Shepard Quest Mk V, Base of Operations (ME/MCU)

Thanks. In general, I agree with those priorities. I think that invisible man should be added somewhere close to internal reflection, to simmultaneously introduce viable stealth in both space and atmosphere or on both ship and personal levels. Dice shouldn't be wasted (i.e. the overflow project should always be selected to remain unfinished no matter how good we roll unless we have a pressing need to do otherwise). But in general I agree.

Aren't we researching improved warhead this turn? I think it was included in the research in the end.
 
[X] Acquiesce and see what you can do to help. But make sure to have the security detail suit up and suit up yourself as well, just in case this is a trap. Even if it isn't, the armor will be useful for helping out. Have Brian put on the shield belt. After all, you can't be too careful. Also, have the Tigers warmed up for use. Can't be too careful.
-[X] If possible make sure to get good footage of the Tigers in action if they're used
 
Hrm. Yeah, dropping invisibility and staying not quite visible would be welcome. If we leave the MK II suits to after that period, it should open up the points needed.
 
Thanks. In general, I agree with those priorities. I think that invisible man should be added somewhere close to internal reflection, to simmultaneously introduce viable stealth in both space and atmosphere or on both ship and personal levels. Dice shouldn't be wasted (i.e. the overflow project should always be selected to remain unfinished no matter how good we roll unless we have a pressing need to do otherwise). But in general I agree.

Aren't we researching improved warhead this turn? I think it was included in the research in the end.
Yeah, the timeline doesn't convey it well, but the first tech in the next quarter's research is always the overflow project when the techs selected are less than the overall budget. When I talked about waste, I meant that we always schedule things to have a 95+ percent chance of completion...so we usually roll higher, and half of all overflow points are lost. The bonuses to research die easily outstrip that though.

Hrm. Yeah, dropping invisibility and staying not quite visible would be welcome. If we leave the MK II suits to after that period, it should open up the points needed.
No need actually.

Can someone find the winning research plan for this last quarter? If Improved Warhead is chosen...that is perfect. The Mk. II reactor already can definitely be squeezed in there in the fourth quarter, and between removing Improved Warhead and overbudgeting for the Mk. II suit we should have the points to stick both Mk. II reactor and the Invisible Man into Q4.
 
A question: How many small shipyards do we want to build?

Rather, how large of a ship could these shipyards produce? Because if they can't build dreadnaught we shouldn't build too many.

And looking for the tally
 
I thought we couldn't build on a new world until we had filled out the world we're on with 3 factories, all three labs and the shipyard?

I ask because the numbers don't add up (Average research 1465/Quarter = 8790 over 6Q avg) if the shipyard is started next Quarter then New Lab 1 would be Q5 and New Lab 2 would be Q6 (with New Lab 3 Q7)
 
Rather, how large of a ship could these shipyards produce? Because if they can't build dreadnaught we shouldn't build too many.

More of the small shipyards means we can build more fighters and frigates, along with retro-fitting and repairing others, but...if we need to build to medium/large ones to get the larger ships, then yeah, we would need to build at least a couple of the larger ones.

It becomes a question of whether or not we can actually afford to run the construction of two or more dreadnaughts each year, the SA could only afford to build two at a time, with the military funding they had.

Expecting us who is 'just a mega corporation' to be able to pull it off is...

I know the Volus managed to fund the construction of a single dreadnaught though, but I'm not sure if it was brought about by their entire race or just one corporation.
 
No, there was no restriction placed with shipyards. Only Factory IIIs and Laboratories IIIs.
 
I thought we couldn't build on a new world until we had filled out the world we're on with 3 factories, all three labs and the shipyard?

I ask because the numbers don't add up (Average research 1465/Quarter = 8790 over 6Q avg) if the shipyard is started next Quarter then New Lab 1 would be Q5 and New Lab 2 would be Q6 (with New Lab 3 Q7)
No, it is lab dependent. Construction on a new world can't begin until Lab III on the old world ends.

Lemme go find where I did the calculation.


Hmm, alright. I'm gonna try to figure out how much overflow we get on average and factor that into the timeline so I can be more firm about how much wiggle room we have/how many 50 point bonuses we will need.

A question: How many small shipyards do we want to build?

