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

Agreed. Though if the Alliance realizes the full implication of Paragon Industries paradigm shifting tech advances, it won't be hard to wrangle a long term stationing of a cruiser or frigate squadron to defend our primary installations.
This reminds me, @Esbilon , can we get a price quote on facility and city wide kinetic barriers?


That sort of thing. Presumably they weren't in place because of the eezo/power costs, but with the Industrial Arc Reactor...
 
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Besides the fighters, while good, are not as good as we could have made them. So having a couple of more or less "normal" frigates as a backup could literally save us should things go south, in my opinion.

Point. If it was completely vanilla too it might ease the worries of some folks with itchy trigger manipulators too.

That's I think a good reason to push the xenobiology techs afterwards. Make us to valuable to the galactic community too

I don't follow - how would our ships be last year's tech? Besides, Paragon Industries is going to be a true mega corporation, with fingers in damn near every pie. As long as we maintain high quality, there is no reason we can't make cutter edge stuff and more low-brow things.

Because putting out a new design every iteration of tech in the next 6 quarters and re-designing is a complication and a fraction more weight on our research divisions.

It won't be a secret from the STG if we make a subsidiary...besides, it's obvious who the tech came from, who else has Repulsors?

My point is the only way to keep them secret is if they don't exist yet. By doing it all as a one shot we have a better chance of getting it out and on the market before anyone attempts to stop us. We are overturning the power structure of the galaxy if we get our frigate into full production and that's going to make a lot of people scared and worried. Scared and worried beings are more inclined to do dangerous things.

For example our laser armed frigates basically ignore current gen barriers and current gen armour is optimised for kinetic damage not DEW damage. How many of our super fast, super manoeuvrable frigates would it take to destroy a Citadel Dreadnought? Not too many and that's just frigates. By keeping our advances in ship building to ourselves we have a far better chance of not being sabotaged or murdered for lack of tangible evidence.
Our blackboxing is good enough to hold of repulsors being reverse engineered for a while and it could be leaked that there are issues with scaling them past the current vehicular size.
Similarly given our speed of work on other projects if they don't hear anything further on new laser tech or other project then they may think we've finally hit a dead end or they have time to break our technology open before we rocket past them.

Third - why can't Paragon Industries have it's own shipping division? It's about to have a PMC everyone is going to associate with it, might as well have the civilian wing be strongly associated too - we want everyone to see our name, and know our name.

I said we should have our own Shipping and Transport Division. My point is the same as the first however we don't want to have multiple quarters of ship construction each with a different tech base as new research is completed.
 
This reminds me, @Esbilon , can we get a price quote on facility and city wide kinetic barriers?
Not on short notice, no. It would probably even be a separate tech, kinetic barriers do not scale up that easily without serious modifications and emitters.

Regarding shipyards I will tenatively say the following, though I reserve the right to change it.
Shipyard 1 (Fighters and Frigates): 300 K production (Frigates cost 200K, fighters 600); 5 G$; 62.5 M$/quarter
Shipyard 2 (Cruisers): 3 M production (Light cruisers cost 3 M; heavy 6 M); 50 G$; 350 M$/quarter
Shipyard 3 (Carriers and Dreads): 30 M production (Both kinds cost 240 M); 500 G$; 2 G$/quarter

EDIT: I noticed the production times listed on the finance sheets were per year.
 
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Not on short notice, no. It would probably even be a separate tech, kinetic barriers do not scale up that easily without serious modifications and emitters.

Regarding shipyards I will tenatively say the following, though I reserve the right to change it.
Shipyard 1 (Fighters and Frigates): 300 K production (Frigates cost 50K, fighters 600); 5 G$; 62.5 M$/quarter
Shipyard 2 (Cruisers): 3 M production (Light cruisers cost 750 K; heavy 1.5 M); 50 G$; 350 M$/quarter
Shipyard 3 (Carriers and Dreads): 30 M production (Both kinds cost 60 M); 500 G$; 2 G$/quarter

How much less for Civilian ships without all the military bells and whistles?

Also what would the maintenance cost be for a offline/temporarily mothballed facility?
 
Not on short notice, no. It would probably even be a separate tech, kinetic barriers do not scale up that easily without serious modifications and emitters.
Gotcha - something else to add under Advanced Mass Effect Theory then?

