Van Ropen
Angry, angry about elves.
Two frigates? 15 billions dollars, which could have gone towards more shipyards.
Two frigates? 15 billions dollars, which could have gone towards more shipyards.
This reminds me, @Esbilon , can we get a price quote on facility and city wide kinetic barriers?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.
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.
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.
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?
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.
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.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 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
At a guess half and one fifth respectively.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?
Gotcha - something else to add under Advanced Mass Effect Theory then?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.
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.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.
Okie dokie. Something like 800, 1600, and 3200 point techs for small city, large city, and planetary sized shields?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.Okie dokie. Something like 800, 1600, and 3200 point techs for small city, large city, and planetary sized shields?
Small and large city are the same, planetary seems quite a big bigger.
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.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.
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.
Some thoughts: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.
Total = 210d10+310 = 95.01% of 1397Revy
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 = 240d10+450 = 95.07% of 1697Revy
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 = 290d10+570 = 95.01% of 2085Revy
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 2630Revy
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)
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
Defensive Systems
- 1x 90m Spinal Repulsor Mass Accelerator
- 2x Lateral Two Gigawatt 400nm Lasers
- 2x Lateral AC-01 Super-Pilum
Power System
- Paragon Industries Super Frigate Armor
- Paragon Industries Advanced Kinetic Barriers
- Paragon Industries GARDIAN System
Engine System:
- 1x Paragon Industries Arc Reactor (90GW)
- 4x Paragon Industries Arc Reactors (5GW)
Other Systems:
- 18x Paragon Industries RT-01-1000E thrusters
- Paragon Industires Multi-Core Eezo Drive
- Neural Interface
- QEC Communication
- Advanced Paragon Industries VI
CalculationPower 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.
Not at the moment, no. Mindoir has been assigned a single cruiser and a few frigates, but that's, officially at least, because of the Batarian threat rather than to protect you.@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.
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.
1) Normandy-style tech doesn't exist yet. Won't for several years, actually.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.
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?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.
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...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.
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.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.
That's what invisible man does. It gives visual (though not IR or radar) stealth.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.
Can you please post a summary of it then?That's what invisible man does. It gives visual (though not IR or radar) stealth.
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!)