Rather, how large of a ship could these shipyards produce? Because if they can't build dreadnaught we shouldn't build too many.

And looking for the tally
Well, that depends - do we want them split up across Alliance space, centered around Mindoir, or centered elsewhere (Terminus, in an empty system, over our own planet, ect).

Personally, I think the model where we have a standard complement of stuff on each outpost (Lab I, II, III + 3 x Factory III + Admin Office + Barracks + Defenses), a beefed station on Mindoir (Standard, but with 6 more factories and a shipyard), and then a single large set of shipyards in a appropriate system out in the Terminus/Verge border would be best.
 
Personally, I think the model where we have a standard complement of stuff on each outpost (Lab I, II, III + 3 x Factory III + Admin Office + Barracks + Defenses), a beefed station on Mindoir (Standard, but with 6 more factories and a shipyard), and then a single large set of shipyards in a appropriate system out in the Terminus/Verge border would be best.
Shipyards are just as valuable as factories. I don't know why we would be restricting their numbers.
 
More of the small shipyards means we can build more fighters and frigates, along with retro-fitting and repairing others, but...if we need to build to medium/large ones to get the larger ships, then yeah, we would need to build at least a couple of the larger ones.

It becomes a question of whether or not we can actually afford to run the construction of two or more dreadnaughts each year, the SA could only afford to build two at a time, with the military funding they had.

Expecting us who is 'just a mega corporation' to be able to pull it off is...

I know the Volus managed to fund the construction of a single dreadnaught though, but I'm not sure if it was brought about by their entire race or just one corporation.
The volus managed to overcome their hoarding, and funded one. Nobody was certain how long it was before the reapers came, and setting one shipyard to continual production is actually the better move, financially, than building all you will at the same time.

We have a unique product that the entire galaxy want, and are coming out with more, so we shouldn't hit a demand limit anytime soon, which is good.

Dreadnaughts cost 1 trillion credits, (whether to make or to purchase isn't clear to me.)


@Van Ropen: We might have to pay Export tax on the raw materials that we send out to the shipyards if they're in the terminus.

And besides, keeping them in alliance space (At least until we build them in a starsystem that isn't known to others) gives us an extra umbrella of the Alliance fleets.

Shipyards are just as valuable as factories. I don't know why we would be restricting their numbers.
Because they are pretty expensive, and we don't need more shipyards than our cash-flow can afford to build ships with.
 
@Van Ropen: We might have to pay Export tax on the raw materials that we send out to the shipyards if they're in the terminus.
Why wouldn't we just get raw materials in the Terminus? True, an umbrella is nice...but we will have some super-frigates by then, and if are near the Verge we have some protection to begin with. We obviously shouldn't start building until we are sure we can secure the area.
 
Why wouldn't we just get raw materials in the Terminus? True, an umbrella is nice...but we will have some super-frigates by then, and if are near the Verge we have some protection to begin with. We obviously shouldn't start building until we are sure we can secure the area.
Hrm. Point. And if we want to conquer patrol the terminus, We'll have to build enough ships that the alliance doesn't want them inside their borders, probably.

Edit: So should we Conquer the terminus? Go on a Anti-pirate/Slaver Crusade? Or what?
 
Yeah, the timeline doesn't convey it well, but the first tech in the next quarter's research is always the overflow project when the techs selected are less than the overall budget. When I talked about waste, I meant that we always schedule things to have a 95+ percent chance of completion...so we usually roll higher, and half of all overflow points are lost. The bonuses to research die easily outstrip that though.
Well, that's stupid. The overflow project should be set such that with all the rolls rolling maximum, the probability of its completion was zero, so all of the overflow goes into it and isn't wasted.
That's not this vote. That's a previous vote.
 
Well, that's stupid. The overflow project should be set such that with all the rolls rolling maximum, the probability of its completion was zero, so all of the overflow goes into it and isn't wasted.
:confused:...that is exactly what I am describing. No overflow is shot off into oblivion.

I am referring to the fact that to complete a 800 point project, we set up dice so we have a 98% chance of getting 800...and are more likely to roll more than that. If we roll 850, 50 points is overflow...but only 25 of those points actually goes into the overflow project. Since the budget was just based on averages, the loss of 25 points isn't accounted for, that's all.
 
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