Shepard Quest Mk VI, Technological Revolution

Tabron, you do realise that if we were to instantly flip the entirety of the universe to antimatter we are unlikely to notice a difference, right?

Yes, I know. But using a universe - relative narrow beam that changes everything it touches into anti-matter would cause at least one half of the universe to turn into anti-matter and destroy the rest.

It's the whole 'not turning everything in the universe into anti-matter in an instant' part that's frightening.
 
On going debate stuff:

I'm not really sure that Eezo grades is needed. Having military vessels use over-sized cores to compensate for their increased relative mass as well as their higher speed and endurance requirements more then works.

We know that the peak for FTL travel is 15LY/day but that's like saying the fastest aircraft travels at 3,500km/hr. It's true but nothing commercial goes anywhere near that speed.

Let's say a commercial craft travels 5LY/day. That means over a two day trip, within the 50 average drive endurance, they can travel 10LY. There are nine different solar systems within 10LY of Earth, two of which (Alpha Centari and Luhman 16) are suspected to have planets.

Now throw in a single discharge, bringing it up to 4 days, and suddenly there are over 50 solar systems, 5 of which are confirmed to have planets and another 7 are suspected.

So it's easy to see civilian ships having much smaller drives. One third the speed means their drives would be at least one third the size and possibly more since it's "exponential".

Throw in the lighter mass and lower endurance (50 hours is only the average) and the price probably falls more within the reasonable range.

Hmmm.... an excellent point. While I would have to say that still think eezo would come in different purities just by dint of the fact its mined and refined, I'll probably leave it as irrelevant at the ship building level for the most part, using the speed down scaling makes the costs go down a fair bit.

That strikes me as a rather dangerous assumption. While we don't know how the trend will go in the future modern day statistics show that the more advanced a nation the lower the birthrate and population growth are.

They likely have a lot smaller percentage of the population then that. The USA, EU, Canada, and Russian come to 1,008,680,441 out of ~7,210,000,000 which is a mere 14%. Now adding China and India does bring that up to 50% however that's because India is in the middle of and China was "recently" undergoing a population boom. In a hundred years time their relative populations would have dropped significantly as more developing nations hit that tipping point which causes a population boom.

I wanted a vague guesstimate of the order of magnitude I'd be seeing. When you gave world GDP growth I switched to that as it was much better.

The good old "pick something". It can be rather irritating can't it?

It and it's friend non-linear effects are a pain! Esp when its hard to get people to agree on things. :p

I do remember that discussion now that you mention it. You can easily make arguments both ways. On one hand the Alliance got smacked in the face by "Hostile Aliens" and the way they've been treated on the galactic stage hasn't really done much to mitigate that. On the other hand there is a massive land grab going on and supporting that along with the various diplomatic missions to solidify the Alliance's position would be a massive strain on the budget, reducing the money that can be spent on the military.

I kinda got the feeling in game that a lot of people felt the Alliance wasn't spending enough on the military, with that been the reason it was so overstretched, so I tend to favor the latter approch although the former works for me as well.

Thing is for me is I went back and reread the early alliance history and the main reason for its founding was "Hostile Allies" in 2149. That lead to a fleet build up of ~200 warships from zero in nine years two to three of which are the super expense dreadnaught type (assumed to be the 800m Everest class). After 2157 when "Hostile Aliens" actually happened. After that they built up their fleet over 26 years at about the same rate (ish?) while keeping under the dreadnaught limit. I also assume that they upgraded the older ships.

You raise some good counter points here. So lets look at the sort of costs that could be expected.

First off is the cost per soldier. For simplicity's sake I'll round it up to 110,000cr per soldier. Going off past estimations the Systems Alliance Military (SAM) has roughly twelve million soldiers at any time.

As I calculated over here supporting a standing twelve million soldiers and training 2.4 million new soldiers every year costs about three trillion and 840 billion respectively each year for a combined yearly cost of 3,840 billion credits.

For the sake of simplicity I've been considering the SA as a collective unit. Doing it right we should subsection based on the SA and the member states, but I've just been thinking of all their militaries as one unit, much like we've been doing with the GDP.

Also link broken :(

While we don't know how many ships the Alliance has right now it's reasonable to assume they have at least five of their eight fleets going by the descriptions for each fleet on the wiki.

Four to five sounds right.

