Shepard Quest Mk IV, Under New Management (ME/MCU)

Kelenas said:
The loadout was for the IFV we were going to present, not the fighter. Developing the exact loadouts for that was CHA's job, we just helped smooth over some things and provided a few interesting new technologies for them to integrate.
http://forums.spacebattles.com/thre...anagement-me-mcu.301862/page-70#post-14817284


"UberJJK said:
Can we get a breakdown on the things we incorporated in the Gladius?​
I'd like input from the you, the players, on this. A breakdown like you did for the proposed IFV would be good if you (or someone else) have the time and inclination."
Van Ropen said:
A funny thing about voting if you only count vote for Basic DEW and count everyone that didn't supported it as a no it 12 for basic Dews and 10 against :)

Voting is weird.
 
Esbilon said:
Fair enough. I do, however, need to know exactly how much technology you're going to let CHA use in the fighters.
Hoyr said:
http://forums.spacebattles.com/thre...anagement-me-mcu.301862/page-70#post-14817284


"UberJJK said:
Can we get a breakdown on the things we incorporated in the Gladius?​
I'd like input from the you, the players, on this. A breakdown like you did for the proposed IFV would be good if you (or someone else) have the time and inclination."
Ah, okay, then.

My suggestion would be to just go all-out; Arc Reactors for power, shields and weapons, Advanced Materials for the armor (make them more resistant to enemy GARDIAN-fire), and (drive-only) Repulsors for thrusters.
 
Kelenas said:
Ah, okay, then.

My suggestion would be to just go all-out; Arc Reactors for power, shields and weapons, Advanced Materials for the armor (make them more resistant to enemy GARDIAN-fire), and (drive-only) Repulsors for thrusters.
I am fine with that. Those technologies will be mainstay at SA in the near future anyways.
 
Kelenas said:
Ah, okay, then.

My suggestion would be to just go all-out; Arc Reactors for power, shields and weapons, Advanced Materials for the armor (make them more resistant to enemy GARDIAN-fire), and (drive-only) Repulsors for thrusters.
Repulsors weren't reserached at the time the Fighter was finished the research for the fighter was finished last turn and thus we can't put this turns tech on it (unless the QM is feeling nice). This turn was the sales pitch to the SA. We might be able to cycle in a block upgrade to the Gladius in a year or so.

Compact Autocannon
Submachine gun
Arc-Reactors
Pilum Missiles
Advanced Materials
Basic E-War VI
Imp BB

And techincally
Basic Biotech
Research VI
Security VI

Are what we can bring to the table.

Add in W/e Cerberus... I mean CHA adds and that's the fighter.
Do recall that is in fighter=Cerberus has, but most of the tech we develop around now will eventually leak anyway just due to time.

Edit: ON the other hand I have no issue throwing all those techs at the fighter.

Edit: MM was done on Q4 and not valid derp.
 
Blackboxing is automatically included in all of our techs, I believe.

Aside from that:
Basic Biotech might've let us devise improved systems to help keep the pilot alive in case of damage to the fighter.
E-War VI should help throw off enemy GARDIAN-systems, or at least the targeting systems of enemy fighters and missiles.
Arc Reactor are already a given, for increased power-output into weapons, shields, and other systems.
Pilum Missiles should make for decent anti-fighter ordinance, and have the advantage of being very small. They're probably enlarged to carry greater amounts of fuel for space-combat, but it should still allow the Gladius to carry great amounts of munitions to deal with enemy fighters.
Advanced Materials means better armor, both when enemy fighters finally manage to get through its shields, and against GARDIAN systems.
Depending on how powerful it actually is, the Compact Autocannon might be useful as an another anti-fighter weapon if/when the missiles run out, though it could also be that Cerberus has its own weapon-system there since the Autocannon was more a heavy infantry weapon.
And finally, there's of course the Repulsors, which mean the Gladius could run without any need for He-3 fuel, making the Alliance's logistics *much* easier, nevermind that the Repulsor thrusters are probably superior to existing designs in terms of acceleration and the like.
 
