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

As I said a while ago laser's aren't necessary at the moment, anything they can do except anti tank duties can be done more efficiently by regular equipment and repulsors.

This will change when we have miniature gigajoule/watt lasers because at that point we can make a Gatling type design to compensate for low rate of fire but again that sort of power is far better suited to a vehicle designed for anti-vehicular duties.

Remember when your IFV is a priority target for antitank weapon on the field there's a problem.
 
Rapid heating and cooling though can't be good for their alignment and if mechanisms are in place to auto correct it's still slower.
 
Really we should just come up with a fully modular turret design, and demonstrate all variations.
 
Madfish said:
Wait a second.

Re-read the first Laser Generator, it gives big numbers but I'm almost certain it's a point blank laser cutter.
The first calculator I gave does include range, it just does it in a round about way. One of the number requested is "Beam diameter at target" Which is 0.61*[Distance to Target]*[Wavelength of Laser]/[Firing lens radius]*2, I've been using near infared (around 7.1e-7m) and a firing lens of 1m diameter (most due to lazyness), giving me a on target radius of 0.0008662 at 1km. I like the second one I gave more because it allow one to give the parts of the equation instead of just the result, but the first one actually handles laser pulsing, and deep target shots better so take that as you will. (Also gives smaller numbers so yay sanity? still eats a ~4.83m hole in Tungsten at a km with 1 Megawatt of power)

As for cooling we have this neat thing called a radiator in RL (its that thing in the front of you car) combined with the right cooling fluid it can dump heat pretty darn fast, and you can place it in an armored location and use fans to cycle air though it. Put it in a better thermal sink then air (say water?) and it'll work even better. And now I'm having Battletech flashbacks.

The main point of a "gatling laser" is to either cycle the mirrors/lens or laser generating core elements so that you can keep firing. IN ME the issue is mirror/lens overheating and damage, thus cycling those may cause a ROF increase, but that'd be latter in the battle when the stuff started overheating.
 
Tabron89 said:
There are diode lasers which give a 65% efficiency rate, which the military are using now to build 50 KW lasers with the hope that they can reach 100KW in the next few years or so.

They are set up in a similar fashion to a phased array, but they are supposedly a bit of a pain to cool though. Not sure how much, the laser weapon is technically 'classified' after all.
Darn classified military stuff making it hard to be all nerdy and do math for our Sci-Fi games!!!!

:p

It should be noted that the power number for lasers is usually the beam strength so those 50kW lasers actually take ~77kW to fire at 65% eff. That extra 27kW is waste heat!
 
The other thing is do we want to make our Legionary Suits far less desirable by starting a DEW arms race?

Kinetic Barriers (Where the Legionary's big defensive advantage is) aren't going to stop a Laser and our armour Alloy isn't likely to take it any better than anyone else or at least not enough to be noticeable.

Another reason to wait until we have Improved Alloy's and the MK2 ready to roll because we want to be able to defend ourselves from our own tech.
 
Van Ropen said:
Also, why would it be a priority target? We will make tanks too, xP
Because there's no contract for a new tank at the moment from the SA Military which defacto makes an Antitank laser armed Tiger (and regardless of it's other functions if it can pierce tank armour so easily it's an anti tank weapon) the killy-est thing on the battlefield and therefore the priority target for every heavy weapon available. Especially combined with it's mobility.

That you're killing soldiers at the same time is merely a bonus
 
Van Ropen said:
...and there won't be by the time the Tiger enters general circulation? That does require time...and this assumes the Alliance enters open warfare anytime soon, which it doesn't until the Geth.

That is as silly as saying we shouldn't make the Tiger because the Legionnaire no longer utterly outclasses it - it shouldn't. The fact that it outclasses enemy vehicles is because they suck, and will be rectified by the Reaper War anyways.
What? Seriously?

Making the Tiger Infantry Fighting Vehicle that is also a squad level Armoured Personnel Carrier has nothing to do with making it the Tiger an Anti-Tank weapon which is what it becomes when you mount a weapon grade laser on it.

Your troop transport is made to deploy and protect your troops while carrying them. If the vehicle is a priority target for every heavy weapon on the battle field because it is fully capable of One Shoting any target on that battlefield that isn't a frigate then it is compromising one of it's primary duties.

As to deployments we have no way of knowing In Character that is true or even Out of Character if we've butterfly'ed it. Given military inertia and Political Budgets it could be years before a tank contract comes up.
 
What if one shoting everything in the battlefield. Helps the infantry inside?. Pillboxes?, pewpew!. Machine gun nest?, pewpew!. Giant boss mech?, pewpew!. Infantry?, roadkill!.
 
LONE WOLF 666 said:
What if one shoting everything in the battlefield. Helps the infantry inside?. Pillboxes?, pewpew!. Machine gun nest?, pewpew!. Giant boss mech?, pewpew!. Infantry?, roadkill!.
If it can do that reliably before being taken down by everything else around, including artillery, be my guest on adding it.
 
Madfish said:
If it can do that reliably before being taken down by everything else around, including artilery, be my guest on adding it.
That's why you have combine arms doctrine. Frigate to soften them. Drones to distract them. IFV to take the fight to them. And the legionnaire to Kool-aid man their walls.:p
 
Madfish said:
What? Seriously?

Making the Tiger Infantry Fighting Vehicle that is also a squad level Armoured Personnel Carrier has nothing to do with making it the Tiger an Anti-Tank weapon which is what it becomes when you mount a weapon grade laser on it.

