Shepard Quest Mk VI, Technological Revolution


It's fine. It's completly understandable, considering that in RL corparations aren't allowed...what was it called? 'A Show Of Force'?

'Show Of Force' (or 'projection of force' I guess) is supposedly limited to governments, mainly because they want to avoid easy coups.

But in outer space, a corparation that has mining ops on uninhabited planets/asteriod fields dozens/hundreds/thousans of light years away from any actual governing body, you would run the risk of piracy, so 'self defense' would extend towards building their own frigates.

I think it becomes more of a question of 'what you do regularly with your space fleet' and whether or not someone notices/escapes.

If we do silly things like 'suddenly invade the Terminus Systems and destroy Bartarian colonies via orbital bombardment without due reason', it would be likely that we would be called out for it.

But if the SA openly requests our military forces to help in 'pirate subjugation' or a full scale war with the Terminus Systems, then we are in the clear.

Well, from SAs side, anyway. Not sure about the Citadel side, SA might suffer from Citadels public opinion dropping due to the war though....
 
Hmm.. Actually coming at it from a different direction, 60mx60m Sounds good. The prototyping workshop has what I'd imagine as a crafting space of ~2mx~2m. Scaled up by a thousand (the difference in production points) that gives me 60mx60m (rounded). Does that work? Mind, that is floor space so you could reduce that by making two storied or something.
Well at two stories that would be 30x30m which is pretty close to my 40x40m estimate :)
Conserving floorspace: 30m x 60m for 2 stories, 30m x 40m for 3 stories, and 30m x 30m for 4 stories. I like the 3-story version: that would let us have a bunch of "small" 2x2 fab units on the third floor; a few 6x6m "medium" fab units on the second, plus a few assembly/staging areas for the stuff made on the third floor, and a couple of 15x15m "large" fabs on the first floor, plus another large 25x30m assembly/staging area if we want to build anything the size of a house (like, say, a non-disassembled Virgo).

That and the idea of a Factory III having three stories satisfies my inner symmetry nerd. :)

On the other hand it's worth noting that in Mass Effect it seems like basically every automated security feature can be hacked with an Omni-tool and/or Omni-gel. So guard patrols may very well be necessary to ensure that no one is simply pulling a Laughing Man.
We have/will have pretty serious enemies, and the money to be safe, I'd go with 15. Then one/two for the home and one for escorting.
How many actual infiltrations against truly hardened targets do we see in Mass Effect? We see invasions, sure, where you're shooting through guards and breaking locks with omni-tools, but I'm not sure how many times we see anyone doing an actual stealthy infiltration against an actual hardened target where you need to get out and not have anyone realize that you were ever there.

Okay, going with my idea of a single security team being 12 people (9 guards/3 shift leads, a constant 2+lead available 24/7) then 15 teams would give us a total of 180 employees with 30 guards/10 shift leads available for grunt work, 26-28/8-9 effective given 10-20% off on paid leave (sick/vacation/bonding/etc). That would give us 4 plus shift lead per gate, 6 plus shift lead in the camera room, and 12-14 doing paired patrols (not on foot!) with another shift lead.

Then we add 2 teams for guarding the house, and 1 team each for guarding Revy, Revy's mom, and Revy's dad for a total of 20 teams. Sound good?
Ugh. This lack of update is really bugging me.
We're kind of hitting a major inflection point here. At this point the money game is basically won, which means that Revy is now what Tony even before IM1 began: a Genius, Billionaire, Playboy, Philanthropist. That was all kind of inevitable: the moment you come up with free energy in something the size of a soda can, the world will beat a path to your door.

Now is where the interesting stuff begins, but we need to come up with some stuff that really hasn't ever come up before, like mass combat/infiltration rules. Anyone know of a good game system that does this stuff for us, so we don't need to roll our own system?
 
Last edited:
I got tempted to try out Teslas idea of giving everyone free electricity.

Turns out though, the method which involves sending electrical pulses into...the Ionsphere, I think it was? It has a resonance frequency of 6 hertz (or at least on Earth it does)...problem is, the human brain also has the resonance frequency of 6 to 8 hertz.

Free electricity = mind control?
.....
Wait....we could technically use it as a counter to Indoctrination....The Reapers cannot indoctrinate people who are already under indoctrination~
 
I got tempted to try out Teslas idea of giving everyone free electricity.

Turns out though, the method which involves sending electrical pulses into...the Ionsphere, I think it was? It has a resonance frequency of 6 hertz (or at least on Earth it does)...problem is, the human brain also has the resonance frequency of 6 to 8 hertz.

Free electricity = mind control?
.....
Wait....we could technically use it as a counter to Indoctrination....The Reapers cannot indoctrinate people who are already under indoctrination~
What is this, I don't even. . .
 
What is this, I don't even. . .

Yeah, turns out one or two of Teslas ideas of 'pumping the planet full of electricity' meant screwing around with people's brains, effecting animals ability to tell the direction of their travelling via the Earth's magnetic field....

