Shepard Quest Mk VI, Technological Revolution

The guns fielded by navies in ME top out at speeds measured in percentages of the speed of light. Low single digit, admittedly, but at those speeds you'd need antimatter warheads just to compete with the sheer energy of the impact, and a dozen small chunks of material will be a lot harder to intercept than a larger single piece unless we're talking 'big enough to be an extinction event at orbital speeds.'



Unpowered missiles tend to be a lot larger than solid shot fired by a gun.
and Honor-verse missiles regularly have a terminal velocity at minimum, of .3c, often going up to .6c, bear in mind, this is relative to the ships that are often maneuvering at .5-8c themselves
 
All you'd need to do is apply a software patch to the flight controls

Except it's apparently not that easy since we're specifically told it's not.

Which honestly doesn't make sense. Yes I know you (IE: Bioware) are telling me it's hardwired into the FTL drives. That doesn't matter! The FTL drives can't magically tell if there is something in the way! They rely on the sensor input you feed them. So it's simply a matter of hacking your sensors and setting them to display "There is nothing in front of us! Really!".
 
Except it's apparently not that easy since we're specifically told it's not.

Which honestly doesn't make sense. Yes I know you (IE: Bioware) are telling me it's hardwired into the FTL drives. That doesn't matter! The FTL drives can't magically tell if there is something in the way! They rely on the sensor input you feed them. So it's simply a matter of hacking your sensors and setting them to display "There is nothing in front of us! Really!".

Yes, Bioware is stupid... But they partnered with EA and have had to cut a lot of corners because of it. You can tell by the quality of the games going down. If you wanted to use OTS tech like that just specifically design something to do it. Make FTL kinetic kill missiles and save them for the Reapers.

Since for Revy it would be something akin to pocket change to whip one up in the lab you could even equip the Tigers with them in a very economical fashion. Reaper invasion what? Time to loot the derelict craft because you just blew them ALL to hell.

*mutters about the utter stupidity of ME3 and the whole damn plotline, not just the ending* I honestly want not just my money back but to be compensated for the time I spent playing that glorified excuse for a multiplayer only game.
 
The guns fielded by navies in ME top out at speeds measured in percentages of the speed of light. Low single digit, admittedly, but at those speeds you'd need antimatter warheads just to compete with the sheer energy of the impact, and a dozen small chunks of material will be a lot harder to intercept than a larger single piece unless we're talking 'big enough to be an extinction event at orbital speeds.'



Unpowered missiles tend to be a lot larger than solid shot fired by a gun.
Irrelevant if it can be knocked off course.

But yes, this is a bit far afield of the original topic, sorry.
 
Last edited:
Hey guys, question.

I can't find the most recently updated Tech Researched document.

Have we done, well, Anything with Conrad? I mean, theres literally a 400 point project sitting there that let's us build a flipping Black Hole Gun. Or hell, theres even the 100 points dropped on Invisible Man, 300 more points and we would have working invisibility to a degree I thinks way above TIR! And don't even get me started on the fact he can research Time, and potential unlock shenanigans there. I always believed Conrad's Time Shenanigans was an effort by Auks to put more Marvel crossover like stuff into ME, but we never got to it before the game switched hands.

I just really wanna know if we've researched any of Conrads things, and if not Why not?
 
Except it's apparently not that easy since we're specifically told it's not.

Which honestly doesn't make sense. Yes I know you (IE: Bioware) are telling me it's hardwired into the FTL drives. That doesn't matter! The FTL drives can't magically tell if there is something in the way! They rely on the sensor input you feed them. So it's simply a matter of hacking your sensors and setting them to display "There is nothing in front of us! Really!".

Especially since you wouldn't even need it to actually go FTL in the first place. Even assuming it's a fairly small, unloaded one, a freighter is going to weight several thousand tons, easy. That much mass moving at, say, .9999999999999999957c (same as the Oh My God particle--assuming I haven't forgotten any of the nines) is more than enough to explode an Earth size planet.
 
@Darik29 check the threadmarks for character sheet. Tech list and tech tree should be there.

Bottom line is we haven't gotten any of Conrad's techs yet: we've been busy picking up research enhancers and internal security stuff. TIM will be available for the Cabira, and the black hole gun shortly thereafter.
 
