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

3) They're not.
5) I think @UberJJK did some calculations as to the ability of a repulsor to transfer energy to a target, he could probably answer that better than I could.
1, 2, 4, 6) As the plot demands/the stunt specifies.

Do you just want to leave the dimensions of the ships wishy washy for now then? I'm mainly asking about size so that I can figure out how many I can fit onto a ship.
 
The original post:

Uber's good point that QECs are vital with the Elysium labs opening. Totally slipped my mind - and no reason we can't factor in our spending pattern other than I was too lazy to do it last time.


In light of that...new timeline, edited to move QEC's up and including our overflow patterns.:
https://docs.google.com/spreadsheets/d/1NDxsKpeOQgyHIUDmhBbwKNL-wi75q1N9eLf_7QR95bo/pubhtml

Available dice, for reference:
Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI)​
Mindoir 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)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)
10d10 + 10 (VI) + 5 (salary)​
Conrad
10d10 + 10 (VI)​
Total
210d10 + 310 = an average of 1465, 95% chance of 1397​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I
10d10 + 10 (VI) + 10 (research lab)​
Elysium Research Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)​
Total
240d10 + 450 = an average of 1770, 95% chance of 1697​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I+II
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Elysium 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)​
Total
290d10 + 570 = an average of 2165, 95% chance of2085​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I+II+III
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Elysium 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)​
Total
360d10 + 740 = an average of 2720, 95% chance of 2630​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I+II+III
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Elysium 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)​
??? Labs I
10d10 + 10 (VI) + 10 (research lab)​
??? Teams
10d10 + 10 (VI) + 5 (salary) + 10 (research team)
10d10 + 10 (VI) + 5 (salary) + 10 (research team)​
Total
390d10 + 810 = an average of 2955, 95% chance of 2862​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I+II+III
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Elysium 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)​
??? Labs I+II
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
??? 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)​
Total
440d10 + 930 = an average of 3350, 95% chance of 3251​

Revy
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)
10d10 + 10 (VI) - 10 (Conrad)​
Mindoir Labs 0+I+II+III
10d10 + 10 (VI)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Mindoir 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)​
Conrad
10d10 + 10 (VI)​
Elysium Labs I+II+III
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
Elysium 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)​
??? Labs I+II+III
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)
10d10 + 10 (VI) + 10 (research lab)​
??? 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)​
Total
510d10 + 1100 = an average of 3905, 95% chance of 3798​
 
They won't. Shipyards are expensive as fuck, they don't have the money in their budgets for that - that said, we will probably just get their entire fucking defense budget, and maybe some tax breaks/subsidies to boot.

Can you give a quote for their budget then? Because the way your making them sound it seems like the alliance is broke.o_O


Why do you have two 2174-Q3 in that list?
 
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Can you give a quote for their budget then? Because the way your making them sound it seems like the alliance is broke.o_O
How in the world would I give a quote for their budget?

They are broke. Every organization that size is broke. Shit is expensive, yo...if they had more money, they wouldn't be stretched out the way they are and would have more ships to begin with.
 
How in the world would I give a quote for their budget?

They are broke. Every organization that size is broke. Shit is expensive, yo...if they had more money, they wouldn't be stretched out the way they are and would have more ships to begin with.

You know what I mean, please don't play dumb like that. Give me what you think their defense budget is. :wtf:
 
You know what I mean, please don't play dumb like that. Give me what you think their defense budget is. :wtf:
Are you being deliberately obtuse? How could I possibly do that without any frame of reference for the size of the System Alliance's economy?

It is irrelevant anyways - just think about the consequences. If they had the money to build us all those shipyards...they would have built themselves all those shipyards, and a ton more ships.
 
Most ships only have a single main gun and a few secondary ones, keeping to that pattern would be best if you're also keeping to the basic design.
I'm trying to come up with a new basic designs, rather than sticking to designs that made sense for tech that we're not using anymore.

In terms of gigawatt lasers, are those exactly 1 gigawatt, or can we go up into the 10's or even hundreds of gigawatts? If we can go up into the higher ranges, it would make sense to just have 1 or 2 lasers and pump all our output through those. If we can't, I was thinking about having an array of as many lasers & arc reactors as we could fit and cool, instead of just having a single gun.
 
It is irrelevant anyways - just think about the consequences. If they had the money to build us all those shipyards...they would have built themselves all those shipyards, and a ton more ships.

It also becomes a question of how much of that budget they can actually allocate to constructing new shipyards when they are trying to pay for routine maintaince of all of their ships and shipyards, military R&D, the construction of frigates/cruisers and the fact that they were building two dreadnaughts at the same time during canon...

I mean if you decide to let the SA fleets take a few hits for the Destiny Ascension in ME1 you get told that four SA cruisers were destroyed and the SA still hasn't replaced them by the time ME3 rolls around.