At 10% of their build cost per year in maintenance, as mentioned in one of your earlier posts, that puts the costs at:

For the sake of accuracy this maintenance cost may include basic operations costs, fuel, supplies, training munitions, etc. On the other hand there's the price of antimatter. Mind the Citadel has been producing it for a few hundred years so the price maybe lower then one would initially expect. The 10% is "Operating and Support Costs" and it can flux from 5-10% or so. Sorry should have made that clearer.

So the Alliance is looking at ~220 trillion credits in maintenance every year with their current fleet. Damn!

Admittedly that is only 15% of their budget but still...

There's a reason I setup a formula chain that started with near zero maintenance and maxed procurement and donated ten percent of the latter to the former each year.

So I'm thinking their budget would end up been something along the lines of:

Maintenance - 15%
Operations - 30%
R&D - 15%
Procurement - 35%
Other - 5%

I think ops is to high personally as the 10% upkeep figure should actually cover a fair bit of that, but meh, pick something.

So at 35% of 1458 trillion the Alliance has 510 trillion to spend on procurement each year.

Using my 10% trade per year calculation and a 7.5% military budget I'm getting ~538 trillion in 2173 so sounds reasonable

Assuming they keep to a ratio of 1:9:18 for HC:LC:FR then the could buy:
36 Heavy Cruisers, 324 Light Cruisers, and 648 Frigates per year.

Those numbers do seem rather high. More math is clearly required.

What makes it even worse is that the ratios are wrong. An SA fleet subdivides in flotillas with each flotilla being one cruiser and 4-6 frigates. I assume there is also a carrier flotilla and a dreadnaught one do basically the number of frigates should be around four times the number of other ships. That's why ratio the fleets at 1 dreadnaught, 1 carrier, 30-40 cruisers, 128-168 frigates. That and the fleets that fought at the battle of the citadel lost around 1/3 of their strength and a ships lost estimation got me about 10 cruisers. Carrier number might be +1, I've never seen a good argument for any number of carriers other then one per fleet. Hell only ~3-4 are listed!

The key thing is that the end budget needs to equal the fleets strength, plus some to account for losses/upgrades etc. Though losses may get payed back via reduced upkeep.

You know. I'm starting to think we should just ignore the whole 120 billion credit core, or rather just assume it's an extreme outlier due to R&D focuses on seeing what they can do rather then cost efficiency, and just pick more reasonable numbers.

Maybe, but part of the reason I considered it is that the figure stated wasn't the cost of the core it was quite explicitly the cost of the eezo in the core. "A hundred and twenty billion credits of element zero" And the core is observed to be double the normal size.

But it an option.

I'd be rather surprised if even a quarter of the procurement budget is spent on new warships. There's non-combat logistical vehicles for ground/air/space, various services that go out to bid instead of being done in-house (IT services, etc), mercenaries private military contractors, property acquisitions, construction, etc. I could be wrong, but you might also be missing a lot of the non-combat personnel that goes into supporting a military, unless that falls under "Operations".

Some of it. The issue is that the costs you mention? They're irreverent. The US military spent 0.5 Million per soldier for everything all the stuff you mentioned and their gear, their pay, etc all of it. The armed forces of the combined SA? At the same rate only needs to spend 190 Trillion to match, That all the planetary warfare, support, housing, food, medical and other things covered. The SA budget were considering has 1,458 Trillion or more credits*. That's 1,268 Trillion credit for spending just on space. That needs to be spread out over procurement, R&D, support (Maintenance+Ops) and other. R&D is a ??? and so is other though having it take out ~20% is good (Still ~200 Trillion credits, and being inflation adjusted they have the same worth you'd expect!). Procurement and support for ships have an inverse relationship with each other one goes up the other goes down. Don't have any ships to maintain or run ops with? Build more. Lots of ships? Build less.

*In about three years you could by ever single of the ~390 million people in the SA's combined forces a Legionary armor and a Tiger. Fighters would take a bit longer. Around 25 years and everyone has a deep space fighter.

Editt: Math Fail
 
Last edited:
In about two years you could by ever single of the ~390 million people in the SA's combined forces a Legionary armor and a Tiger. Fighters would take a bit longer. Around 25 years and everyone has a deep space fighter.

What happens if they cut down on acquiring the Legionary Armor and just went for the Tiger? Or is the '25 year' mark taking that into account as well?