Your troop transport is made to deploy and protect your troops while carrying them. If the vehicle is a priority target for every heavy weapon on the battle field because it is fully capable of One Shoting any target on that battlefield that isn't a frigate then it is compromising one of it's primary duties.

As to deployments we have no way of knowing In Character that is true or even Out of Character if we've butterfly'ed it. Given military inertia and Political Budgets it could be years before a tank contract comes up.
AMV-s/IFV-s already starting to replace tanks in some armies.


The Mako was ridiculously tough in th first place and it was able to one-shot larger geth platforms, and it was able to kill Tresher Maw-s.
 
It was able to road-kill geth colossi. Give shepard a Mako, and he could kill a reaper alone.
 
Ugh. Been busy and sick is not good staying up to date on complex discussions like this one.
Hoyr said:
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?
Ah terminology. Just to be absolutely clear:

From what I understand Esbilon said that using just DEW science we could fit a laser on the Tiger. However it would not be the small point defence lasers you can cover the vehicle with but a big bulky thing that would only work as a main gun.
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.
I think we might have been talking past each other here. I'm not quite sure what you thought I said but your response doesn't make sense in reflection to what I thought I said.

I was saying that the reason we don't see giant beams of death coming out of the repulsors when Tony uses them for thrust is because they are set to diffuse mode so that all the energy is dumped into that foot long area behind him. When used as a weapon they are set to focused mode so that they can actually be effective at range.
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.
Probably melting the optics. My bet is that they were designed to be snipping weapons. Point at an enemy and shoot a tiny, because the beam itself was tiny, laser to ventilate your target's brains. Tony just used them in Laser Beam - Death Mode because it was cool and a fast way of taking out all those enemies at the cost of burning through an optic system designed for millisecond long uses not second long.
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.
We do indeed. It's really odd though not that I think about it that particle beams are laser tech when they are a lot closer to repulsors.

Also the end of your post has some stuff from me but not response/quote box.
It was an 8am post after been up all night. I probably forgot to deal that.
Van Ropen said:
Uber, the point of our pseudo-GARDIAN is to stick little lasers on the hull that light up any incoming projectiles, not fight off enemy spacecraft. Consider the Anti-spacecraft replaced with Anti-missile in the acronym. We have confirmation that miniaturized lasers is what is required for that.

And they would be more effective at it than anything else just by virtue of the fact that anything they fire at is hit at light speed.
That's what I was trying to say, I think it has been a couple days. That DEW wouldn't work without miniaturisation.
Esbilon said:
I'm sorry guys, it's taking me way too long to get through this thread, but I'm almost there, I promise! I hope to have an update for you this weekend. On that note, could I get a link to the latest version of The Plan™?
No problem. I know that recently I've been making giant posts simply because I just can't keep up with the thread most of the time.
Definite word: Neural interfaces comes in both brain-electrodes and headset versions. The difference is like that of a LAN connection and Internet on your cell phone. For most things, the headset will be fine, but for heavy duty stuff, you want to get inside.

Excellent. Makes sense since your example of wired vs wireless is exactly correct. After all the headset is wireless communicating with your brain while the integrated unit is wired into your brain.
Mmmm, I'm inclined to say yes, but on the other hand it is my distinct impression that most companies build several factories rather than one humongous one, so I think I'll limit you to 3 factories per location, not necessarily planet. Thus, you could build new factories near the other cities on Mindoir, but not in Landing. Does that seem fair? This would likely only have minor mechanical impact.
That's mostly due to logistics from what I understand. It's easier if your factory is near a large source of manpower and resources as well as been close to your consumer base.

Now we are absolutely going to be limited in the number of factories we can make on Mindoir (hence why I said within reasonable grounds) simply due to the very small population. Not to mention that after a certain point our costs will go up since we'll be consuming more then Mindoir can supply so we'll need to arrange for it to be shipped in with all the extra complications from that.

I think the number of factories per location works but you should probably add a limitation, or other disadvantage, to having too much production for a population.

Mindoir is a low population world with low levels of development so lets say it can only support 100k of production, or a bit over three Factory IIIs, while somewhere more developed like say Terra Nova could support a million units of production.
Esbilon said:
I'll comment below.
7) Repulsors can be fired continuously.
I was asking about how fast they can be cycled on/off. It's important because it determines whether or not we could replace magnetically accelerated rounds with repulsor accelerated rounds.
10) A flat no. They have orbital superiority and they are not OK with anything that could potentially threaten this. That said, if you were to donate some sattelites to them, they could probably be persuaded to have them in orbit over Mindoir.
Not surprising. Guess we'll have to make a couple donations.
12) Because it wasn't in Auks's last update, and I copied my first from his last, and each of my newer from my most recent. I'll be there in the next one.
Good to know.
13) I'll put it on my todo list. If you're feeling up for it, you should feel free to suggest some numbers, and if they're reasonable I'll probably just go with those.
I'll also add it to my todo list and see if I can come up with some (well reasoned) ideas before you.
The problem with giving an answer to the range of the Repulsors is primarily that we have no input on this issue from canon, and that they would probably not actually have a sharp maximum range, but rather diminishing effect the further you were form the source. The secondary concern is keeping things moderately balanced to that lasers and guns/missiles are still useful. To that end, I am hereby decreeing that the repulsors have a maximum effective range of 500 meters. This would be enough for everything Shepard does with the Mako in ME1, and for city-based engagements, but not the kind of thing you want in pitched battles or deserts or the like.
If you feel this is unfair, I'd be open to introducing a new tech building off Repulsors and Miniaturized Lasers which extends this (and possibly improves the repulsors more generally as well).
Actually I think a great way of dealing with this would be to cut off the particle beam section from the lasers and make them repulsor tech. It makes more sense then particle beams just coming out of nowhere. So:

Repuslors + Miniaturised Energy Weapons* -> Repulsor Cannons** -> Improved Repulsor Cannons -> Go Away Beams


*Name change fits mini-repulsors and mini-lasers.
**Adapts the multi-purpose Repulsor into a dedicated weapons system which increases it's range and significantly reduces the recoil in exchange for an inability to be used as an engine. The improved version once again increases the range while also increasing the amount of energy it's able to deliver and finally the Go Away Beams mean that anything within visual range (on a planet not in space) goes away.