Also - why do you think his project beats TIR? His invisibility is way less game changing. Time Shenanigans are one of those mega-projects with no set cost, and we have way too much stuff we need to finish before we can commit like that.
 
So the Gladius-A has:
Cost = 175,000,000cr​
Production = 590​

It's unclear if this includes an FTL drive. I'm going to assume it doesn't.

We don't know the engine size for the Gladius so this is pretty arbitrary but given that a lot of the calculations and assumptions we did were based upon the F-22 I'm going to continue this trend and assume it has engines of the same size. The F-22 has 2x Pratt & Whitney F119 engines which are listed as having (approximate) diameters of 1.2m.

So we'd be adding two Repulsors with diameters of 1.2m. A 1.2m Repulsor has a force of 3.6MN and a power draw of 100.8GW. Two of these would give the Gladius-B 7.2MN of force and a 201.6GW power drain. Unfortunately the Gladius-A only has 10GW of power generation.

This seems like a pretty serious problem until you remember that Repulsors are tiny. While we don't know how they scale in depth I'm guessing they are about half their diameter deep based upon appearance.

So each engine would have a diameter of 1.2m and depth of 0.6m. This gives them a volume of 0.679m^3. Compared to the P&W F119's 1.2m diameter and 5.16m, giving a volume of 5.836m^3, it really is tiny. Each Repulsor takes up 11.6% the space.

A 100GW Arc Reactor takes up 0.0838m^3. So even combined a Repulsor + 100GW (remainder can be taken care of by the default reactors) only takes up 13% the space of the Gladius-A's engine. I'm sure we could easily fit an FTL drive in the excess space.

So it's possible. Now what effects are there?

Well the F-22 has a maximum take-off weight of 38,000kg. So let's say the Gladius masses in at 50,000kg.

Acceleration = Force / Mass
Acceleration = 7,200,000 / 50,000
Acceleration = 144m/s/s = 14.7 gees

For comparison In the math that I'm pretty sure the Repulsors = 4x faster thing came from, it's the only source for that I remember, I calc'd the SR-2 could, prior to any mass lowering, manage about 3.6m/s/s with it's anti-matter drive and 50m/s/s with a Repuslor engine.

The Gladius been 2.8x faster then the SR-2 with Repulsors makes sense since it's a fraction of the size. The actual relative combat speeds would depend heavily upon how much each ship can lower their masses but given that Eezo works best with low mass things I bet even that would favor the Gladius.

However been forty times faster then something that's only a Frigate and not a Cruiser on a technicality doesn't tell us much. So instead let's look at the Gladius-A for comparison.

The Gladius-A has 10GW of power available to it. Given that it's primary roll is delivering missiles rather then MAC rounds odds are it's MAC would be switched off so I figure it's probably pumping in 60% to 70% of it's power right into the engine.

Let's assume it's 70% (7GW) and it's at 80% efficiency (5.6GW) and running an Anti-Matter drive:
F = (2 * 7,000,000,000) / 24,500
F = 11,200,000,000 / 24,500
F = 457,143N

A = 457,143 / 50,000 = 9.1m/s = 0.93 gees

So odds are the Gladius-B is pulling a rather insane 15.8x faster acceleration then the Gladius-A. It would likely be higher since as I mentioned earlier the Arc Reactor + Repulsor combo has a lot lower volume, and hence almost certainly mass, then a standard engine system but let's say the difference is made up by adding in the FTL drive and maybe expanding the cockpit a bit.

So finally the question is what is the price and production effects here?

Well the Arc Reactor's cost and production scale linearly with it's power output. So the addition of two 100GW reactors is easy:

Cost = +2,000,000cr
Production = +12

A Repulsor's default state costs about the same as an Arc Reactor and scales similar so a pair of 1.2m Repulsors gives:

Cost = + 14,400,000cr
Production = + 86.4

So combined that bring the Gladius-B up to:

Cost = 191,400,000cr
Production = 688.4

The final part, the FTL drive, we know from canon that a fighter drive core costs 10m. We don't know their Credits/Production ratio but I'm going to assume it's rather high thanks to Eezo. The highest ratio we have on the product page is 296,610cr per production from, fittingly enough, the Gladius. So let's say the ratio for FTL drives of 300,000cr to 1 production. That gives a production of 33.3 units. Bringing the total cost to:

Gladius-B
Cost = 201,400,000cr​
Production = 721.7​

@Hoyr - What do you think?
 