Mainly because if that is true, then won't it take even longer for us to replace SA's fighting forces with ships made from PI tech?
 
The never ending spoilers of discussion continue!
Hmmm.... an excellent point. While I would have to say that still think eezo would come in different purities just by dint of the fact its mined and refined, I'll probably leave it as irrelevant at the ship building level for the most part, using the speed down scaling makes the costs go down a fair bit.

I'll definitely agree that it could come in different purities. The question is does it? It could be that commercial grade Eezo is standardized at say 99% purity so it's only traded in either it's unrefined state or at the aforementioned standardized purity.

It and it's friend non-linear effects are a pain! Esp when its hard to get people to agree on things. :p

There needs to be a hugs emoticon!

Thing is for me is I went back and reread the early alliance history and the main reason for its founding was "Hostile Allies" in 2149. That lead to a fleet build up of ~200 warships from zero in nine years two to three of which are the super expense dreadnaught type (assumed to be the 800m Everest class). After 2157 when "Hostile Aliens" actually happened. After that they built up their fleet over 26 years at about the same rate (ish?) while keeping under the dreadnaught limit. I also assume that they upgraded the older ships.

I do agree that ME!Humanity has a real "The Aliens are out to get us!" vibe. This is seen in a variety of other ways such as the concentration of humans in Sol, and especially on earth, and the prevalence of Carriers. The latter provide a means of bypassing the Dreadnaught's treaty since they would probably be easy to retrofit* with a 800m MAC and the former happens because people are afraid that if they venture out into the wilderness the Aliens will get them which is only validated by the occasional slaver raid like Mindoir or Thresher Maw like Akuze.

On the flip side however one need look no further then Horizon and Cerberus for why the SAM's funding may be lower then this attitude would imply. One of the big things I remember from Horizon was that the people there didn't believe the Alliance would, or could, protect them. Similarly a lot of people, like Jacob, joined up with Cerberus not because they felt it could protect humanity better then the Alliance.

I have no idea how that happened. I'll fix it tomorrow.

For the sake of accuracy this maintenance cost may include basic operations costs, fuel, supplies, training munitions, etc. On the other hand there's the price of antimatter. Mind the Citadel has been producing it for a few hundred years so the price maybe lower then one would initially expect. The 10% is "Operating and Support Costs" and it can flux from 5-10% or so. Sorry should have made that clearer.

Ah. I suppose that makes sense. I'm just use to thinking of the insanely high* maintenance costs for all our buildings and such.

*20% of the initial cost per year is pretty high. They were 5% per year before Esbilon changed it from a yearly cost to quarterly, in a doomed attempt to stem our inevitable economic victory, after all.

What makes it even worse is that the ratios are wrong. An SA fleet subdivides in flotillas with each flotilla being one cruiser and 4-6 frigates. I assume there is also a carrier flotilla and a dreadnaught one do basically the number of frigates should be around four times the number of other ships. That's why ratio the fleets at 1 dreadnaught, 1 carrier, 30-40 cruisers, 128-168 frigates. That and the fleets that fought at the battle of the citadel lost around 1/3 of their strength and a ships lost estimation got me about 10 cruisers. Carrier number might be +1, I've never seen a good argument for any number of carriers other then one per fleet. Hell only ~3-4 are listed!

Heh. You put a lot more thought into it then I did. I simply based the ratio off roughly the ratio the ship number I listed were in with ~50 Heavy Cruisers, ~450 Light Cruisers, and ~1,000 Frigates.
The key thing is that the end budget needs to equal the fleets strength, plus some to account for losses/upgrades etc. Though losses may get payed back via reduced upkeep.

Yeah that is the big sticking point.

Maybe, but part of the reason I considered it is that the figure stated wasn't the cost of the core it was quite explicitly the cost of the eezo in the core. "A hundred and twenty billion credits of element zero" And the core is observed to be double the normal size.

You know. Now that you say it like that I'm starting to wonder if maybe I was looking at it the wrong way.

What if the drive core been double the normal size didn't mean it cost twice as much but eight times as much. If it's actually double the size (Ie length, width, and height) then it has eight times the volume so it makes sense it would have eight times the Eezo. That would dramatically drop the prices from 60B for a regular 138m frigate core down to 15B which would cut the drive prices by three quarters across the board.
 