Also something from the discussion later on:

I think ideally Lasers should be the be all end all for space but limited in atmo, Repulsors should be the be all end all for ground but limited in space and projectiles/missiles being a jack of all trades that generally falls behind overall.

This prevents the craziness that is effective ground lasers and gives a good reason to research lasers and repulsors. It also doesn't render miniaturisation useless since not only would that be useful for my (above) alterations to the research tree it is also useful for spaceships.

Not only would you be able to fit lasers on fighters, making them deadlier against fellow fighters and capital ships, but it would also mean you could simply fit more lasers on your ship meaning that each laser has to fire less often extending the heat capacity of each laser.
Regarding recoil, the obvious solution is to output the same amount of oppositely directed momentum backwards. Of course, this has certain unhappy implications for whatever happens to be behind you at the time.
Well to me the obvious solution is to use the vastly more powerful (thanks to massive amounts of electricity) Eezo reactor to generate a field that counterbalances the recoil. Of course the downside here is that you can't use the core for anything else while you fire.
All this talk of AIs reminds me another of my favourit AIs. As you can probably see, I don't buy into the whole "human level AI" thing, not for long anyway. Since superintelligences are not really interesting in a game like this, I'm not entirely sure how I'll handle it when it comes up, though probably the simplest way will be to ignore my instincts. Again.
It's really something to worry about, and discuss, when we actually get close to creating them. That said there are a bunch of issues with AIs.

First and foremost is morality. You can program your AIs to like doing what you want them to do but that reeks of brainwashing and slavery. Best approach I've found is, unfortunately, effectively indentured servitude. AI works for it's creator for X period of time to pay off the expenses associated with it's creation and afterwards it's recognised as a free person and free to do what it wants, including continuing to work for you but under the same terms and conditions as any meatbag.

Secondly is of course as you mentioned dealing with their intelligence. And that's an interesting problem. If we had an AI IRL it would be rather different to humans simply due to the way our computer hardware works.

The most fundamental thing is that while our brain is comparatively slow at linear calculations it's highly multi-threaded with literally billions of little CPUs capable of working independently on their own little set of calculations. Meanwhile an AI would be capable of doing one or two things really fast at the same time but that would be it. Processing auditory, visual and tactical input and integrating them into a coherent view of the would simultaneously would be rather taxing.

Which is probably why AI in Mass Effect either use Blue Boxs since their quantum nature can simulate massive parallel processing and Geth instead rely on countless CPUs all networked together running a highly multi-threaded composite system.

Something to think about anyway.
You suffered the CHA research deal penalty while working on the Repulsors, micro-missiles, Improved intelligence algorithms and basic neural interface; thus they are all available for inclusion.
Excellent. I'll (hopefully) be doing a Gladius write up in this post so that's good to know.
I think what I was trying to say there was that Gigawatt (not joule!) Lasers can be fitted on an IFV or a plan right out of the box.
Gigawatt and Gigajoule lasers are actually different things. They really come down to whether the beam is sustained (watt) or not (joule). But good to know.
The prototype factory does not count towards this limit. All of your factories are at the same site on the outskirts of Landing, but you're running out of space.
Space? Running out? Of Space? On a low population planet? I mean I suppose we could be running into farmers who, understandably, don't want to sell their land but on this sort of world space isn't a problem really. It's population (employees) and availability of resources.
santtu1976 said:
Hmm, guys, I just got little idea. Repulsor can give out lot of energy but range sucks, now the idea of making it propel an slug for ground vehicle gun is quite stupid since regular mass accelerator gun does some work with less engineering, but it can be used that way in space ships. So, the question goes. Is it possible to make repulsor system which propel slug at same size and speed like dreadnought spinal gun? And can it be done so it fit smaller ships and not be spinal?
Remember a Repulsor generates little/no heat. So at the very least it's likely far more efficient then an electric accelerator.
Van Ropen said:
and laser is actually too precise to be the main weapon - at some point you do want to deal with physical payload and the like.
That's really not an issue. Just program the turret that when it locks onto the target to do a quick sweep across it.

If we assume the target is 2m wide and we're firing from 500m away a sweep covering it is only 0.2 degrees. A WWII Tiger II tank could rotate it's turret 360 degrees in 19 seconds or 0.05 seconds per degree which at 0.2 degrees means it only takes 0.01 or 10 milliseconds and even at 50m away it would only take 0.12 seconds. I bet modern day turrets can go faster and ME turrets even faster.