They managed to get the Thanix cannon up and running in a year with the Turians help and even then they couldn't retro-fit all of their ships quickly enough.

I think the SA has a pretty large disparity between the number of ships and the number/size of the shipyards considering that they couldn't pull that sort of thing off with two years preparation.-
 
Are you being deliberately obtuse? How could I possibly do that without any frame of reference for the size of the System Alliance's economy?

It is irrelevant anyways - just think about the consequences. If they had the money to build us all those shipyards...they would have built themselves all those shipyards, and a ton more ships.


Are you? Don't arbitrarily claim that my "idea" is bad if there is literally no way to back up your own assertions.


There are such things as laws that may very well stop them from being able to build a ton of shipyards and then ships. Rich people want to stay rich so having the military shackled like that legally is a distinct possibility.
 
I did back up my assertions, with the almighty common sense - if they had that money, it would already be put to use.

The will do everything in their power to support us, but the idea that their budget will suddenly double is ridiculous, no matter how many "shackles" they are under - even assuming they are freed from those in light of our tech, which isn't guaranteed. Keep in mind that this isn't the Turian economy, they don't have that much control over it.

Your idea is bad.

This is before taking account the fact that they wouldn't be comfortable giving those shipyards to a third party, they would be asking for the designs to produce them in their shipyards.
 
I did back up my assertions, with the almighty common sense - if they had that money, it would already be put to use.

The will do everything in their power to support us, but the idea that their budget will suddenly double is ridiculous, no matter how many "shackles" they are under - even assuming they are freed from those in light of our tech, which isn't guaranteed. Keep in mind that this isn't the Turian economy, they don't have that much control over it.

Your idea is bad.

This is before taking account the fact that they wouldn't be comfortable giving those shipyards to a third party, they would be asking for the designs to produce them in their shipyards.

If they have no money then they can't possibly be buying all this new equipment that comes on the market... but guess what? Its happening. Hows that for common sense?:wtf:
 
This is before taking account the fact that they wouldn't be comfortable giving those shipyards to a third party, they would be asking for the designs to produce them in their shipyards.

It's possible that their own naval slips are primarily dedicated to repair and maintenance rather than new construction. In that case when they have sufficient budget for new hulls they'd contract out.

In which case if there's a lack of building slips available when the order goes in then the order would be (perhaps significantly) delayed.

If they have no money then they can't possibly be buying all this new equipment that comes on the market... but guess what? Its happening. Hows that for common sense?:wtf:

By retiring and selling off other equipment that is obsolete rather than continue to maintain it. Also by special budget allocations outside the normal defence budget for replacing obsolete hardware.

That money special allocation comes from somewhere however and for the Military to get that some other part of the SA Infrastructure goes without.
 
If they have no money then they can't possibly be buying all this new equipment that comes on the market... but guess what? Its happening. Hows that for common sense?:wtf:
It was a poor attempt, but points for at least trying.

They have money, money they were going to spend on new ships or maintenance on old ships - that money could instead be spent on buying our ships. That is not the same as having enough money to build an entire second set of shipbuilding infrastructure.

Fake edit - sorta ninja'd.
It's possible that their own naval slips are primarily dedicated to repair and maintenance rather than new construction. In that case when they have sufficient budget for new hulls they'd contract out.

In which case if there's a lack of building slips available when the order goes in then the order would be (perhaps significantly) delayed.[/QUOTE
Maybe, but I doubt things like dreadnought construction are contracted out. The majority of yards are probably dedicated to repair and maintenance though, yeah.
 
Echoing the budgets thing, while we commonly lump the SA all together, it may very well be different sections that have separate budgets.

For example, there may be a budget for weapons and another for infrastructure. In this case, while the weapons section has money to spare for any new models (especially leading up to a sort of showcase convention), the infrastructure section may have just enough for repair and maintenance, maybe long term budgeted new constructions.
 
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It was a poor attempt, but points for at least trying.

They have money, money they were going to spend on new ships or maintenance on old ships - that money could instead be spent on buying our ships. That is not the same as having enough money to build an entire second set of shipbuilding infrastructure.

Fake edit - sorta ninja'd.

Your clearly not reading what I post at this point. Their buying entirely new crap while also clearly keeping their own ships in working order. Otherwise something would have been said about it.
 
Your clearly not reading what I post at this point. Their buying entirely new crap while also clearly keeping their own ships in working order. Otherwise something would have been said about it.

I remember a couple of comments in ME3 that indicate that the SA military either sell old de-militarised vessels to civilians or create 'mothball fleets' where they are supposed to get broken down and recycled.

Cortez comments that some of the refugees are using ships that are decades old and not very spece worthy, but at the same time he comments about a particular class that arrives, saying that 'it has an eezo core that's like granite'.

