply don't exist.
The Zerg wouldn't care about whether they were approaching the Koprulu Sector or whatever sector Earth's in. Nor would the Protoss.
Thing is, this action doesn't send probes, which would need years of trevel time to even reach Belts, it alocates funfing to SCED to send this probes.
[Looks at asteroid trajectory]
"And yet, here we are."
"Guess that'll teach us to incorporate bleeding-edge Scrin derived reactionless drive prototypes in our probes "to see what happens."
They sort of substitute though, if you note they require fewer dice for defense commitments to other military areas (4ish v 7 to 10). The hubs provide a fortified operating base that has to be secured (hence the dice investment) but the Super MARVs function as area denial against NOD and reduces the ability for NOD to sneak bases close because a Super MARV can pretty much run over it. Based on that our current strategy of using Super MARVs deployment to regions we have operations (glacier mining and planned cities) continues to make sense as they provide additional income and mitigation in the area as well as reducing the ability of NOD to project force in the region. Since we are likely to go 6ish or more in non MARV projects that does mean we can fit in limited expansion in addition to the MARVs (which is likely our best route to mitigation- by doing MARV and one or two tib projects each year).
The problem is that the MARV construction is
damned expensive. Like, we only spend 2-3 dice on it every turn so the opportunity costs are kind of invisible, but it's
expensive.
We're being directly told "look, if you want to actually expand the military out into extra land
besides just asking us to secure MARV hubs, we need 7 dice/turn, minimum. Preferably more. If all you really want is to secure MARV hubs and maybe a couple of specific sites, we need 4 dice/turn and build all the MARVs you want."
The thing is, we
DO want to expand out into more land. It's a fundamental goal- build up our military enough that we can resume Yellow Zone expansion, actually reclaim some Yellow Zone territory as Blue Zones, and
push. We don't want to just hunker down in the Blue Zones except for a handful of isolated forward bases.
Which means we're committing to 7+ Military dice per turn on average. And doing that plus a significant (2 or more/turn) MARV investment is just unsustainable. We can't spend the rest of the quest sinking practically every Free die we ever have into the military.
I think that after we finish the Chicago fleet and meet our five-fleet commitment, we should dial back to a 1/turn trickle to finish off the second Red Zone hub in North America and then just
stop. Have a moratorium so we can actually throw our resources and dice around freely for a few turns, maybe stretch our legs a bit and use Free dice to speed up North Boston. Things like that.
MARVs aren't the only way for us to get mitigation or RpT, and pursuing them obsessively may actually
cost us opportunities for mitigation in the long run by limiting the military's confidence.
Fully agree.
MARV's are not end all be all, but they do offer significant advantages if used correctly.
Yeah, but I think our military advisors are
right and serious when they tell us we need to make up our mind. Either we need to make them the backbone and centerpiece of our entire Yellow/Red Zone presence to the point where the conventional military is practically their backup dancers (4/turn on everything else, ???/turn on MARVs)... Or we need to scale back MARV construction as an expense per turn and actually let the military get the 7-10/turn they're asking for, consistently, without need to scrape up literally every Free die we have to make that happen
every single turn.
I think most of are guys will then consider the council as a extremely out of touch government and act hostile to them if they do that.
Possibly, but the Council has the reasonably objection that if we protest that Nod isn't our responsibility to chase down, then they can point out with some asperity,
"who else's responsibility could they POSSIBLY be?"
The turians are probably perfectly willing to unleash the wall of guns on Nod if Nod makes trouble, but they'll be very put out with us and understandably so if we're not doing our part.
Every other species in the setting, besides the krogans, "owns" its own renegade members. The salarians put down the League of One like so many rabid dogs, the turians fought wars with their own splinter colonies, and the batarians are pariahs in large part because batarians keep turning up as slavers and pirates.
There is effectively no concept within Citadel civilization in Mass Effect of a species that isn't a self-governing monadic whole. While there are plenty of institutions with pan-species or cross-species participation, the entire system of government and treaty infrastructure of the setting are predicated on this assumption. If you have a problem with a bunch of elcor, you go to the Citadel and complain to the elcor representative. If you want something from an organization predominantly full of volus, you go to the Citadel and talk to a volus representative. If you want a problem shot, you go to the Citadel and ask the turian representative.
Which means that the expectation for all galactic races is going to be that if you have a problem with Kane, who certainly
appears to be a human, you go to the Citadel, or the human homeworld, and complain to the rulers of humankind. Who will, even if they can't snap their fingers and solve the problem, at least make a good faith effort.