So to get myself away from this IFV discussion:

The Gladius
CHA-PI-SSC-01A

Role - Space Superiority and Anti-Capital

Weaponry:
  • 1x Spinal Electromagnetic Mass Accelerator
  • 6x Paragon Industries AF-01 Hydra
  • 2x Paragon Industries AC-01 Super-Pilum / 2x Disruptor Torpedoes
  • 8x Paragon Industries UHP-01 Universal Hardpoints
Defensive Systems:
  • Paragon Industries Ultra Light Weight Fighter Armour (ULW-FA-01)
  • Cord-Hislop Aerospace Kinetic Barriers
Power System:
  • 2x Paragon Industries Arc Reactors (5GW)
Engine System:
  • Cord-Hislop Aerospace Military Fighter Engine
Additional Systems:
  • Paragon Industries Neural Interface Control System (NICS)
AF-01 Hydra
The Paragon Industries' Hydra stands today as the single most deadly anti-fighter/anti-bomber missile known to exist. While at first it appears to be a standard anti-fighter missile however at close proximity to the target it explodes to reveal a thousand micro-missiles which instantly lock onto the target and begin spreading out to ensure that at least one, and in most cases many more, are capable of impacting the target.

Thanks to their high velocities and specially designed tips the micro missiles are capable of penetrating most known armour before detonating inside to cause maximum damage.

AC-01 Super-Pilum
(Insert cool sounding selling points here)

Basically a regular Pilum, which is utterly devastating towards kinetic barriers, up-sized to anti-capital size like the Disrupter. For reference on the Pilum:
"The Pilum missile is something I'm even more proud of. It uses a proprietary three stage warhead, designed to bypass barriers, penetrate armor, then detonate a High explosive charge deep inside an enemy vehicle. One Pilum should be capable of destroying any armored vehicle in service, as well as slow flying aircraft. Each launcher has a three round internal magazine-"

"I'm sorry, but I find that hard to believe." You fight the urge to jump at the new voice, and whip around to see a black man standing next to your mother in an Alliance hardsuit. Like the Major, he has a white and red N7 emblem on his chest. You notice your mom is staring at him with a raised eyebrow. He seems to notice, and with an apologetic shrug, continues, saying "I've handled a lot of AT weapons in my time, and getting a one hit kill with a rocket small enough that you can fit three in that housing doesn't really seem possible. You need a pretty heavy warhead to defeat modern armor's barriers."

You manage to keep your irritation off your face as you respond. "Or you can just get around it." You bring up a holo of the Pilum on your Omni-tool. "The Pilum uses a three stage warhead to destroy it's target. The first," You highlight it on the holo, " boosts itself ahead of the rear stages and uses eezo in a manner similar to disruptor torpedoes to disrupt the kinetic barriers, creating a brief window for the following stages to penetrate. At that point they've already separated, with the second stage self forging itself via an explosive charge so as to penetrate or weaken the armor and allow the HE in the third stage to penetrate and destroy the vehicle."
UHP-01
The Paragon Industries Universal Hardpoint is exactly what it sounds like. It's designed to be completely compatible with all Pargon Industries mounted systems as well as existing Alliance systems. For the rare system that it isn't compatible with the mount has an in built sensor suit and flash-forging system that allows it to quickly generate a conversion system. Unfortunately we can not guaranty full compatibility with converted systems.

(Basically just the standard PI mount but capable of fitting anything. Not sure if we can get away with this but it's pretty simple and eliminates the problems of tracking what can be mounted on what)
(I picked 8 since the Raptor has 4 on the underside of it's wings and since this isn't an atmospheric fighter it can have four above. For times where agility is the key they can go without and for times when it doesn't matter then they can be loaded up with things like the Super-Pilums, Hydra, Mini-missile rocket pods, turreted Hasta, whatever else anyone can think of)
(I imagine a Gladius with 8 Repulsor cannons, likely with inbuilt Arc Reactors, would chew up any capital it got close enough to)

ULW-FA-01
While some companies would try and cram as much armour as they can onto a fighter we here at Paragon Industries recognise that a fighter's life and death is based around their manoeuvrability not their armour. After all a single shot from a GARDIAN will obliterate a fighter heavy armour or not. As such we have crafted the lightest piece of armour available for fighters in an attempt to enhance their agility as much as possible.

Don't however assume just because it's ultra lighter that our fighter armour is anything but top of the line. Utilising our revolutionary materials science Paragon Industries has been able to create an armour that is not only lightweight but also just as resistant to kinetic impact as our competitors.

NCIS
Ever fumbled a control? Accidentally bumped a button while franticly dodging? Been just a second too late on pulling your trigger to save a buddy? Well this is the solution you've been waiting for.

The Paragon Industries Neural Interface Control System, or NICS for short, allows for direct human to machine interface without the need for messy controls. With this completely unprecedented system you can just sit back and control your fighter without even moving a muscle.

While much like the HAPTIC system surgery is required to gain the full benefit of this new interface it is still very much available in a much less invasive format. In this case the stylish headgear I've got on right now. This headpiece drops reaction times down to 50ms from the time you think the command to the time it's enacted and the implant drops that down to 10ms. Compared to the average of 200 miliseconds* to physically react that's a significant improvement when a single millisecond can be the difference between life and death.