Van Ropen said:
Well, the fact that whatever goes into the fighter goes into Cerberus because of CHA being a front company is irrelevant - everything the Alliance has goes to them anyways.

The fighter was finished last turn but doesn't research represent stuff happening over the course of the turn and not the end? So repulsors could work? I ask because I think it was specifically mentioned that they could be utilized, when it was asked whether advanced materials could be put in the design despite being researched at the end of the design phase...but this could just be wishful thinking, xD

...yeah, a WoG index would be nice.

Edit: or was advanced material done the turn before that, and that was actually the end of the deal? Dammit, need to go back and check.
Research does represent what was done over the course of a turn but the Gladius design program was finished 2172-Q3, Repulsors, Micro Missiles, Imp. VI, and Basic Neural Interface were all worked on in Q4 of 2172 and thus could not have been part of the Gladius design program.

Advanced mats was done in Q3. (and thus valid for inclusion)
 
I also want to buy basic DEW this turn, though Uberjjk's plan doesn't include it.
eh, what the heck.

Edit: vote removed.
 
Madfish said:
There was also the analysis of profit margins on the fighter someone did suggesting that the suggested profits were way too low.
That was probably me:
UberJJK said:
As for the price;

An F-22 has a flyaway cost of $150,000,000. Some googling tells me that the engines they use cost 10,000,000 each and since they have two that's a total engine cost of 20,000,000. That gives an engine cost to flyaway cost of 7.5.

An F-18 has a flyaway cost of 60,900,000 with google giving an engine cost of 4,320,000 each for a total of 8,640,000 which gives an engine to cost ratio of 7.

Given that the Gladius is a top of the line fighter it's probably more along the lines of the F-22's 7.5x if not a higher, since the F-22 is ~17 years old, multiplier such as 8x.

Going with 7.5x multiplier gives a flyaway cost of 75m which while tiny compared to the F-22's 150m makes sense thanks to reduced construction and manufacture costs.

If we again assume a 2.5 cost multiplier is in effect the cost would be 30m giving a net profit of 45m and at 10% 4.5m for us per fighter. Given the 100 fighter per quarter figure that's a total of 450m of flat profit per year.

Now assuming we charge them the full 2.5x markup on Arc Reactors then the 1,000 reactors we sell them a quarter will gross us 125m and net us 75m per quarter.

That gives us a total quarterly profit from our deal with CHA of 525m credits.

However there is a problem. We'll only be able to supple the 1,000 reactors, which take up 300 production, when our Factory III comes online in 2173-Q2. So not for a full six months. Then again given what Auks said back when the choice came out it will take a while for them to convert their production lines depending on the amount of tech we gave them so it could very well take them that long to be ready anyway.
UberJJK said:
Auks said:
As for cost, the Scimitar costs about 120 million credits currently, and the "Super" Scimitar upgrade Cord-Hislop is working on is projected to cost 30 million more beyond that. So yes, even just ten percent of the profit could make you quite a lot of money.
Going by the context the costs here are sales costs. So if the Super Scimitar is 150m then the Gladius should cost significantly more given how much better it is.
Esbilon said:
You lose the Arc Reactor commission with Cord-Hislop as they are no longer building upgraded Scimitars. Instead, they will start producing Gladius's and give you a cut of the profits. They will keep producing 100 ships per quarter, but the Gladius has 10 rather than 5 arc reactors, and on top of that you gain 10% of the profits.

I am, however, somewhat unsure about how large CHA's profits on these fighters are. In ME it's stated that a fighter drive core costs 10,000,000 credits, and I'm inclined to think that that's at least 50% of the production cost of a fighter. This leads to a conservative production cost of 20,000,000, and if they're using 2.5 markup like you are, this becomes 30,000,000 in profit per fighter, which would net you 3,000,000/fighter. Does this seem fair?
I thought there was something wrong with this sentance when I first read it and I just confirmed I was right. CHA was buyin 500 reactors a quarter because they were producing 500 Super Scimitars per quarter not because there were 5 reactors in each of a 100 Super Scimitars.
Auks said:
For the overhaul? Once they finish the design work, they'll be overhauling about 500 fighters per month, and will want an Arc Reactor for each of them.