But barriers for the facility should be possible as is, or with minor modification, right? I mean, space stations have to have basic kinetic barriers.
 
Gotcha - something else to add under Advanced Mass Effect Theory then?

But barriers for the facility should be possible as is, or with minor modification, right? I mean, space stations have to have basic kinetic barriers.
Most space stations are smaller than your facitlity, and already has a convenient outer wall to project the shield from. Your facility counts as a small city for these purposes.
 
Small and large city are the same, planetary seems quite a big bigger.

Well, I didn't want to say 6400 points - because while it should be massively more expensive, I don't think it would be that much more complicated. The other 6400 point project are Eezo Generation and Superdreadnoughts.


We probably need a whole shielding tree - maybe "Advanced Barriers" coming off of "Advanced Mass Effect Theory", with things like Cyclonic Barriers, Layered Barriers, City-Scale Barriers, and Planetary-Scale Barriers. Maybe have a second branch of the tree for non-kinetic shielding, unlocked by Research Hero if needs be.


Just something to think about I guess. Since we seem to be going with a centralized facility on each colony, it would be nice if they had their own Kinetic Barriers and GARDIAN Towers - between those defenses and the garrisons, we would probably get away with not stationing ships at each location, which would let us focus on upping ship tech until we release them all at once, and focusing the fleet under our PMC.
 
Well, I didn't want to say 6400 points - because while it should be massively more expensive, I don't think it would be that much more complicated. The other 6400 point project are Eezo Generation and Superdreadnoughts.


We probably need a whole shielding tree - maybe "Advanced Barriers" coming off of "Advanced Mass Effect Theory", with things like Cyclonic Barriers, Layered Barriers, City-Scale Barriers, and Planetary-Scale Barriers. Maybe have a second branch of the tree for non-kinetic shielding, unlocked by Research Hero if needs be.
Kinetic barriers on a planet strong enough for it to matter seem like something that would have roughly the same impact on global strategic and logicstical concerns as those, though any such concerns are of course uncertain.

And no, we don't need a tree like that. It's redundant and boring. New techs should not be incremental improvements, they should change the playing field.
 
So I've done some work on what our Frigates would look like now. Here's what they could look like in one year assuming we start building at Elysium next Quarter.

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research lab)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research lab)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)

Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI)
10d10 + 10 (VI)
10d10 + 10 (VI)

Conrad
10d10 + 10 (VI)
Total = 210d10+310 = 95.01% of 1397
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 240d10+450 = 95.07% of 1697
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I+II
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 290d10+570 = 95.01% of 2085
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I+II
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 360d10+740 = 95.16% of 2630

So over the four quarters we'll have ~95% probability of getting 1397, 1697, 2085, 2630. Of course in reality we'll end up with less due to dice limitations and overflow but it's a good approximation. As a side note the last one is actually too much for AnyDice and I have to use Troll dice instead.

Now combined that's a total of 7809 research.

Flawless BB/FRM is critical since we really don't want these ships falling into the wrong hands. And before anyone comments we can handle proliferation ourselves.

That leaves 4609 to spend.

4609 - Super Alloys = 3809
3809 - Advanced Mass Effect Theory = 3409
3409 - Multi-Core Eezo Drive = 2609
2609 - QEC = 1009
1009 - Miniaturized Energy Weapons = 609
609 - Gigawatt Range Lasers = 209

Priority #1 is QEC for secure communications.

So I figure something along the lines of:

2173-Q3
1397 - AMET = 997
997 - Flawless BB/FRM (997/3200) = 0

2173-Q4
1697 - QEC = 97
97 - Flawless BB/FRM (1094/3200) = 0

2174-Q1
2085 - Super Alloys = 1285
1285 - Flawless BB/FRM (2379/3200) = 0

2174-Q2
2630 - Flawless BB/FRM = 1809
1809 - Mutli-Core Eezo Drive = 1009
1009 - MEW = 609
609 - GRL = 209
209 - Variable Wavelength Lasers (209/800) = 0

While it doesn't make the threshold, barring bonus points and luck, it shouldn't be that hard to design the Frigate to make it easy to upgrade the lasers to VWL.