(*Yes I know it's for going from accelerator to break in a car but it's about the best I could do)


CHA-PI-SSC-01B

Role - Space Superiority and Anti-Capital

Weaponry:
  • 1x Spinal Repulsor Mass Accelerator
  • 6x Paragon Industries AF-01 Hydra
  • 2x Paragon Industries AC-01 Super-Pilum / 2x Disruptor Torpedoes
  • 8x Paragon Industries UHP-01 Universal Hardpoints
Defensive Systems:
  • Paragon Industries Ultra Light Weight Fighter Armour (ULW-FA-01)
  • Cord-Hislop Aerospace Kinetic Barriers
Power System:
  • 6x Paragon Industries Arc Reactors (5GW)
Engine System:
  • Paragon Industries Repulsor Engine System
Additional Systems:
  • Paragon Industries Neural Interface Control System (NICS)
Not really an IC piece for this but basically swapping the regular accelerator for a repuslor version, which If practical is almost certainly better, and repulsors for engines, assuming they remain godly engines. The reason this is separate from the version A is whether we the Players want to give CHA (and hence Cerberus) access to repulsor technology.

Now personally I have issue with it since almost everything that goes to the alliance will end up with them getting their hands on it anyway but some people have expressed issues with that. On all version I've left out our VI stuff mostly because right now all we have to offer is security and EW VI both of which are not the sort of thing we really want to let out, both of which I've edited out of my description of the Tiger.




Calculations
AF-01 Hyrda

I'm basing this off the Aim-9 Sidewinder. Now the Sidewinder has a 9.7kg warhead which I can't find any size numbers for. So instead I'm taking the Tomahawk with it's ability to fit a W80 with a volume of 56,548,668 cubic millimetres and mass of 130kg and scaling that back to 9.7kg or 4,219,401 cubic millimetres.

Now I have no idea how the Sidewinder's complex mixture of shrapnel and explosive materials compares in density to a nuclear warhead but it's the best I've got. If anyone else has a better comparison feel free to post it and I'll update my numbers.

So going off my earlier numbers the Hyrda should fit 1,439 micro missiles. Lets round that down to a thousand for a nice even number.







-------------
I'll see about updating that tech tree now...

Hopefully that's done now. I added Conrad's three new techs. I don't think there is anything else missing...?
 
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Ugh, I really need to get back into this quest. Too late for this vote, probably (should start monitoring the progression, so as to start voting next turn). Don't have time to read all of the discussion, but...

Some thoughts on DEW:
Yog said:
Ok, so small light directed energy arms (note that this isn't the same as laser weaponery - microwave emitters would also fall under this, for example).

So, what are the main problems with directed energy weaponry?

1) Energy requirements - lasers are terribly inefficient, where 10% productive output and 90% waste heat is a very good result. Thus, they require a lot of energy

2) Heat management. Mainly because of the previously mentioned amounts of waste heat, lasers require cooling. Well, not really, if we take modern day lasers, but in-universe for some reason.

3) Energy bloom, dispersion, difraction. Unlike mass accelerators, energy weapons are limited by the fact that they effectively strike not just the target, but everything in-between the shooter and the target, wasting shot's energy on the medium between the target and the muzzle of the weapon. In atmosphere lasers above certain power ignite plasma along the laser channel, which starts screening the further laser emission. effectively this means that in smoky or misty conditions, lasers are far less efficient than normal.

3b) Radiation bloom, which is the bain of hard radiation weaponry (in atmosphere). Raylegh's scattering is proportional to the fourth power of the lightwave's frequency. This means that for a laser that has the wavelength two times shorter, the losses due to said scattering will be 16 times higher. It also presents a danger to the shooter itself, as the radiation bloom will reach backwards (see the intensity of the scattered beam).

So, how can those be overcome?

1) Energy efficiency. We can come up with more energy-efficient lasers / light-based weaponry somehow, through the miracle of advanced materials.

2) More oomph for less energy. The point of the weapon is to inflict damage. Hard radiation weaponry is much more effective than heat beams, for example, thousands of times more efficient, in fact. The instantly (within minutes) lethal dose of radiation is 10 Gr, that is 10 Joules per kilogram of weight (i.e., if vital organs, such as brain, are targeted, than barely anything at all). This shifts the light-based weaponry's role from the weapon of soldiers on the battlefield, to the concealed weaponry of assassins (because low powered hard-rad weapons used to give osmeone lethal radiation poisoning can be made small and concealed and used without anyone noticing). How to get hard radiation weaponry? I already mentioned blue-shift. This cn be something to be investigated (especially given how useful it is opverall and what else it can be used for, blueshift is soemthing we need to look into anyway).

3) Heat management. Here, I think, I have an interesting idea. Again, mass effect and blue/red shift. Heat is transferred, through three channels: radiation, conduction, convection. For all of them, mass effect can be used to increase the efficiency of the cooling system:

3a) Conduction. Heat is energy of the vibrating molecules. When two bodies are in contact with each other, the molecules on the surface of one body interact with the molecules on the surface of the second body, transferring their vibrational energy to them (from the heated body to the cooled body). If the mass of the molecules of the colder body is bigger, than they are heated less (simply because it would require more energy to make them move faster). Thus, either placing the casing / radiators into the mass-increasing (from here on out "positive") ME field, or the heated body into the mass-lowering (negative) ME field, would increase the efficiency of the a "heat capacitor" type of the cooling system (that is a large cold body that is used to store the heat from the heated body).