Pumping electrons into a elecromagnetic field does cause a ionic charge..which in atmosphere is not healthy for organic life.

Unless you are a Krogan or a Protean, then you are fine. Ionising radiation is the least of your worries.
...
But let me ask you this....

Who wants free wifi?
 
, rather than a single fabber at 60x60x60, it is probably several working in tandem, no?

Yep!

Ugh. Names. That's why I generally go with things like "Security Level I, II, III, IV, V, ect". Far easier then trying to come up with cool sounding names.

My issue isn't cool sounding names is descriptions what does security level II mean?

Your absolutely right that would just apply to the buildings themselves rather then the campus. I imagine factories would have similar measures since we don't want people grabbing a copy of the factory blueprints but those would likely be the only two locations with LMF.

That was my interpretation as well. I try my best not to idiot ball the characters, I'm not not perfect, but I if see something that sounds... questionable I'll either choose something reasonable or bring it up.

Huh. Well if we go with fixed numbers, rather then variable based upon areas, then this would probably the "Guards Everywhere" level. So something like:

From what I'm seeing higher guard levels are more of a function of the number of people dealt with, not the area. Hospitals have a lot of people=lots of guards. Nuclear plants have few people and most of them are regulars so less guards.

Lets see you have 12 research team which at a guess have ~6 people. That's 72
Labs them selves probably need support staff. 2/4/6? That's twelve more 86
Theoretical Research doubles that 172.
Factory staff is around 16 or so all told per factory I'd guess. 48. Total 220
Barracks? Hmm maybe 10.
Admin team ?
Power plant staff ?
Rec Center staff ?
Investigative team ?
Legal Staff ?
Poltical Team ?
Marketing ?

All told maybe between 300-350 people? On staff. Not 100% sure about other stuff. There is massive volume flow in both materials and outputs, and visitors of various kinds. So lower guard number might work... how many I'm still not sure.

Well at two stories that would be 30x30m which is pretty close to my 40x40m estimate :)

Actually two stories would be ~42mx42m Divide the square by two not the sides.

Ugh. This lack of update is really bugging me.

Sorry I could do partial update? I,ve been thinking about that.
 
Wait....we could technically use it as a counter to Indoctrination....The Reapers cannot indoctrinate people who are already under indoctrination~
'Your Honor, I was just trying to mind control everyone so that a mythical race of massive inteligent ships who lurk in the void between galaxies couldn't do it first.'

'I see you've chosen to go with the insanity defense.'
 
'Your Honor, I was just trying to mind control everyone so that a mythical race of massive inteligent ships who lurk in the void between galaxies couldn't do it first.'

*mind control interrupt*

'That makes complete sense Dr. Shepard, thank you. The charges are dropped'
Fix'd. Because if we were trying to mind control people, we'd at least succeed.
 
All told maybe between 300-350 people? On staff. Not 100% sure about other stuff. There is massive volume flow in both materials and outputs, and visitors of various kinds. So lower guard number might work... how many I'm still not sure.
Well that could be another avenue to look at. The lit review I posted earlier actually has a breakdown of security employees as a percentage of total employees (Figure 8 if you want to search in the original document):

The 4.4% manufacturing number would I suppose give us a good number for an average security setup; the others are more based on securing a customer-facing setup rather than employees at a relatively closed installation like PI's lab/factory complex. A nuclear plant employs between 400-700 people on a permanent basis, and with 120 of them as guards that gives us a "guards everywhere" number of 15-30% guards-to-total-employees ratio; we seem to fit in that category too with 120 guards to 3-400 non-guards.
 
Last edited:
I wouldn't mind.

It feels like we're running gout of things to discuss that are relevant to the quest right now.

Yeah, it's likely we are just going to derail the thread or just rehash arguments/info that we went through before.

So Hoyr, I wouldn't mind even a small update, even if it is just going through the dice rolls for Research.

EDIT: Also...I noticed when I rooted though for that stuff about corp armies/navies...
They had singularity bombs/projectors....so would they be connected to Conrads 'Black Hole Gun' or something else? I get the impression that they were either experimental weapons or ones that weren't in mass production in canon before the Reapers turned up.
 
Last edited:
They had singularity bombs/projectors....so would they be connected to Conrads 'Black Hole Gun' or something else? I get the impression that they were either experimental weapons or ones that weren't in mass production in canon before the Reapers turned up.
I assumed they meant these:
http://masseffect.wikia.com/wiki/M-490_Blackstorm

I figured Conrand's project was the same thing, but getting it earlier than canon and in a scalable form.
 
I figured Conrand's project was the same thing, but getting it earlier than canon and in a scalable form.
Yeah, right now that's what I have pencilled in as our big weapons project for 2176-2177:

2174 - Anti-starship torpedoes (something quick we can throw out against space-AKs, to tide us over while we bunker down for the big push on Flawless Blackboxing and other security measures)
2175 - X-ray lasers, for use in the Cabira anti-Dreadnought Frigate.
2176 - Black hole missiles (combine Black F*cking Gun with Dark Energy Warheads; this okay @Hoyr?)
2177 and beyond - Dreadnought-scale ammo mods and large-scale ship mods, to fire off Singularity Bullets out of 1000m MACs.
 