But this write up will assume they don't have VWL but instead thanks to Super Alloys can get away with using Ultra Violet (400nm) lasers. Which for reference are capable of passing through the atmosphere but at over 70% absorption they aren't going to be very effective.

Length = 100m
Width = 12.9m
Height = 6m
Thermal Radiation = 3,299MW

Role -

Weaponry
  • 1x 90m Spinal Repulsor Mass Accelerator
  • 2x Lateral Two Gigawatt 400nm Lasers
  • 2x Lateral AC-01 Super-Pilum
Defensive Systems
  • Paragon Industries Super Frigate Armor
  • Paragon Industries Advanced Kinetic Barriers
  • Paragon Industries GARDIAN System
Power System
  • 1x Paragon Industries Arc Reactor (90GW)
  • 4x Paragon Industries Arc Reactors (5GW)
Engine System:
  • 18x Paragon Industries RT-01-1000E thrusters
  • Paragon Industires Multi-Core Eezo Drive
Other Systems:
  • Neural Interface
  • QEC Communication
  • Advanced Paragon Industries VI

Calculation
Power Breakdown:
Arc Reactor = ~100% Efficiency
Repuslor Engines = ~100% Efficiency
Repulsor Accelerator = ~100% Efficiency
PI Lasers = ~60% Efficiency
Eezo = ~90% Efficiency
Misc = ~90% Efficiency

Thanks to the really high efficiencies we can basically pump as much power as we want into Repulsor tech and are simply limited by how much power we can put into the other systems.

I doubt the various miscellaneous systems would really take that much power so I figure 1GW should be more then enough especially considering that is five times the power capability of a Nimitz Aircraft carrier and that is a lot bigger. With 50MW of waste heat the PI can still support 3249MW of thermal waste.

Given we've got multiple Eezo cores and I really like the idea of really really fast ships I figure 10x the normal power for the Core works pretty well. That gives it 14GW of power a waste of 1,400MW and therefore an effective power of 12,600MW.

That leaves 1,849MW of waste for the Lasers. At 60% efficiency the total laser system can receive 4,623MW of power. Give the GARDIANs 623MW of power and the duel laser cannons a total of 4GW for an individual value of 2GW.

We could theoretically give the frigate as much repulsor power as we want but in practice there are issues with that. For an insanely maneuverable Frigate I figure we should fit it with 18 Repulsors. Three on the left, right and middle of all the ship's sides.

This sort of thing would normally be impractical but since the Repuslors are tiny for their thrust and only require power it shouldn't be that hard.

If each Repuslor is 1m in Diameter then:

Force = 25,000 * 10^2
Force = 25,000 * 100
Force = 2,500,000N = 2.5MN

Power = 700,000,000 * 10^2
Power = 700,000,000 * 100
Power = 70,000,000,000W = 70GW

As for the Repulsor I figure 500mm Repuslor for the Accelerator.


Power = 700,000,000 * 5^2
Power = 700,000,000 * 25
Power = 17,500,000,000W = 17.5GW

Total Power = 1,000MW + 14,000MW + 4,623MW + 70,000MW + 17,500MW = 107,123MW

As a warning I'm on some powerful drugs to help clear out my Asthma so this might not be as good as normal. I also haven't included the description stuff I normally do since this is just an initial proposal.
 
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Given we've got multiple Eezo cores and I really like the idea of really really fast ships I figure 10x the normal power for the Core works pretty well. That gives it 14GW of power a waste of 1,400MW and therefore an effective power of 12,600MW.

I'm not sure if it's changed but when I suggested multi core research the idea was to allow one to be stepped down and discharged while the other took up the slack to maintain FTL then swapped over again as needed.

That said I can't see why both cores couldn't run together as well for emergency response speeds.
 
So I've done some work on what our Frigates would look like now. Here's what they could look like in one year assuming we start building at Elysium next Quarter.

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research lab)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research lab)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)

Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI)
10d10 + 10 (VI)
10d10 + 10 (VI)

Conrad
10d10 + 10 (VI)
Total = 210d10+310 = 95.01% of 1397
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 240d10+450 = 95.07% of 1697
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I+II
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 290d10+570 = 95.01% of 2085
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)

Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)

Labs 0+I+II+III+I+II
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)

Conrad
10d10 + 10 (VI)
Total = 360d10+740 = 95.16% of 2630

So over the four quarters we'll have ~95% probability of getting 1397, 1697, 2085, 2630. Of course in reality we'll end up with less due to dice limitations and overflow but it's a good approximation. As a side note the last one is actually too much for AnyDice and I have to use Troll dice instead.