3b) Radiation. Energy of each photon is directly proportional to its frequency. This means that a photon of an EM wave with the wavelength two time longer than a given one, would have two times less energy. Thus, if the main source of heating is radiative heat (such as the heat from a plasma discharge, like the ones used in many gas lasers) was to be placed into a positive ME field, and the heat receptor was to be placed into the negative ME field, the energy of photons actually getting to the radiator would be less, resulting in the lower temepratures and less heat to manage

3c) As can be seen above, 3a and 3b offer diametrically opposed solutions for heat managing problem. Which soultion to use where is a question for engineers. For example, in space, 3b would be more useful, as there radiation is the domineering mechanism of heat transfer. However, both of them can be actually combined. As many of you know, hard radiation easily pierces solid bodies and requires thick shielding to be used. This is because the cross-section of high-energy gamma-quants/solids interactions is small. That is, it is unlikely that high energy photons would interact with a solid body, but it is more likely that they will pass clear through it, without dissipating their energy into it. Thus, a layered solution exists. A layer of heat-conducting transparent material (with systems to transfer heat out, like water cisculation cooling) in immediate contact with the heated object under the effects of a positive (relative to the heated object) ME, encased in a layer of EM-absrobing (inclduing in the radio-wave wavelength) material under the effects of the negative ME would be the optimal solution covering all the bases.

3d) Speaking of, carbon is magic. The best known heat conductor is diamond. So, a diamond casing with eezo doping layers and channels for water might be a good way to make the heat dissipation system.

4) Energy bloom, dissipation, difraction and ionization of air, as well as Raylegh's scattering all stem from one problem - there is a gaseous medium between the weapon and the target. This can possibly be dealt with by marrying mass accelerator to the directed energy weapon, and pre-cleaning the path for the beam by shooting a high-speed projectile through it. It would require good timing, though, for it to work, and a pulsed weaponry. on the plus side, in vacuum those things shouldn't be a problem at all, as well as in really close spaces, i.e. in the condictions of space warfare and ship boarding.
Also, if we want to create big change in political situation / boost things overall... Have I ever introduced the concept of Hawking Bomb in this quest? I think I did. The basic idea is to use a pair (or more) of mass relays (or boosted up comm buoys) to destabilize a black hole, causing it to explode. .
 
Van Ropen said:
The fact that it can one-shot the previous generation of tanks doesn't mean it will be able to one-shot the tank we cook up. We are advancing technology by more than a generation here, you aren't taking that into account at all.
You mean the previous generation hardware that is currently cutting edge as the tanks we will 'cook up' don't actually exist yet even on the research plan as we lack at least two required technologies?

That same previous generation technology we have to defend ourselves with if someone gets hold of our technology and decides we're giving the SA and humanity too much of an edge too fast?

Just to be clear here.
 
Actually, thinking about it it's possible that we could keep our Repulsors from Cerberus. At least for a while.

IIRC we can finish Advanced Black Boxing next turn which is well before the Mako replacement contest.

So if we use the CHA-PI-SCC-01A they won't have a chance to look at them until the Tiger is released and that will be behind our Advanced BB/FRM. Even better by then we'll have our Factory III operational with like something on the order of 25k free production so we can likely produce all the repulsors in house.

Depending on the numbers and size we might actually be able to produce the entire Tiger in house. Let me run some numbers.
 
Leigonary costs 1.2 production.

Assuming the Tiger is roughly the same size as the Bradly means it's 6.5m by 3.6m by 2.98m for a total volume of 69.732 cubic meters and assuming that the Legionary is 2m high by 0.3 wide and long gives it a volume of 0.18 cubic meters.

That means by volume the Tiger is roughly 387.4 times bigger. Given that a lot of that is mostly empty space lets say it has ~1/3 the relative production so 150 production.

Add on 17 arc reactors for another 3.4 and lets say the Repulsor is about as complicated. Given 8 repulsor engines that's another 1.6.

Whatever we end up using for it that main gun along with the other weapons will end up been complicated. Say 2 production.

Can't think of anything else that really stands out so added all up that's:

150+3.4+1.6+2 = 157.

Lets be on the safe side and round that up to 160.

During Q2 of 2173, which is when we'll be doing the demos, we'll have 30,180 production spare. So by ourselves we could produce ~188 Tigers per quarter.

IIRC it takes one quarter to upgrade the Factory II into a Factory III so that bumps us up another 168 so we could make around 350 a quarter. Which admittedly isn't as much as CHA's 500 Gladius per quarter or HK's 5k -> 25k Legionary.

But we could probably get a staggered implantation contract from the Alliance like HK to allow us time to upscale.

Not to mention that I've almost certainly significantly overestimated the production required here since a Scimitar is only 300 production and considering that the Super Hornet is 20x more expensive then the Bradley means the production is more likely double digits, if not low double digits.

If we use that as a reference we're talking 15 production and considering that the Tiger fits 8 people, and 8 times the Legionary's production is 9.8, something on the order of say 20 production would also work.

20 production would have us producing ~1,500 per quarter using just our surplus production.

But yeah no matter which extreme the production is closer to we should be quite capable of handling it all in house.
 
Van Ropen said:
The previous generation that isn't cutting edge because, as you just pointed out, our IFVs outclass them? The previous generation we have no problem defending against? Yes. Glad we could we clear that up.

What sort of retarded doomsday scenario are you envisioning here? Why would, in the course of our updating all the military tech humanity uses, would we deliberately make the IFV shittier than it should be, in order to conform to an outdated power scale?

Do you think the Citadel is going to grab our current tech, gear up for war, put it into mass production, and steamroll the Alliance before they can do the same? It's the only scenario I could think of that fits what you are saying.

And it's stupid.
So basically, he advocate. To make our shit, the same shit everyone uses?. What kinda retarded thing is that?.
 
UberJJK said:
Leigonary costs 1.2 production.

Assuming the Tiger is roughly the same size as the Bradly means it's 6.5m by 3.6m by 2.98m for a total volume of 69.732 cubic meters and assuming that the Legionary is 2m high by 0.3 wide and long gives it a volume of 0.18 cubic meters.