For the Research agreement, you may be able to get them to use an array of several Arc Reactors if you end up putting Lasers in there or something, in which case they could want as many as six per fighter, possibly even more. They'll be a longer delay before production starts there, though.
Hoyr said:
There, there, look on the bright side, you learned something. I learned things from your post, and most importantly you used math, which is a good thing on its own.

Also you found the stats for the Scimitar, which may allow us to get more cash. 10% of 100 mill+ is more then 10% of 30 million.
While I can't quite find a quote for the 100m per Scimitar it's listed on the old (and the new one but more importantly the old one) finance docs so given that the old one is read only it had to have been done by Auks.

Assuming that price is for the base Scimitar it cost them 100m to produce and retailed for 120m giving a 20% profit margin. If it's for the Super Scimitar then it's a 50% profit margin but frankly given that we're talking about military contracts here and the numbers in question the 20% profit margin makes the most sense.

Now given the obvious relationship between the Scimitar/Super-Scimitar and the Hornet/Super-Hornet I'm guessing they are rather similar so in this relationship the Gladius would be the F-22 (but not bloated and overbudget) and that had an original (pre price bloating) of 86 million which puts it at 1.4x more expense.

Applying that same logic to the Gladius puts it's retail value at 210,000,000 credits and it's production price (using 20% markup) at 175,000,000 for a net profit of 35m per fighter which at 10% gives us 3.5m each.

Using the correct replacement numbers of 500 per quarter that's 1,750m from our share in the profit and 37.5m times the number of reactors (which will presumably go down). If we assume we it the 6 reactors per fighter Auks mentioned that's a total of 225m profit from the reactors giving a grand total of 1,975m per quarter.

Military contracts are a wonderful thing aren't they?
Esbilon said:
The old finance sheet in this thread was updated by me. I put the Scimitar in there. I will make a ruling on this when I have time to read the thread proper and do some thinking, but please continue speculating and digging for relevant quotes, it is helpful :)
 
Van Ropen said:
About the engine:fly away cost thing...maybe a mass effect core may represent a significantly larger part of the cost than in modern aircraft due to the price of eezo?
Its important to remember that that's the cost of the Eezo core not the fighters drive system which is most likely a very expensive AM drive. It is possible its a Fusion (mainly used by civilian craft) or a Ion drive (cheep bust slow) but AM per the codex gives the most motive force and you want your fighters to be fast.
 
Lagrange said:
I disagree with the specific logic of several of these, but not in a way that would necessarily change your results. I'm pretty sure we're never told that the suit's 4 thrusters consume most of the arc reactors output (there's certainly a lot of other systems in the suit that need power). The final suits that we see also seem to have thrusters on the back, and possibly the back of the calves.
True however the lower the drain of the thrusters the more the insane thrust you get for each watt of power and I figured this was a nice point.

Not to mention that really 3GW of power is a lot of power. There really isn't anything else in the Mark III suit, which drained the 3GW reactor in the fight with the Iron Monger dry, to consume that much power.
Also, if anything, I'd expect the foot repulsors to have a smaller radius than the palm reactors, although they have much greater depth. It's also pretty clear from a couple of the flying scenes that Tony normally produces more thrust from the boots than the hands (see the initial garage flight scene, and the boot+glove scene in IM3). That doesn't mean their max thrust is any different, but I generally assume the hand's are tuned to be better at blasting, while the feet are better at thrust.
Again likely true but impossible to account for without just pulling numbers out of thin air.
As to replacing the main gun, keep in mind that straight kinetic energy won't have the same effects as a more complex combination of kinetic, explosive, and heat.
Well yeah but large amounts of kinetic energy should still be pretty devastating. For scale 1.4GJ of energy is required to melt a ton of steel. Frankly given what we see of the Repulsor Beam in the Iron Man 2 I'd expect it to basically cut through everything it comes in contact with.
santtu1976 said:
It's a thrust system also so the recoil will flip the vehicle.