Now combined that's a total of 7809 research.

Flawless BB/FRM is critical since we really don't want these ships falling into the wrong hands. And before anyone comments we can handle proliferation ourselves.

That leaves 4609 to spend.

4609 - Super Alloys = 3809
3809 - Advanced Mass Effect Theory = 3409
3409 - Multi-Core Eezo Drive = 2609
2609 - QEC = 1009
1009 - Miniaturized Energy Weapons = 609
609 - Gigawatt Range Lasers = 209

Priority #1 is QEC for secure communications.

So I figure something along the lines of:

2173-Q3
1397 - AMET = 997
997 - Flawless BB/FRM (997/3200) = 0

2173-Q4
1697 - QEC = 97
97 - Flawless BB/FRM (1094/3200) = 0

2174-Q1
2085 - Super Alloys = 1285
1285 - Flawless BB/FRM (2379/3200) = 0

2174-Q2
2630 - Flawless BB/FRM = 1809
1809 - Mutli-Core Eezo Drive = 1009
1009 - MEW = 609
609 - GRL = 209
209 - Variable Wavelength Lasers (209/800) = 0

While it doesn't make the threshold, barring bonus points and luck, it shouldn't be that hard to design the Frigate to make it easy to upgrade the lasers to VWL.

But this write up will assume they don't have VWL but instead thanks to Super Alloys can get away with using Ultra Violet (400nm) lasers. Which for reference are capable of passing through the atmosphere but at over 70% absorption they aren't going to be very effective.

Length = 100m
Width = 12.9m
Height = 6m
Thermal Radiation = 3,299MW

Role -

Weaponry
  • 1x 90m Spinal Repulsor Mass Accelerator
  • 2x Lateral Two Gigawatt 400nm Lasers
  • 2x Lateral AC-01 Super-Pilum
Defensive Systems
  • Paragon Industries Super Frigate Armor
  • Paragon Industries Advanced Kinetic Barriers
  • Paragon Industries GARDIAN System
Power System
  • 1x Paragon Industries Arc Reactor (90GW)
  • 4x Paragon Industries Arc Reactors (5GW)
Engine System:
  • 18x Paragon Industries RT-01-1000E thrusters
  • Paragon Industires Multi-Core Eezo Drive
Other Systems:
  • Neural Interface
  • QEC Communication
  • Advanced Paragon Industries VI

Calculation
Power Breakdown:
Arc Reactor = ~100% Efficiency
Repuslor Engines = ~100% Efficiency
Repulsor Accelerator = ~100% Efficiency
PI Lasers = ~60% Efficiency
Eezo = ~90% Efficiency
Misc = ~90% Efficiency

Thanks to the really high efficiencies we can basically pump as much power as we want into Repulsor tech and are simply limited by how much power we can put into the other systems.

I doubt the various miscellaneous systems would really take that much power so I figure 1GW should be more then enough especially considering that is five times the power capability of a Nimitz Aircraft carrier and that is a lot bigger. With 50MW of waste heat the PI can still support 3249MW of thermal waste.

Given we've got multiple Eezo cores and I really like the idea of really really fast ships I figure 10x the normal power for the Core works pretty well. That gives it 14GW of power a waste of 1,400MW and therefore an effective power of 12,600MW.

That leaves 1,849MW of waste for the Lasers. At 60% efficiency the total laser system can receive 4,623MW of power. Give the GARDIANs 623MW of power and the duel laser cannons a total of 4GW for an individual value of 2GW.

We could theoretically give the frigate as much repulsor power as we want but in practice there are issues with that. For an insanely maneuverable Frigate I figure we should fit it with 18 Repulsors. Three on the left, right and middle of all the ship's sides.

This sort of thing would normally be impractical but since the Repuslors are tiny for their thrust and only require power it shouldn't be that hard.

If each Repuslor is 1m in Diameter then:

Force = 25,000 * 10^2
Force = 25,000 * 100
Force = 2,500,000N = 2.5MN

Power = 700,000,000 * 10^2
Power = 700,000,000 * 100
Power = 70,000,000,000W = 70GW

As for the Repulsor I figure 500mm Repuslor for the Accelerator.


