@Kelenas how would you consider this, as a compromise (because I really want those missiles):
[]Peak human 30d10+40
Labs 0+I+II
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI)
10d10 + 10 (VI)
Probability of success: 86.6%, average overflow: 17 points
[] Improved Warhead (150) 20d10+50
Research Teams
10d10 + 10 (VI) + 5 (salary)+ 10 (research lab)
10d10 + 10 (VI) + 5 (salary)+ 10 (research lab)
Probability of success: 79.2%, average overflow: 10 points
[] Frigates (400) 60d10+120
Conrad
10d10 + 10 (VI)
Research Teams
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
Revy
10d10 + 10 (VI) - 10 (Conrad)
Bonus
0d0+50
Probability of success: 98.9%, average overflow: 50 points
[] Mk II Suit (500) (overflow) 30d10
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
Probability of success: 0%, average overflow: - 255 point
For comparison, your plan gives us:
[] Peak Human (212/400) - 40d10
Probability of success: 96.3%, average overflow: 32 points
[] Frigates (400) - 60d10+120
Probability of success: 98.9%, average overflow: 50 points
[] Mk II Suit (500) - 40d10+40 + 50 (Reference) + (Overflow)
Probability of success: 0.08%, average overflow: - 108 points
The probabilities are higher, but 1 in about 8 chance of failure with the peak human isn't a big enough cost, in my opinion, to offset getting warheads this turn.
No doubt we'll eventually expand to Sol/Earth, but I think it's also important that we build up infrastructure in the various colonies; that way we're more decentralized, and don't have all of our eggs in one basket, which should help when the Reapers come.
I am not arguing that we shouldn't also build in colonies. I am arguning that we should first build at Sol, as it would give us biggest payoffs.
From ME1, we know that all hardsuits have at minimum some short-range RADAR analogue, which "Invisible Man" doesn't counter.
You forget radar jamming. Which is a thing.
And likewise I seriously doubt that in 150+ years military hardsuits won't have additional modes of vision, such as thermal, as part of the standard package. Which Invisible Man, *again*, doesn't do anything against.
Thermal in combat is almost useless because of all the flashes of heat from, you know, weaponry being fired all around. Too much noise.
It might not be an entirely useless gimmick, but against any even halfway serious security measures or military forces I don't expect it to do much. It's main use, the way I see it, is as a stepping stone towards true Cloak and/or Normandy-style Stealth In Space, and that can wait until we have more R&D capabilities available.
I strongly disagree. In combat it's a serious force multiplier forcing enemy to rely of failable equipment with serious drawbacks that can be countered. Outside of combat it's, again, a serious force multiplier.
So? Unless the Alliance suddenly intends to start a civil war, it's completely irrelevant if our competition starts fielding more point-defenses.
No, it's not. What is our long-term goal? To defeat Reapers. We need our competitors to develop things too - we can't and shouldn't do everything by ourselves. By showing them that offense can be developed faster than classical defense, we'll be forcing them to look for alternatives simply to stay afloat. This means that they'll be developing other means of countering our technology. Which is
good.
Because it's silly and pointless, as I seriously doubt that Esbilon will be actually modelling any of that?
We could ask him, you know.
@Esbilon , will you take into account race differences when considering different research heroes? Such as Drell having photographic memories and interest in bio research to cure Kolpar (spelling?) syndrome, Hanar having inhuman thought patterns, advanced 3d thinking, and religious tone their knowledge of genetics would have, etc?
Not to mention that I'd simply rather not limit our possible options.
It's not limiting, it's stating preferences / focusing our search.
Maybe, but our Legionaries are *already* a nightmare to fight, so it doesn't really add anything new. On the other hand, ships that require no fuel and carry much more cargo are a major gamechanger in economy, logistics, and so on.
It's a force multiplier, and it can be applied to more than a Legionary.
Ok. Shame, and it does lower the usefulness of getting it this turn, but, still, I think it's worth it in general.