That means by volume the Tiger is roughly 387.4 times bigger. Given that a lot of that is mostly empty space lets say it has ~1/3 the relative production so 150 production.

Add on 17 arc reactors for another 3.4 and lets say the Repulsor is about as complicated. Given 8 repulsor engines that's another 1.6.

Whatever we end up using for it that main gun along with the other weapons will end up been complicated. Say 2 production.

Can't think of anything else that really stands out so added all up that's:

150+3.4+1.6+2 = 157.

Lets be on the safe side and round that up to 160.

During Q2 of 2173, which is when we'll be doing the demos, we'll have 30,180 production spare. So by ourselves we could produce ~188 Tigers per quarter.

IIRC it takes one quarter to upgrade the Factory II into a Factory III so that bumps us up another 168 so we could make around 350 a quarter. Which admittedly isn't as much as CHA's 500 Gladius per quarter or HK's 5k -> 25k Legionary.

But we could probably get a staggered implantation contract from the Alliance like HK to allow us time to upscale.

Not to mention that I've almost certainly significantly overestimated the production required here since a Scimitar is only 300 production and considering that the Super Hornet is 20x more expensive then the Bradley means the production is more likely double digits, if not low double digits.

If we use that as a reference we're talking 15 production and considering that the Tiger fits 8 people, and 8 times the Legionary's production is 9.8, something on the order of say 20 production would also work.

20 production would have us producing ~1,500 per quarter using just our surplus production.

But yeah no matter which extreme the production is closer to we should be quite capable of handling it all in house.
It takes three quarters to upgrade a factory II to a factory III, unless Esbilon changed that.
 
Alanek2002 said:
It takes three quarters to upgrade a factory II to a factory III, unless Esbilon changed that.
That. Makes no sense.

It takes three quarters to build a Factory III from scratch.

Each Factory takes a quarter per number (So 1 for I, 2 for II, and 3 for III). Logically, and from what I vaguely remember it would take the difference in construction time to upgrade.

So 1 quarter from I -> II and II -> III and 2 quarters from I -> III.
 
Alanek2002 said:
It takes three quarters to upgrade a factory II to a factory III, unless Esbilon changed that.
Esbilon said:
Factories can be upgraded. F1->F2: 2 Quarter, 180 mil; F1->F3: 3 Quarters, 980 mil; F2->F3: 2 Quarters, 900 mil.
That's for a F I to a F III, F II to F III is 2Q

Presumably since upgrading takes as long as building from scratch it doesn't involve a shut down just an expansion
 
Which won't be an issue until they can make lasers viable, requireing arc reactors+cooling.
For everything Else (aka, everything it'll actually face) arc reactor plus PI shields in IFV rather than suit scale? Tweak it to stop thresher maw acid and you're going to need anti-Ship weapons to do any meaningful damage before it kills you in return...
 
Kelenas said:
http://masseffect.wikia.com/wiki/Codex/Technology#Communications
It describes both the existing method of comm buoys (which should be extremely expensive), as well as QEC.
Ah. Right.
I actually independently thought of using that for communication before I knew what quantum entanglement really is, that is before I understood that it is complete and utter bullshit. However, being complete and utter bullshit has not stopped any proper scifi hero before. That said, it is unrelated to the basic tech tree, so you'd need a research hero to get it.
Madfish said:
One thought I had was, 'what is the policy on most planets and colonies for de-orbit and landing'?
I'm thinking it's similar to how airspace is handled irl. There are central control towers that handle what you can do in populated areas, but on colony worlds like Mindoir, there are large stretches of land where you can do pretty much whatever you like.
Van Ropen said:
@Ebsilon - do repulsors have a momentary charge time before firing as sometimes seen in the movies?

Edit - also, just to clarify...we can have a laser primary weapon as things are right now, but need the miniaturized tech for a laser point defense system.

Edit2 -
"Greybox research would require you to acquire someone who knows about them. Poaching Synthetic Insights' people might annoy one of the megacorps though."
Does this mean Advanced Neural Interface is locked for now? Because a greybox shouldn't be much different than the description of what the Advanced NI allows.
1) Yes.
2) Correct.
3) I gave that answer hastily. The Advanced Neural Interface can do what a Graybox does and more, and since you're a genius, it can do it without the risk of brain damage if installed properly.
santtu1976 said:
Hmm, guys, I just got little idea. Repulsor can give out lot of energy but range sucks, now the idea of making it propel an slug for ground vehicle gun is quite stupid since regular mass accelerator gun does some work with less engineering, but it can be used that way in space ships. So, the question goes. Is it possible to make repulsor system which propel slug at same size and speed like dreadnought spinal gun? And can it be done so it fit smaller ships and not be spinal?
The famed 20 kg slug of an Everest class Dreadnaught has an energy of 38 kilotons, which is the equivalent of 44.16 Gigawatt hours, that means that if you had a Gigawatt repulsor you kept trained perfectly on the slug, it would take 44 hours to propel it to the same velocity. In order to match the Everest class's 5 second rate of fire, you'd need 31.8 Terawatts output in your Repulsor.
Stroth said:
Between the researchers, the security and the company's 'We'll provide everything so you never have to leave the compound' policy, approximately how many people are we employing?
Assuming you have as many employees relative to your sales as Lockheed-Martin (4/3 per million dollars), you employ just under 4000 people.
Alanek2002 said:
@ Esbilon
I reccomend not letting us have laser in the megawatt range on the ground. They just are too powerful for ground warfare. Way too powerful. Our ground lasers should measure in kilowatts, it seems.
The US Navy's LaWS system has lasers in the 50 kW range today. While I appreciate the sentiment, I can't imagine 150 years of R&D wouldn't push the boundaries into the MW range.