Power = 700,000,000 * 5^2
Power = 700,000,000 * 25
Power = 17,500,000,000W = 17.5GW

Total Power = 1,000MW + 14,000MW + 4,623MW + 70,000MW + 17,500MW = 107,123MW

As a warning I'm on some powerful drugs to help clear out my Asthma so this might not be as good as normal. I also haven't included the description stuff I normally do since this is just an initial proposal.
Some thoughts:

1) For the ships we don't really need flawless BB; we need self-destructs.

2) Stealth is the gamechanger. An absolute one. So, we need at least total internal reflection shields and, in addition to that, it would be great to have invisible man technology (it's a material technology, it should scale for ships relatively easily). I would say those technologies are secong only to QE comms in their impact. It's more important than lasers even, I would say.
 
@Esbilon: How is the Alliance handling our expansion, are they parking cruisers on top of the colonies where we are building factories and labs?
 
Some thoughts:

1) For the ships we don't really need flawless BB; we need self-destructs.

STG and other groups are already mobilizing to grab our tech. They don't need to capture a ship, simply have a corrupt maintenance officer 'lose' a 'broken' part to them.

Not to mention that Cerberus is, probably, one of those groups we don't want getting their hands on our stuff.

2) Stealth is the gamechanger. An absolute one. So, we need at least total internal reflection shields and, in addition to that, it would be great to have invisible man technology (it's a material technology, it should scale for ships relatively easily). I would say those technologies are secong only to QE comms in their impact. It's more important than lasers even, I would say.

Eh, Stealth Wise TIR doesn't really offer that much of an improvement. Using just the Normandy style, hold the heat in, system the frigate, really needs a name, would be able to fly, repulsors only, and fire it's accelerator continuously for days.

That's actually quite terrifying.

TIR really shines in that it basically no-sells Lasers and will thus be a real big help once Lasers begin proliferating through the various foreign governments.
 
Eh, Stealth Wise TIR doesn't really offer that much of an improvement. Using just the Normandy style, hold the heat in, system the frigate, really needs a name, would be able to fly, repulsors only, and fire it's accelerator continuously for days.

That's actually quite terrifying.

TIR really shines in that it basically no-sells Lasers and will thus be a real big help once Lasers begin proliferating through the various foreign governments.
1) Normandy-style tech doesn't exist yet. Won't for several years, actually.

2) TIR has unlimited stamina - due to the inner layer the heat gets trapped outside the ship, not inside of it. Normandy's stealth has limited active time. In principle TIR offers unlimited active time. Static discharge is a problem, but that, I think, takes weeks.

3) TIR blocks all emissions. Not just heat. Radio, reactor noise, etc.

4) TIR works in FTL.

TIR is absolutely a gamechanger. At the moment in mass effect there's no stealth is space. Zilch, nada. None. By developing TIR we sidestep Normandy-style stealth completely.
 
One issue with TIR is that at some point, the layer where the heat gets shifted to needs to be emptied, something that may or may not have terrible consequences for anything caught near it.
 
One issue with TIR is that at some point, the layer where the heat gets shifted to needs to be emptied, something that may or may not have terrible consequences for anything caught near it.
So Revy needs to develop something akin to the Martian Heat Ray, from the War of the Worlds novel, to channel it into a dischargeable beam?

..snippet..

TIR is absolutely a gamechanger. At the moment in mass effect there's no stealth is space. Zilch, nada. None. By developing TIR we sidestep Normandy-style stealth completely.
And then add holographic emitters/projectors and micro-cameras to the hull of the ship and nobody will be able to find a ship with TIR even with the Mk.1 Eyeball.
 
One issue with TIR is that at some point, the layer where the heat gets shifted to needs to be emptied, something that may or may not have terrible consequences for anything caught near it.
True. It means that when you drop it, you have to drop the outer layer first. Which would create a detectable burst of radiation. Could be a viable combat maneuver.

EDIT: Or you partially open the barrier so the heat gets vented in a narrow cone going into deep space where no one has sensors.
 
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Can you please post a summary of it then?
Here:
[ ] The invisible man (400): The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)
 
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