We just don't see it in-game because all of the ships we see in their fleets are all their most recent ships and Bioware avoided making ship designs for the Hanar, Volus and the Terminus system forces.
 
Your clearly not reading what I post at this point. Their buying entirely new crap while also clearly keeping their own ships in working order. Otherwise something would have been said about it.
You clearly aren't understanding what you are suggesting at this point.

Yes, at the moment they are sustaining their old fleets and building new ships. That will continue, and you are suggesting they build an entire secondary shipbuilding infrastructure on top of that.

Unless you want them to destroy the entire navy, and sit around twiddling their thumbs for a few years while a new one is built?
 
@Daniel14541
On defensive, the human military is a rapid reaction force that lives by Sun Tzu's maxim, "He who tries to defend everything defends nothing." Garrisons are intended for scouting rather than combat, avoiding engagement to observe and report on invaders using drones.

The token garrisons of human colonies make it easy for alien powers to secure them, for which the Alliance media criticizes the military. However, the powerful fleets stationed at phase gate nexuses such as Arcturus are just a few hours or days from any colony within their sphere of responsibility. In the event of an attack, they respond with an overwhelming force.
This text taken from here suggests that the Alliance fleet is spread pretty thin, if they had the resources to create and man more ships they would already have them. They expanded to fast in my opinion so they can't defend their colonies decently because of that.
 
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I'm not even anything approaching an expert, but maybe what can happen is that they'll stop producing the older ships once the ones already in production are finished, then make some additions to their shipyards so we can put the newer, better ships into production, while the Alliance still maintains and uses the older ones so they can still have a full fleet, then slowly phase out the older models as more newer ones are built, either putting them to some other kind of use, selling them or scrapping them for parts. That would be easier on their budget and still give them access to our brand-new ships, right?
 
I'm not even anything approaching an expert, but maybe what can happen is that they'll stop producing the older ships once the ones already in production are finished, then make some additions to their shipyards so we can put the newer, better ships into production, while the Alliance still maintains and uses the older ones so they can still have a full fleet, then slowly phase out the older models as more newer ones are built, either putting them to some other kind of use, selling them or scrapping them for parts. That would be easier on their budget and still give them access to our brand-new ships, right?
Sounds about right.

From what Tabron brought up:
I remember a couple of comments in ME3 that indicate that the SA military either sell old de-militarised vessels to civilians or create 'mothball fleets' where they are supposed to get broken down and recycled.

Cortez comments that some of the refugees are using ships that are decades old and not very spece worthy, but at the same time he comments about a particular class that arrives, saying that 'it has an eezo core that's like granite'.

We just don't see it in-game because all of the ships we see in their fleets are all their most recent ships and Bioware avoided making ship designs for the Hanar, Volus and the Terminus system forces.
they do mothball their old ships anyways - they will probably stop any planned additions to the fleet, and instead start snapping up as many ships as we can supply while accelerating the retirement of old ships drastically to cut down on operation costs. The shipyards which previously were building new ships could instead be rented to us for a steep discount to the price of ships produced there, while the majority of them (used for maintainance) continue being used for such...with maybe a few moved to the "new ship" category since they are speeding up the retirement of old ships, and the new ones need less in many ways.
 
They do mothball their old ships anyways - they will probably stop any planned additions to the fleet, and instead start snapping up as many ships as we can supply while accelerating the retirement of old ships drastically to cut down on operation costs. The shipyards which previously were building new ships could instead be rented to us for a steep discount to the price of ships produced there, while the majority of them (used for maintainance) continue being used for such...with maybe a few moved to the "new ship" category since they are speeding up the retirement of old ships, and the new ones need less in many ways.

I wonder if it's possible to research a 'faster' way of recycling starships? From what I got from the breaker yard mission (the one that got taken over by...the Blue Suns, I think?) was that they relied on actual people with tools to pull ships apart.

Can we do it by using the high end lasers and the VI systems? I mean, if we automate most of the process, wouldn't be quicker because of being able to run for 24 hours a day without any problems?

Well, except for the times when the lasers need to cool down...
 
I don't think they take the ships apart - I think the just sit around unused until they are stripped of weapons and military-grade systems, then sold to civilians.

Do you mean Korlus? I think the process is already pretty automated, just from:
Korlus's biggest business is the recycling of decommissioned or junked spacecraft into their component parts. While the invention of omni-gel has made this process significantly cleaner it is still a dirty business
We know omni-gel is pretty much automatically produced, but we can't say for sure of course.
 
frigate, really needs a name

SA frigates are named after major battles in human history, and the class is named after the first ship of that class. So for the Roman theme pick a historical Roman battle.