Hmm.. only thing I'm not clear on is why you though the Gladius A had no FTL drive. The Alliance is buying it for their carriers which are meant to carry deep space fighters (aka ones with FTL). And IIRC a lot of the initial analysis of the Gladius used the FLT core cost. But I may be miss remembering things.

Other then that I find the Cost and Production figures reasonable.
 
So, I've been mathing out some different ideas for security team compositions and what total compensation/salary they lead to. I'm mostly keeping to multiples of 3 since that makes it much easier to spread over 3 shifts, with special considerations to multiples of 9 guards because that lets you easily cover a 24/7 operation with the minimum necessary overlap.

Here's a few ideas:

9+3: 9 guards, 3 shift leads
    Guards Lead Extra
9+3 Members 9 3 1
LEOs Total Compensation $75,000.00 $100,000.00 $25,000.00
  Annual Salary $50,000.00 $75,000.00  
Mercs Total Compensation $90,000.00 $120,000.00 $30,000.00
  Annual Salary $60,000.00 $90,000.00  
Marines Total Compensation $105,000.00 $140,000.00 $35,000.00
  Annual Salary $70,000.00 $105,000.00  
The "extra" I tacked on here as a sort of extra uniform allowance/equipment maintenance bit, mostly to make the numbers all neat and tidy. Without it you get:
9+3 Members 9 3
LEOs Total Compensation $76,923.08 $102,564.10
  Annual Salary $51,282.05 $76,923.08
Mercs Total Compensation $92,307.69 $123,076.92
  Annual Salary $61,538.46 $92,307.69
Marines Total Compensation $107,692.31 $143,589.74
  Annual Salary $71,794.87 $107,692.31
12+3: 12 guards, 3 shift leads
    Guards Lead
12+3 Members 12 3
LEOs Total Compensation $62,500.00 $83,333.33
  Annual Salary $41,666.67 $62,500.00
Mercs Total Compensation $75,000.00 $100,000.00
  Annual Salary $50,000.00 $75,000.00
Marines Total Compensation $87,500.00 $116,666.67
  Annual Salary $58,333.33 $87,500.00
15+3: 15 guards, 3 shift leads
    Guards Lead Extra
15+3 Members 15 3 1
LEOs Total Compensation $50,000.00 $66,666.67 $50,000.00
  Annual Salary $33,333.33 $50,000.00  
Mercs Total Compensation $60,000.00 $80,000.00 $60,000.00
  Annual Salary $40,000.00 $60,000.00  
Marines Total Compensation $70,000.00 $93,333.33 $70,000.00
  Annual Salary $46,666.67 $70,000.00  
18: 18 guards, no supervisors
    Guards
18 Members 18
LEOs Total Compensation $55,555.56
  Annual Salary $37,037.04
Mercs Total Compensation $66,666.67
  Annual Salary $44,444.44
Marines Total Compensation $77,777.78
  Annual Salary $51,851.85
18+1: 18 guards, 1 shift lead
    Guards Lead Extra
18+1 Members 18 1 1
LEOs Total Compensation $50,000.00 $66,666.67 $33,333.33
  Annual Salary $33,333.33 $50,000.00  
Mercs Total Compensation $60,000.00 $80,000.00 $40,000.00
  Annual Salary $40,000.00 $60,000.00  
Marines Total Compensation $70,000.00 $93,333.33 $46,666.67
  Annual Salary $46,666.67 $70,000.00  
    Guards Lead
18+1 Members 18 1
LEOs Total Compensation $51,724.14 $68,965.52
  Annual Salary $34,482.76 $51,724.14
Mercs Total Compensation $62,068.97 $82,758.62
  Annual Salary $41,379.31 $62,068.97
Marines Total Compensation $72,413.79 $96,551.72
  Annual Salary $48,275.86 $72,413.79
20: 20 guards
    Guards
20 Members 20
LEOs Total Compensation $50,000.00
  Annual Salary $33,333.33
Mercs Total Compensation $60,000.00
  Annual Salary $40,000.00
Marines Total Compensation $70,000.00
  Annual Salary $46,666.67
21: 21 guards
    Guards
21 Members 21
LEOs Total Compensation $47,619.05
  Annual Salary $31,746.03
Mercs Total Compensation $57,142.86
  Annual Salary $38,095.24
Marines Total Compensation $66,666.67
  Annual Salary $44,444.44
Now, looking at average salaries in the highest-paid areas in the US, which should match the average pay of an average guard in the 2170s paid in credits, the median salary for a security guard comes out to approximately $33,000 annually, with total compensation running up to $50,000. That actually does line up with the 18-20 guards per team range. So 20 does seem to work better than my 9+3, even if IMO that is way too little to be paying a security guard.
 