Smaller vehicles need low recoil gun turrets to work but that way they can go to 120mm as long the hull doesn't break from repeat use that is, not all APC types can be converted to IFV with big gun.

Best example for this is US Stryker, it actually got regular 105mm from main battle tank as gun pedestal (not turret), if it fires with just that, the vehicle flips. At least 1 tester has been killed that way. Instead of putting in low recoil gun like sensible people do, General Dynamic just put in muzzle braker to fight recoil, which when used can permanently deaf people in 50 meters if not using protection and if driver has hatch open, his head will pop like ripe melon under sledgehammer. There is rumors that even ammo is watered down.

So yeah, nice idea for gun, to something which can take the recoil, try MBT.
Worst case scenario is that it gets downgraded into something with a recoil the Tiger can handle. No matter what it would still be a pretty deadly beam of cutting doom.
Hoyr said:
No GARDIAN network? Or repulsor GARDIAN network? Or did you intend for the MM launchers to fill that role?
Pretty sure I already answered this but just in case: I really don't think we can mount as GARDIAN network on the Tiger. If it was possible they would be using GARDIANs more often on the ground. Even if they didn't have the reactor tech for them in vehicles they would be still be used in military installations and we just don't see that.

Going by canon they really seem to be either things fitting in spaceships and really big ground installations.

Also I'm feeling more and more that we might want to re-think the use of Repulsors as weapons, the repulsor seems to have a very short range in iron man (movies) and the utility we're getting out of a 150 point tech seems to much, maybe have a few tech for properly weaponizing repulsors? But that's something for the QM.
Can anyone actually give an example showing the repulsor's supposedly short range? Because for the most part Iron Man likes to get into relatively close combat and I imagine at least part of the problem is that the palm of the hand simply isn't a really got mechanism for aiming long range, even with computer assistance.

Also it's really important to remember that the two fundemental techs in the Iron Man movies are Repulsors and Arc Reactors. Really from what I remember the only other notable techs are the cool hologram systems and JARVIS. Both of which already exist here.

So yeah Repulsors, just like the Arc Reactor, should have massive utility since they are the two technologies you connect with Iron Man.
Madfish said:
Also a quick wiki and google search suggests strongly, though doesn't confirm modernly, that the Repulsor is short ranged (in the order of a few yards) making it infeasible as a primary armament.
As above, evidance please? Especially since it's important to remember that I'm not talking about Repulsor blasts like Iron Man liked to use but sustained beams.

With a blast the energy will dissipate over the distance from having to displace the air in front of it however a beam will only have to worry about that at the front of the beam since everything behind that will be travelling through the wake/vacuum left behind it. So basically the range for a repulsor beam would be until the beam either spread out far enough that the energy density at the target is too low or until the distance at which energy losses to light are sufficient to drop the energy below the useful point.

Although this does remind me of another issue with the Repulsor compared to laser weapons. Speed. If possible someone would do the calcs but repulsor blasts seem to travel significantly slower then even bullets, my guess is probably baseball speed.
Hoyr said:
Additional: past QM comment on repulsor cannons http://forums.spacebattles.com/thre...anagement-me-mcu.301862/page-54#post-14761906 seems they take a lot of power.
Unibeam is really more of a weird arc reactor thing through. I'll explain in a bit.
Esbilon said:
santtu1976 said:
Question for GM. I doubt the gardian system fit land vehicle but does the Gigajoule lasers fit or do we need miniaturization first?
Miniaturization is included.
Can you explain what you mean here since Miniaturisation is pretty clearly separate from Gigajoule lasers.
Crazy Tom 2.0 said:
From a practical standpoint, I would say bump up the number of drive repulsors to about a dozen. This will lessen the structural strain on any equipment-used to orientate that thruster and gives you a measure of redundancy as well as improved manoeuvrability. Unless the thrust or cost scales non-linearly with repulsor size, need GM input.
Probably. I was just basing it off the Mako having four thrusters but upping the numbers is likely better.
Esbilon said:
A bit of googling indicates that at least Iron Man's Unibeam (big Repulsor) has a decent range. The hand-based repulsors are used at pistol range without noticable reduction in their effectiveness.
Just to be clear I don't think the Unibeam is actually a big Repulsor. It seems to be more a controlled short circuit in the Arc Reactor that results in the Arc Reactor emitting all it's power out in that big doom beam. Possibly exploiting the fact that Arc Reactors and Repulsors share a lot of common tech.