Or if we want to play a little politically there was just a battle at Mindoir, so we could call it the Mindoir class.

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.

FTL grade ME fields have about three day of endurance with current core sizes. Endurance is relative to both the amount of eezo and possibly (wiki doesn't say this but it does make sense) the amount of power run though the eezo. The Normandy for example has a double strength core and can run twice as long as other ships. A TIR system would either require using the FTL core and thus not being able to use FTL (or vice versa) or adding even more expensive eezo. I doubt we're going to get "weeks" of endurance w/o making far to expensive ships. No clue how much eezo is needed as we'd need the index of refraction for ME fields (black magic as noted below) and a working copy of the eezo equation which all we know has power and eezo requirements that are exponentially dependent on the mass effected and the amount its effected by (possibly meaning that a FTL field in a vacuum is actually quite easy) though that might be a rule of thumb equasion.

Hell part of me wounder if part of the Normandy's ability to trap all that heat isn't due to using mass effect fields to catch some of that heat, its never explained how it works exactly other then that the heat is stored in Lithium sinks and the stealth system is "powered by" the Tantalus drive core.

Its also important to note that TIR is dependent on the angle of the incoming light. TIR will NEVER occur (barring space magic) when the light waves hit perfectly perpendicular to the boundary between the mediums (that is the angle to the normal is 0, and perpendicular to the boundary) this is due to the formula for the "critical angle" for TIR being theta=arcsin(n2​/n1​) with n1​ being the index of refraction for material the light starts in and n2​ being the material the light (might be) traveling into. Index of refraction is n=c/v, where c is the speed of light and v is the speed of light in the material. So simplified its arcsin(v1​/v2​), with v1​ being the speed of light for of the material the lights in and v2​ being the velocity of the material the light is passing into. To minimize the value for theta one needs a value of 0 for v1​ or a value of infinity for v2​, which would mean stopped light or infinity fast light. For ME this would be singularity class effects or Mass Relay class fields. Surrounding the ship in a singularity is not going to be good or its health and Relay level fields are out side our grasp (for now).

Wiki for TIR: http://en.wikipedia.org/wiki/Total_internal_reflection

Random physics question: why the hell do they include C in these equations? It drops out so it shouldn't matter... is it just because they use the index of refraction as a baseline and that uses C? Though in ME it may matter due to the direct manipulation of C... ME Wiki claims otherwise though.

In conclusion total stealth via TIR isn't happening it may help and a well structured field may produce a (very) low emissions level of stealth; placing the primary radiators so that the radiated heat will not strike the TIR barrier perpendicularly, should reduce the emissions a massive amount, but no magical cloaking. TIR will how ever offer a good way to reduce the effects of lasers a thin layer of FTL grade ME field (rated at 57x C) will block all lasers not hitting exactly within 1 degree of the normal, which is some thing like a 98% drop in efficiency. It also produces a very narrow window to detect you in. The reapers do have anti-laser shielding already you know, mind its not perfect. :) TIR would also make it hard to run a normal shield though being that hard to see may make it meaningless.

Unless I missed something...
 
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If we're naming our Frigate class after a Roman battle, I've got some suggestions for Early Rome, from Rome's founding to the end of the Republic:
  1. Battle of Silva Arisa, where the now-Republican Rome defeated the Tarquinii and Veii led by the deposed king Lucius Tarquinius Superbus.
  2. Battle of Heraclea, the first battle between Pyrrhus of Epirus and the Romans and the first battle between a Greek and Roman army.
  3. Battle of Cannae, where Hannibal defeats the Roman army in what is considered one of the greatest tactical masterstrokes of the ancient world.
  4. Battle of Zama, where the Romans finally defeat Hannibal and thus end the Second Punic War victorious.
  5. Battle of Magnesia, where the Romans defeated a vastly larger army led by Antiochus the Great, securing Rome's dominance over the lands once held by the Seleuclid Empire.
  6. Battle of Mount Olympus, where the Romans scored a victory over the Galatian Gauls. Included solely because of its name.
  7. Battles of Mount Vesuvius, Cabira, Picenum, Mutina, Campania & Siler. All of the battles Spartacus and his army of slaves fought. Pick one.
  8. Battle of Pharsalus, where Julius Caesar defeated his arch-rival Pompey.
  9. Battle of Zela, where Julius Caesar defeats Pharnaces II of Pontus. This is the battle where he said Veni. Vidi. Vici.
  10. Battle of Actium, where Octavian defeated Mark Antony and Cleopatra and became sole ruler of Rome.
EDIT: Actually, we should save Vesuvius and Olympus for our dreadnought and superdreadnought. Unless we go with a different theme for superdreadnoughts, like mythical heroes or something. I'd certainly like to be driving around in a Hercules-class Super Dreadnought.
 
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