SV= Comes up with the idea to make a beam that turns whatever it touches into anti-matter...ignores the universe destroying potential of it and thinks "meh, solves the anti-matter storage problem."

Par for the course as far as humans are concerned. I mean we poison our sole planet while not really having a way off of it. How about weaponizing super massive black holes? Or just really tiny black holes as a power source and a solution to pollution. I still want whatever the Krogans used to turn that one planet into chunky salsa.
 
What happens if they cut down on acquiring the Legionary Armor and just went for the Tiger? Or is the '25 year' mark taking that into account as well?

Mainly because if that is true, then won't it take even longer for us to replace SA's fighting forces with ships made from PI tech?

390 million Tigers cost ~3,000 trillion at cost (x2.5 for standard sale price) I errored on that. Budget was 1,458 trillion ish (or more). Twenty five years was for just 390 million fighters at cost. I should note that the SA does not have that many fighter pilots. Try 60,000 or so. The combined armed forces of humanity have about 390 million members. Not solders, members. Legionaries was < a year's budget at sale price.

Yes yes it will take a while. Most stuff in the systems alliance armed forces is good for ~20 years, ships are expected to last at least 50. Some races' warships are centuries old. They ma have undergone updates, but they are still the same ship.

The never ending spoilers of discussion continue!
I'll definitely agree that it could come in different purities. The question is does it? It could be that commercial grade Eezo is standardized at say 99% purity so it's only traded in either it's unrefined state or at the aforementioned standardized purity.

Hm.. well one you hit usable purity levels there's no reason to continue unless higher purity gave some benefit. I'd imagine that a better purity would primarily reduces stress on the core and allow for safer high power use as the issue with low quality is that the impurities make it go boom. So in theory even if you had 99% pure put to much into it to fast and still explodes.

I do agree that ME!Humanity has a real "The Aliens are out to get us!" vibe. This is seen in a variety of other ways such as the concentration of humans in Sol, and especially on earth, and the prevalence of Carriers. The latter provide a means of bypassing the Dreadnaught's treaty since they would probably be easy to retrofit* with a 800m MAC and the former happens because people are afraid that if they venture out into the wilderness the Aliens will get them which is only validated by the occasional slaver raid like Mindoir or Thresher Maw like Akuze.

On the flip side however one need look no further then Horizon and Cerberus for why the SAM's funding may be lower then this attitude would imply. One of the big things I remember from Horizon was that the people there didn't believe the Alliance would, or could, protect them. Similarly a lot of people, like Jacob, joined up with Cerberus not because they felt it could protect humanity better then the Alliance.

Horizon was actually a Terminus colony and technically not an SA member colony so no the SA wouldn't protect them unless there was some benefit. Like projecting the image that the SA was humanity's government and extending their power. All the colonies hit by the collectors where Terminus and thus not SA territory and technically not their responsibility.

The issue is that the SA has a several things tugging at it. When humanity found the mass relays they immediately used the diaspora strategy, spread out as much as you can so they can't kill you all.

The SA military is now for some reason expected to try to protect all that stuff.

Then post contact as the SA is "a free nation" people can go colonize if they wish so they did and to increase the SA's power if you wanted to stay a member of the SA you could. Some people didn't go "oh shit aliens" and went , "hey cool aliens" and did the colonizing thing.

And the SA military is now in charge of guarding them too.

Then to top all that off you get the people that just left and went even further. Post 2183 the SA is trying to actually look like a proper collective government and they also start seeing if the can reabsorb the leavers by protecting them.

A lot of it comes down to people on Earth going we need a military to protect us so they build up a lot, but is is out matched by the diaspora that humanity is undergoing. There is are separate faction in humanity*. Try imagining it like playing a game of civ where the settlers do what ever they want and randomly pop up. You have to guard these nuts. Also barbarians are turned up to max and your right next to an AI that hates you and has 1000+ years on you.

*Lets see you have Terra Firma aka Earth first, you've got humanity first, you got the colonial interests, the military, the we like aliens team, team sane (rare), team lets all just get along, team fuck the government we're leaving etc.

Ah. I suppose that makes sense. I'm just use to thinking of the insanely high* maintenance costs for all our buildings and such.

