I missed that too, I think (unless I'm forgetting). And I would like to weigh in on that. Because, if anything, I have ideas about research.And a widely agreed upon plan for research for the next six quarters.
I missed that too, I think (unless I'm forgetting). And I would like to weigh in on that. Because, if anything, I have ideas about research.And a widely agreed upon plan for research for the next six quarters.
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.
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.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.
No need actually.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.
Rather, how large of a ship could these shipyards produce? Because if they can't build dreadnaught we shouldn't build too many.
No, it is lab dependent. Construction on a new world can't begin until Lab III on the old world ends.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)
That is a no on the improved warhead. we did not vote for it.
http://forums.sufficientvelocity.co...f-operations-me-mcu.6909/page-30#post-1621641
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).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
Shipyards are just as valuable as factories. I don't know why we would be restricting their numbers.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.
I'm not? I just don't think we should be building tons of ships inside Alliance space.Shipyards are just as valuable as factories. I don't know why we would be restricting their numbers.
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.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.
Because they are pretty expensive, and we don't need more shipyards than our cash-flow can afford to build ships with.Shipyards are just as valuable as factories. I don't know why we would be restricting their numbers.
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.@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.
Cash flow really isn't our problem. Limits on how fast we can construct them is our problem.Because they are pretty expensive, and we don't need more shipyards than our cash-flow can afford to build ships with.
Hrm. Point. And if we want toWhy 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.
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.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.
That's not this vote. That's a previous vote.That is a no on the improved warhead. we did not vote for it.
http://forums.sufficientvelocity.co...f-operations-me-mcu.6909/page-30#post-1621641
Yeah, that was what he asked for. We don't know the results yet.
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.
We do. The winning vote was:Yeah, that was what he asked for. We don't know the results yet.
Research Actions
[X] Peak Human (212/400)(30d10+55) (98.08%)
[x] Frigates (400) (70d10+55) (95.40%)
[x] Improved Warhead (150) (30d10+10) (94.74%)
[x] Mk II Suit (500) - 10d10+10 (Overflow) + 50 (Reference Recognition)
? what are you talking about? Have I missed something?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.
Auks let all the overflow be used, Esbilon applies a 50% penalty.
The overflow is divided by 2, then added in.
>.< Ignore me, please... I grabbed the wrong vote.