Last edited:
Sorry I could do partial update? I,ve been thinking about that.
You know, that might be a good idea; the last update was awesome, but it had so many votes that it confused almost everyone.

As I see it, we have several categories of items to update, which can be done mostly separately:
  1. Event update
    • Special events would go here
    • I'd put the results for Liara's artifact here, since it's a one-off and we basically bought it outright with RP bonus
    • Jack interrupt would go here, certainly
    • Virtual aliens would too
  2. Personal Actions update
    • The hiring of our new Krogan scientist would go here, plus what benefits/costs he has
    • Results for biotic training/surgery actions
    • Our interview would go here
    • Gather votes for new personal actions for next quarter
  3. Technology Research Actions update
    • RP rolls
    • Gather votes for new RP distribution for next quarter
  4. Non-technology Research Actions update
    • Remember all that stuff we've been getting people to research?
    • Gather votes for new non-technology research actions for next quarter
  5. Company Actions update
    • Gather votes for new Company Actions for next quarter
Something like that.
 
2176 - Black hole missiles (combine Black F*cking Gun with Dark Energy Warheads; this okay @Hoyr?)

Yeah sounds like what I meant.

Also something to think on. There are techs gated behind the listed ones for each research hero in my thinking. They're just kinda hidden.

You know, that might be a good idea; the last update was awesome, but it had so many votes that it confused almost everyone.

There are far far less votes in this update so far. First vote is on page 6 of the doc.
 
There are far far less votes in this update so far. First vote is on page 6 of the doc.
Even the standard Company Actions/Research Actions/Non-tech Research Actions/Personal Actions that come with a full quarterly update are a bit much, let alone any new options that crop up. The more I think about it, the better it sounds to me to split things up, though it could make things complicated if we want to change something, for example something that happens in Company Actions makes us want to change our research priorities or personal actions.
 
Conserving floorspace: 30m x 60m for 2 stories, 30m x 40m for 3 stories, and 30m x 30m for 4 stories. I like the 3-story version: that would let us have a bunch of "small" 2x2 fab units on the third floor; a few 6x6m "medium" fab units on the second, plus a few assembly/staging areas for the stuff made on the third floor, and a couple of 15x15m "large" fabs on the first floor, plus another large 25x30m assembly/staging area if we want to build anything the size of a house (like, say, a non-disassembled Virgo).

That and the idea of a Factory III having three stories satisfies my inner symmetry nerd. :)

I like this. I like this a lot. One floor per Factory grade makes perfect sense. I Love it!

How many actual infiltrations against truly hardened targets do we see in Mass Effect? We see invasions, sure, where you're shooting through guards and breaking locks with omni-tools, but I'm not sure how many times we see anyone doing an actual stealthy infiltration against an actual hardened target where you need to get out and not have anyone realize that you were ever there.

...um. Only two that come to mind are Kasumi's loyalty mission and Arrival DLC. But that's mostly because Shepard is a Marine not a Spook.

My issue isn't cool sounding names is descriptions what does security level II mean?

I'll see if I can come up with some descriptions/ideas. After I get around to those VI numbers...
From what I'm seeing higher guard levels are more of a function of the number of people dealt with, not the area. Hospitals have a lot of people=lots of guards. Nuclear plants have few people and most of them are regulars so less guards.

All told maybe between 300-350 people? On staff. Not 100% sure about other stuff. There is massive volume flow in both materials and outputs, and visitors of various kinds. So lower guard number might work... how many I'm still not sure.

So lets see we have:
  • Guards per Area
  • Guards as Percentage of Staff
  • Absolute Guard Numbers
As possible approaches to determine guard levels. All have arguments for and against them. So I think we're at the point where you decide, as the GM, which system you like best.

Actually two stories would be ~42mx42m Divide the square by two not the sides.

See! Everyone fumbles their math sometimes. It's obvious now that I think of it since two 30x30 squares would make a 30x60 rectangle but I completely missed it last night...

Sorry I could do partial update? I,ve been thinking about that.

I think this might be a good idea. If only for:
You know, that might be a good idea; the last update was awesome, but it had so many votes that it confused almost everyone.

Much as I love reading massive updates having to discuses then compile a million different votes was a major pain.

Even the standard Company Actions/Research Actions/Non-tech Research Actions/Personal Actions that come with a full quarterly update are a bit much, let alone any new options that crop up. The more I think about it, the better it sounds to me to split things up, though it could make things complicated if we want to change something, for example something that happens in Company Actions makes us want to change our research priorities or personal actions.

Yeah that's the biggest danger. The possibility of requiring retroactive changes to votes. But I think we can manage it.
 
Back
Top