*20% of the initial cost per year is pretty high. They were 5% per year before Esbilon changed it from a yearly cost to quarterly, in a doomed attempt to stem our inevitable economic victory, after all.

Makes me wounder what would be reasonable? Meh doesn't matter your freaking 250% profit on high credit items is what's broken... Don't expect that to fly on bigger things.

You know. Now that you say it like that I'm starting to wonder if maybe I was looking at it the wrong way.

What if the drive core been double the normal size didn't mean it cost twice as much but eight times as much. If it's actually double the size (Ie length, width, and height) then it has eight times the volume so it makes sense it would have eight times the Eezo. That would dramatically drop the prices from 60B for a regular 138m frigate core down to 15B which would cut the drive prices by three quarters across the board.

Maybe, though the other time they use twice the size (SR-2) the definitely mean twice the mass. The sticking point for me is that the ship has twice the FTL endurance. Assuming that eezo gets X charge per amp, and the Normandy's FTL is still in the same speed range that would mean that the mass would most likely double to double the endurance, eight times the mass should yield eight time the endurance assuming it was used the same way.
 
Or a mecha Pikachu in a catgirl hoodie. Would be easy to make as you can use ezore interaction to build up the charges needed..

Wait what? Damn it that icon's very distracting.
 
Or a mecha Pikachu in a catgirl hoodie. Would be easy to make as you can use ezore interaction to build up the charges needed..

Wait what? Damn it that icon's very distracting.
Yes. This is exactly what should happen. Actually, we could just use an arc reactor to generate electricity.
 
Last edited:
@Hoyr just curious but what is the likelihood of us being able create a system allowing us to forcefully shutdown our products in case they are used against us or stolen by other parties?
 
@Hoyr just curious but what is the likelihood of us being able create a system allowing us to forcefully shutdown our products in case they are used against us or stolen by other parties?

That's why I want to have a look at electromagnetic shields based on Buzzard ramscoop technology.

Particle beams suffer from one very critical weakness: Whatever is used to propel the particles in question can be used to protect from them.

Use electromagnetism to propel, use electromagnetism to repel. It is simply that easy.

I want Revy to laugh at people who think that just because they managed to reverse engineer one of her own techs or built something in response to her, they have something that can beat her.
 
@Hoyr just curious but what is the likelihood of us being able create a system allowing us to forcefully shutdown our products in case they are used against us or stolen by other parties?
Leaving remote-shutdown backdoors for ourselves is practically inviting other people (i.e. Harbinger) to use them. Its prevalance in the real world doesn't mean it's a good idea, either.
 
Just going to say that I like the fact that we got a bit more personable action in the quest, even if we weren't in danger of actually dying. It's been a lot of number crunching and empire building, so it was a good refresher.

It feels like forever since we fought Pirates in our original suit.
 
Just going to say that I like the fact that we got a bit more personable action in the quest, even if we weren't in danger of actually dying. It's been a lot of number crunching and empire building, so it was a good refresher.

It feels like forever since we fought Pirates in our original suit.
Indeed. I know its heresy but this quest needs less math and more story. ;)
 
@Hoyr just curious but what is the likelihood of us being able create a system allowing us to forcefully shutdown our products in case they are used against us or stolen by other parties?

Eh just tell me you're including the system and on what. Now how useful that is and stuff I'll leave you guys to debate.

Particle beams suffer from one very critical weakness: Whatever is used to propel the particles in question can be used to protect from them.

Use electromagnetism to propel, use electromagnetism to repel. It is simply that easy.

While any offensive effect makes for a possible defensive effect that doesn't work as well with linear accelerator weapons. If you want to block a shot from a 100m gun in a meter the "shields" need one hundred times the force the gun has. And is you can generate one hundred times the force you can use the same tech in a gun! So it all loops. In general countering linear accelerator tech with the same effect only works if you have better/different tech* than the shooter.

*Which barely gets a pass in ME due to the use of one effect for shielding and a different one for shooting.

In addition when ever you decelerate a charged particle you get free deadly radiation aka Bremsstrahlung. Though you were going to get some anyway when the particle hit and decelerated from the impact. This is a large part of what makes charged particle beams a dick move as a weapon. Mass effect fields may help save you from this.