Regarding the number of seats in the Tiger, it obviously depends on how large you're making it. According to the wiki; "The Mako also appears in the animated film Mass Effect: Paragon Lost, where, for the first time, the interior is depicted. As seen in the animation, at least 8 people can ride the Mako (with quite a lot of free space left)." So assuming you're making it Mako-sized, I'll say 1 driver, 1 gunner and 8 passengers is the maximum.
UberJJK said:
Actually I think a great way of dealing with this would be to cut off the particle beam section from the lasers and make them repulsor tech. It makes more sense then particle beams just coming out of nowhere. So:

Repuslors + Miniaturised Energy Weapons* -> Repulsor Cannons** -> Improved Repulsor Cannons -> Go Away Beams


*Name change fits mini-repulsors and mini-lasers.
**Adapts the multi-purpose Repulsor into a dedicated weapons system which increases it's range and significantly reduces the recoil in exchange for an inability to be used as an engine. The improved version once again increases the range while also increasing the amount of energy it's able to deliver and finally the Go Away Beams mean that anything within visual range (on a planet not in space) goes away.


Also something from the discussion later on:

I think ideally Lasers should be the be all end all for space but limited in atmo, Repulsors should be the be all end all for ground but limited in space and projectiles/missiles being a jack of all trades that generally falls behind overall.

This prevents the craziness that is effective ground lasers and gives a good reason to research lasers and repulsors. It also doesn't render miniaturisation useless since not only would that be useful for my (above) alterations to the research tree it is also useful for spaceships.

Not only would you be able to fit lasers on fighters, making them deadlier against fellow fighters and capital ships, but it would also mean you could simply fit more lasers on your ship meaning that each laser has to fire less often extending the heat capacity of each laser.
This appears to me like a good solution. If no one is opposed, I would be inclined to implement it.
UberJJK said:
Very nice work! You salespitch seems more than a little PI-centric, though, CHA has put a lot of effort into it as well! It's not their fault that they're just not as good as Revy.
 
So I can rule out 160 production each as that's simply not profitable. Assuming each sells for 5m, same price as the Bradley, and that we use the 2.5x multiplier we would make a profit of 3m for a profit/production of 18,750 which compared to Lindesy's 255,000 is laughable.

Even if we use the GCV IFV's 27.5m per unit we'd be looking at 16.5m profit or 103,448 per unit.

Still laughable.

If we go with 20 production per unit and 3m profit that's still only 150k.

Considering that we make 312.5k per unit spent on the Legionary (if we are making and selling them) and that the Tiger is all around more advanced. Lets say we make 350k per unit of production.

At 5 million selling, three million profit, that gives us a production of 8.5 a quarterly production of 3,550 and a wonderful profit of 10,650,000,000, or ten point six five billion, credits.

Of course if we up the price to 20m and a production of 20 per unit we'd be making a per unit profit of 8 million a per production profit of 400k a quarterly run of 1,500 and a total quarterly profit of twelve billion credits!

All things considering I like the 20m/20 production version since all the numbers really nice and round (and I do love round numbers). That and we make a good deal of money.
Esbilon said:
The famed 20 kg slug of an Everest class Dreadnaught has an energy of 38 kilotons, which is the equivalent of 44.16 Gigawatt hours, that means that if you had a Gigawatt repulsor you kept trained perfectly on the slug, it would take 44 hours to propel it to the same velocity. In order to match the Everest class's 5 second rate of fire, you'd need 31.8 Terawatts output in your Repulsor.
Actually not quite. Everest class fires every two seconds. 38 kilotons is 158,992GJ which divided by two seconds is 79,496GW or 79.5TW so basically two of our 40TW Arc Reactors. At least assuming the Everest is the class mentioned in the codex article:
An 800-meter mass accelerator is capable of accelerating one 20 kg. slug to a velocity of 4025 km/s every two seconds. Each slug has the kinetic energy of 38 kilotons1 of TNT
Regarding the number of seats in the Tiger, it obviously depends on how large you're making it. According to the wiki; "The Mako also appears in the animated film Mass Effect: Paragon Lost, where, for the first time, the interior is depicted. As seen in the animation, at least 8 people can ride the Mako (with quite a lot of free space left)." So assuming you're making it Mako-sized, I'll say 1 driver, 1 gunner and 8 passengers is the maximum.
I figured it was 1 driver, 1 gunner and 6 passengers totaling the 8 not 8 passengers plus crew. In which case I'll have to adjust the Tiger once more (later).
This appears to me like a good solution. If no one is opposed, I would be inclined to implement it.
Wohoo!
Esbilon said:
Very nice work! You salespitch seems more than a little PI-centric, though, CHA has put a lot of effort into it as well! It's not their fault that they're just not as good as Revy.
Well I mean I suppose they built the the frame plus the engine and spinal gun (since people seem to be leaning towards towards the CHA-PI-SSC-01A) but all the cool stuff was done by PI. That and I have no real idea what sort of tech, and level of tech, CHA contributed so I can't really comment there.

I did however put their acronym at the front of the unit code.

Cord-Hispo Aerospace and Paragon Industries' Space Superiority Craft version 01A or CHA-PI-SSC-01A for short.
 
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