Also neatly explains what the Unibeam can only be used sparingly and the talk of batteries. So the Arc Reactor is been used as a weapon no energy is going from it into the suit so everything else has to run off emergency power.
S1lverhair said:
space use of repulsors would be completely different.
Yep. None.

Everything I've seen in Iron Man tells me the Repulsors are waaay too slow to actually be used in space combat. They don't even seem to be bullet speed let alone the percentages of light speed required to hit evasive targets in space.
Esbilon said:
Micro-missiles are designed for use against soft targets in an atmosphere. If they're useful on a fighter, your enemy is doing something wrong.

That said, they could probably be adapted, but it doesn't seem like the optimal fighter weapon to me.
I wouldn't call anyone in Mass Effect combat armour a soft target. Not to mention that most modern day aircraft, including Fighter jets to the best of my knowledge, can be taken out by regular pistol rounds, although I expect military vehicles likely require rifle rounds.

Given that Mass Effect Fighters are basically destroyed by a single hit in most cases there isn't really any point in putting heavy armour or shields on them since like modern fighters they are better off been as light as possible to keep up their manoeuvrability rather then depend on armour that can't stop the weapons been fired at them.

So I wouldn't be surprised if a single micro-missile could take out a fighter. The problem is getting them there. Which is why putting them inside a missile casing would be effective.

A Tomahawk cruise missile could carry a W80 warhead which is 30cm in diameter and 80cm long. Assuming it's a cylinder, which it appears to be from the images, gives it an internal volume of 56,548,668 cubic millimetres. This gives it enough room to fit 19,290 micro missiles.

I don't think I need to explain how deadly a missile that gets close and then suddenly reveals 10k+ independently targeted warheads that can spread out and hunt you down. Even if every missile cost 250k (same price as our suits) it would still be well worth it if they could guaranty a kill on a 100m+ fighter. After all a single AMRAAM costs 300,000 to 400,000 USD with the latest version (2012) costing 1.4m each.
The most extensive description I could find said that Repulsors were particle beams.
Fortunately that's not movie canon and really particle beams just don't fit with Repulsors.
Van Ropen said:
...yup, and that quote from Admiral Asshat was about ME cores, right?

So either way, the fighter probably shouldn't be 7 times that price.
Right now there are three estimates, AFAIK for cost:

Esbilion's initial:

Fighter Drive cores cost 10m, that's 50% of the fighter's cost. Fighter = 20m.

Mine off Drive Cores:

IRL Fighter's cost ~7.5 times their engine so that's 75m

Mine off relative prices:

Super Hornet = Super Scimitar
F-22 = Gladius

F-22 = 1.4x Super Hornet's sale price
Gladius = 1.4x SUper Scimitar sale Price = 1.4x 150,000,000 = 210,000,000 sales price

Applying the more realistic markup price of 1.2 gives us a production price of 175m and the current markup price of 2.5 gives us a production price of 84m



So we end up with:
  1. 20m*2.5 = 50m sale = 30m CHA profit = 3m PI profit
  2. 75m*2.5 = 187.5m sale = 112.5m CHA profit = 11.3m PI Profit
  3. 175m*1.2 = 210m sale = 35m CHA profit = 3.5m PI profit
  4. 84m*2.5 = 210m sale = 126m CHA profit = 12.6m PI profit


Hopefully that's everything I needed to respond to.

Oh and I'll try and update the tech tree to include the new tech, which I haven't really been keeping track of... oops, tomorrow. Or maybe I'll end up doing it today.
JTibbs said:
Am drives are almost certainly going to be an order of magnitude cheaper than a fusion reactor.

AM as fuel is just much more expensive.
From what I can tell AM drives are basically just fusion drives. What the military in ME does is they mix AM into the exhaust during combat giving them a significant boost in speed.