The real kicker is that as I understand it any weaponized particle beam other then an electron one is most likely going to be "neutralized" or basically when the beam comes out some electrons will be added/removed and then the beam isn't effected by electromagnetism as much*. This is done so that the beam's own electromagnetic forces don't cause it to spread and also so you ship doesn't develop a charge. Same tech is used in ion drives. Then of course if you wanted to be really insane you could figure out how to make a true neutral particle beam.

*Anyone that knows more about Bremsstrahlung, would neutralizing the beam remove/reduce its effects on impact/deflection?

I'm not saying it wouldn't help, but don't expect to completely defeat particle beams.
 
While any offensive effect makes for a possible defensive effect that doesn't work as well with linear accelerator weapons. If you want to block a shot from a 100m gun in a meter the "shields" need one hundred times the force the gun has. And is you can generate one hundred times the force you can use the same tech in a gun! So it all loops. In general countering linear accelerator tech with the same effect only works if you have better/different tech* than the shooter.

*Which barely gets a pass in ME due to the use of one effect for shielding and a different one for shooting.

In addition when ever you decelerate a charged particle you get free deadly radiation aka Bremsstrahlung. Though you were going to get some anyway when the particle hit and decelerated from the impact. This is a large part of what makes charged particle beams a dick move as a weapon. Mass effect fields may help save you from this.

The real kicker is that as I understand it any weaponized particle beam other then an electron one is most likely going to be "neutralized" or basically when the beam comes out some electrons will be added/removed and then the beam isn't effected by electromagnetism as much*. This is done so that the beam's own electromagnetic forces don't cause it to spread and also so you ship doesn't develop a charge. Same tech is used in ion drives. Then of course if you wanted to be really insane you could figure out how to make a true neutral particle beam.

*Anyone that knows more about Bremsstrahlung, would neutralizing the beam remove/reduce its effects on impact/deflection?

I'm not saying it wouldn't help, but don't expect to completely defeat particle beams.

You are assuming that you need to block or de-accelerate the particles entirely.

You just need to mimic Earth's own elecrotomagnetic field, and bam! nearly every particle fired out of that cannon disperses before they get anywhere near your ship.

no de-acceleration = no radiation.

Anyway, whatever you are using to accelerate a 'true neutral beam' can also be used to deflect 'true neutral beams'.

Here's the stuff for it: http://www.projectrho.com/public_html/rocket/spacegunconvent.php

Anyway, if you are stupid enough to be within 100 meters of the front of a spinal mount cannon, no matter what weapon it is, then you deserve to be removed from the gene pool.
 
Last edited:
Particle beams suffer from one very critical weakness: Whatever is used to propel the particles in question can be used to protect from them.

Use electromagnetism to propel, use electromagnetism to repel. It is simply that easy
Which is why you neutralise the particles as they leave the accelerator. It's a complex, but doable task. Or you use neutral particles to start with and accelerate them with mass effect.
 
You are assuming that you need to block or de-accelerate the particles entirely.

You just need to mimic Earth's own elecrotomagnetic field, and bam! nearly every particle fired out of that cannon disperses before they get anywhere near your ship.

no de-acceleration = no radiation.

Anyway, whatever you are using to accelerate a 'true neutral beam' can also be used to deflect 'true neutral beams'.

Here's the stuff for it: http://www.projectrho.com/public_html/rocket/spacegunconvent.php

Anyway, if you are stupid enough to within 100 meters of the front a spinal mount cannon, no matter what weapon it is, then you deserve to be removed from the gene pool.
Deflection is also acceleration. Any change in the velocity vector, be it in its absolute value or direction creates bremsstrahlung.

Also no, there is no symmetry. Because you don't accelerate a neutral beam. You accelerate charged particles then neutralise them without slowing them.
 
Deflection is also acceleration. Any change in the velocity vector, be it in its absolute value or direction creates bremsstrahlung.

Also no, there is no symmetry. Because you don't accelerate a neutral beam. You accelerate charged particles then neutralise them without slowing them.

Interesting...does that mean that Earth is bombarded with bremsstrahlung radiation as well?

From what I can tell though, neutralising a particle beam that way has two distinct disadvantages:

1) you greatly decrease the beam 'length' as you cause the beam to bloom via thermal blooming rather than electromagnetic blooming.

2) You cause your ship to gain a static charge which can fry your hull the moment you touch anything.

Also...doesn't the actual act of accelerating those particles generate bremsstrahlung radiation? So wouldn't you be flooding your own ship with radiation?

Which is why you neutralise the particles as they leave the accelerator. It's a complex, but doable task. Or you use neutral particles to start with and accelerate them with mass effect.

Then that means mass effect can also be used to deflect the neutral particles.

Which is probably why you need 'Clyconic Barriers' in order for Normandy to avoid being damaged by the Collectors particle beam in the first place.

In honesty, I don't see the point in trying to mount a particle beam on a starship, mass effect or no. A 1 KM particle beam cannon can be replaced with 1KM FEL that generates enough X-Rays to boil carbon based armour 1 light second/minute away rather a few tens of thousands of KMs away...
 
You are assuming that you need to block or de-accelerate the particles entirely.

You just need to mimic Earth's own elecrotomagnetic field, and bam! nearly every particle fired out of that cannon disperses before they get anywhere near your ship.

From my math as long as the particle beam isn't going to fast (above TeV, solar wind is usually KeV) you can deflect it. Of course that's a bit over my head and I'm not sure what the particle energies would even bet considering the limited data we have, Considering that the spinal guns have energies rated in terrajoules, that same technology maybe used to make the particles go really really fast. So fast that the calculator I was poking at gave up and said the particle was going c.

Force need would be F=m*(2*d/(s/b)^2) where m is particle mass, b is beam speed, d is defection distance, and s is distance of shield from hull. Thankfully particles are rather light.

Now the real question is can you layer the fields to remove the particle traps/funnels and how bad secondary effects are. Yes Earth has those, I live under a particle funnel, gives us pretty light shows (aka the aurora).

And of course if the beam has bean neutralized.

Anyway, whatever you are using to accelerate a 'true neutral beam' can also be used to deflect 'true neutral beams'.

True but you still run into the same issues one way or another a true neutral beam as a bit better range then a neutralized one.

Anyway, if you are stupid enough to be within 100 meters of the front of a spinal mount cannon, no matter what weapon it is, then you deserve to be removed from the gene pool.

Not a hundred meters in front, try 11+km in front.

Interesting...does that mean that Earth is bombarded with bremsstrahlung radiation as well?

Yep, but half a KM of atmosphere blocks most radiation and its pretty weak stuff, most solar wind is not very strong.

From what I can tell though, neutralising a particle beam that way has two distinct disadvantages:

1) you greatly decrease the beam 'length' as you cause the beam to bloom via thermal blooming rather than electromagnetic blooming.

Don't think that's quite right. ALL particle beams as I understand it are going to experience thermal blooming. Charged particle beams add electrostatic blooming. Neutralizing the beam makes it "only" thermal which I am lead to believe is much much slower. You do get a bit of extra early blooming from the neutralization though

2) You cause your ship to gain a static charge which can fry your hull the moment you touch anything.

Backwards, neutralizing the beam gets rid of the charge building up in the ship. You start with neutral stuff then you fire neutral stuff and you get no charge. Same issue ion drives have since they're two versions of the same idea.

Also...doesn't the actual act of accelerating those particles generate bremsstrahlung radiation? So wouldn't you be flooding your own ship with radiation?

Yes but in a known controllable direction and wavelength. That's how a FEL works and why you want to have the weaponized particle beam's accelerators straight.

http://en.wikipedia.org/wiki/Synchrotron_radiation, second picture on the page is basically a FEL.

Then that means mass effect can also be used to deflect the neutral particles.

Which is probably why you need 'Clyconic Barriers' in order for Normandy to avoid being damaged by the Collectors particle beam in the first place.

Pretty much.
 
Last edited:
Any ETA on updates Hoyr? I am looking forward to them with great anticipation!

Tomorrow, maybe? I ran into a couple of pause moments and decided I need to come back with a fresh perspective. Also trying to figure out how much extra stuff to toss at you guys and the timing of events, background things.

Also considering how much flesh to give some events. Some of the stuff is just mechanical item XYZ got updated. That stuff is just mundane and not relevant to the plot at them moment and previous updates have said what needed to be said. Things like seven pages long and Its only partly done.

How many pilums would it take to pop the shields on a terminus frigate?

How many licks does it take to get to the center of a tootsie pop? :p

Infantry sized ones? A lot. Its still a 150m warship.

Something bigger using the same tech and meant for shooting at a frigate? Possibly only one.
 
Back
Top