So think of it like putting NOS tanks in your car rather then a new engine system.
 
UberJJK said:
r.

Yep. None.

Everything I've seen in Iron Man tells me the Repulsors are waaay too slow to actually be used in space combat. They don't even seem to be bullet speed let alone the percentages of light speed required to hit evasive targets in space.
If this was true, wouldn't the repulsors be impractical as a form of thrust? And aren't they supposed to allow supersonic flight?
 
LockedKeye said:
If this was true, wouldn't the repulsors be impractical as a form of thrust? And aren't they supposed to allow supersonic flight?
Movie Physics. Or the lack therefore of. Point is they aren't anywhere in the same neighbourhood as the mass accelerators going 1.3% the speed of light or the literal light speed of a laser.
 
UberJJK said:
Pretty sure I already answered this but just in case: I really don't think we can mount as GARDIAN network on the Tiger. If it was possible they would be using GARDIANs more often on the ground. Even if they didn't have the reactor tech for them in vehicles they would be still be used in military installations and we just don't see that.

Going by canon they really seem to be either things fitting in spaceships and really big ground installations.
Word of QM is that Basic DEWs allows for tanks cannon scale weapons and that all the power upgrade are miniaturized to that level automatically. As we'd need guns closer to the autocannon range we'd need Miniaturized Lasers for a tanks level GARDIAN network.
UberJJK said:
Can anyone actually give an example showing the repulsor's supposedly short range? Because for the most part Iron Man likes to get into relatively close combat and I imagine at least part of the problem is that the palm of the hand simply isn't a really got mechanism for aiming long range, even with computer assistance.

Also it's really important to remember that the two fundemental techs in the Iron Man movies are Repulsors and Arc Reactors. Really from what I remember the only other notable techs are the cool hologram systems and JARVIS. Both of which already exist here.

So yeah Repulsors, just like the Arc Reactor, should have massive utility since they are the two technologies you connect with Iron Man.
Just the stuff I can see from the movies, even when hitting the rocket launching site in Iron Man 1 he get with in a few meters to fire. But that's not a hard limit and a certain amount of cinematic visual issue could be at play. The second point was that the populsion mode of the repulsor seems to not produce a beam, it makes a flare of light about a foot or so long followed by a smoke trail, even when cracking mach 1. That doesn't sound like long range weapons performance to me esp as you'd still want to vector as much thrust in the "backwards" direction meaning a diffuse beam would be losing thrust power as energy is spent not thrusting "forward". There seems to be a major difference between beam mode and thrust mode.

These also the charge time for the high power shots, though he might have fixed that in IM2, or the enemy suit were just that sissy.

I'm not saying repulsors can't be great weapons, I just feel there needs to be more investment before they reach that level much like the AR has development levels. Also the gauntlet lasers hand to have been made for a reason in IM2, other then cause they look cool.
UberJJK said:
From what I can tell AM drives are basically just fusion drives. What the military in ME does is they mix AM into the exhaust during combat giving them a significant boost in speed.

So think of it like putting NOS tanks in your car rather then a new engine system.
The anti-matter drive is actually not a fusion drive, the AM drive work by placing Hydrogen (One electron and one proton) in a chamber and injecting anti-protons to react with the protons of the hydrogen. Its possible that the hydrogen is ionized to increase reaction rate. And yes that expensive as all fuck why do you think only the military does it?

http://masseffect.wikia.com/wiki/Codex/Ships_and_Vehicles under the section for "Starships: Thrusters"

This edit brought to you by the letter S which seems to not show up half the time.
 
Hoyr said:
Word of QM is that Basic DEWs allows for tanks cannon scale weapons and that all the power upgrade are miniaturized to that level automatically. As we'd need guns closer to the autocannon range we'd need Miniaturized Lasers for a tanks level GARDIAN network.
Yep but I was talking about a GARDIAN system not a laser turret.
Just the stuff I can see from the movies, even when hitting the rocket launching site in Iron Man 1 he get with in a few meters to fire. But that's not a hard limit and a certain amount of cinematic visual issue could be at play. The second point was that the populsion mode of the repulsor seems to not produce a beam, it makes a flare of light about a foot or so long followed by a smoke trail, even when cracking mach 1. That doesn't sound like long range weapons performance to me esp as you'd still want to vector as much thrust in the "backwards" direction meaning a diffuse beam would be losing thrust power as energy is spent not thrusting "forward". There seems to be a major difference between beam mode and thrust mode.
Remember what Revy said in quest. Thruster mode is designed to be diffuse to prevent it from killing anyone in the exaust path.
I'm not saying repulsors can't be great weapons, I just feel there needs to be more investment before they reach that level much like the AR has development levels. Also the gauntlet lasers hand to have been made for a reason in IM2, other then cause they look cool.
Tiny lasers are precision weapons.

Also I could have sworn I saw a repulor beam somewhere. I'll have to look that up. Might just be mixing stuff from Stark Transcended in.

The anti-matter drive is actually not a fusion drive, the AM drive work by placing Hydrogen (One electron and one proton) in a chamber and injecting anti-protons to react with the protons of the hydrogen. Its possible that the hydrogen is ionized to increase reaction rate. And yes that expensive as all fuck why do you think only the military does it?

http://masseffect.wikia.com/wiki/Codex/Ships_and_Vehicles under the section for "Starships: Thrusters"

This edit brought to you by the letter S which seems to not show up half the time.
 
UberJJK said:
Yep but I was talking about a GARDIAN system not a laser turret.
A GARDIAN system is made out of a set of laser turrets that give full area coverage or were you talking about the main cannon when you said laser turret?
UberJJK said:
Remember what Revy said in quest. Thruster mode is designed to be diffuse to prevent it from killing anyone in the exaust path.
Barring BLACK MAGIC after a point you just can do that any more as your propulsion needs to have an "equal and opposite reaction". But I'll accept that Repulsors are pretty much black magic.
UberJJK said:
Tiny lasers are precision weapons.
Not the ones used in IM2 those were wide area death weapons, Tony basically bisected every suit in a the area by turning them on and spinning. The use of them as such indicates to me that the repulsor can't do the same. For some reason. Though that lasers were a one shot weapon for some reason, possibly destructively overcharged their lasing chambers or burnt out their optics.
UberJJK said:
Also I could have sworn I saw a repulor beam somewhere. I'll have to look that up. Might just be mixing stuff from Stark Transcended in.
In the tech tree there is a "Go Away Beams" option after researching particle beams. Unless you meant something else.

Edit: I'd loves something like ST's repulsor tech tree bit it better then 150 points=death beams.

Also the end of your post has some stuff from me but not response/quote box.
 
UberJJK said:
Movie Physics. Or the lack therefore of. Point is they aren't anywhere in the same neighbourhood as the mass accelerators going 1.3% the speed of light or the literal light speed of a laser.
I don't get Spacebattle's obsession with taking visuals and trying to derive entirely new physical laws from them because they don't match what should happen.

A far simpler solution would be to assume that the visuals are wrong, and calculate what they should be.
 
LockedKeye said:
I don't get Spacebattle's obsession with taking visuals and trying to derive entirely new physical laws from them because they don't match what should happen.

A far simpler solution would be to assume that the visuals are wrong, and calculate what they should be.
Yeah, if you want to be lazy. Work with the clues you have, don't just discard them and make something up that could fit.
 
Stroth said:
Yeah, if you want to be lazy. Work with the clues you have, don't just discard them and make something up that could fit.
You're being silly. The clues are the laws of physics, not movie directors and special-effects artists that don't know how reality works!

KIS: Keep. It. Simple.
 
Van Ropen said:
Except the laws of physics as we know them don't apply. It isn't possible. Even if repulsors could be viable for space combat, the top tier lasers would be better - it's kind of a moot point anyways.

...weren't we talking about which make a better point defense?
You were. I'm raging about the fact that if we go with Uber's interpretation, we've gone from conservation of momentum not working, to F=MA not working. Which is needlessly complex when we can just assume the visuals are wrong. It's not even an integral part of the setting, it's just Spacebattle's institutionalized insanity.
 
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