Last edited:
Hmm.. only thing I'm not clear on is why you though the Gladius A had no FTL drive. The Alliance is buying it for their carriers which are meant to carry deep space fighters (aka ones with FTL). And IIRC a lot of the initial analysis of the Gladius used the FLT core cost. But I may be miss remembering things.

Other then that I find the Cost and Production figures reasonable.

Mostly because I forgot to put an FTL drive on the initial write-up and couldn't remember any mention of them having FTL drives. So I decided to play it safe and assume they didn't have one.

So then the figure for the Galdius-B should be:

Cost = 191,400,000cr
Production = 688.4

I'll add it to the finance document soon.

As a side note; since the Gladius-B should be about 3x faster then a frigate with Repulsors it should theoretically be capable of 180LY/day. Unfortunately according to @Hoyr about 120LY/day is the limit with current drives due to relativity*.

*Basically our Repulsors are so powerful we're hitting the point where relativity starts having an effect even with Eezo. So we'd need to start increasing the Eezo loads in our drives to get higher C mulitples to raise the speed limit about 120LY/day.

Now given that we know that Freighters tend to top out at 5LY/day and it took the MSV Chestnut 24 hours from the Relay to Mindoir we can estimate it's at most a 5LY trip. With a Gladius-B capable of hitting 120LY/day it could theoretically* cover that distance in 1 hour.

*It would probably be longer due to the acceleration/deceleration stuff but I don't feel like doing the proper calculations right now.

There are three Relay trips between Mindoir and Earth:
1)βατ -> βαγ
2)βαγ -> Acturus
3)Arcturus -> Earth

We borrowed the MSV Chestnut for a "week". If this was a proper week (7 days) or just roughly a week is unknown. We also know we spent at least 4 days on Earth:
1) Arrival
2) Competition Day 1
3) Competition Day 2
4) Competition Day 3

Plus a "couple" days on vacation. Let's say it was 2 days since that fits a couple the best. So overall we spent 6 days on Earth.

Given that it was one day each way from Mindoir to βατ I think we can assume that a "week" was figurative rather then literal. However that does still limit us to 13 or less days since the nit would have been "two weeks" or even just "weeks" rather then "a week".

If we assume we had the MSV Chestnut for 12 days then that allows for three days travel in each direction (6 total) plus the 6 days we spent on Earth. Also fits with the idea that Relays are an average of a day's journey apart for a freighter.

So with a Gladius-B we could theoretically go from Mindoir to Earth in just three hours. It would probably be a bit longer with security checks and such but it's quick enough that we could likely make day trips* to Earth.

*Seriously! Wake up at 8am, leave Mindoir at 9am, Arrive on Earth at 1pm, spend 4 hours doing whatever, Leave Earth at 6pm**, Arrive on Mindoir at 10pm

**Yes I know 1pm + 4 hours = 5pm. I let an hour long safety margin for disembarking, traveling to and from the spaceport, and getting clearance to launch.
 
While the Gladius-B is very fast, it is also too fragile if it gets attacked alone by frigates.

I wont say that it will happen next time too, but Revy is targeted by a powerful opponent.

I except at least a ParSec fighter wing as ecort, if she goes off planet again.
 
Unfortunately, 'have read it in its entirety' is the sort of thing that's going to always end up going by way of the honor system. Because quite frankly, any form of parliament is going to handle so many different issues, and often at the same time, that the only ones who can take the time to do that will be the members of parliament that are experts on the matter.

True but it should at least cut down on some of the stupidity that happens. Especially if, as someone suggested, there are lawyers and other experts there to explain what each bill is actually saying.

That said, yes, generally speaking requiring that a given law proposal handles a single topic and that topic alone is a good idea. Heh, a law on cheese might have a few things to say about the substrates used to produce it ('if it isn't milk produced by a mammal it's not cheese and don't you dare call it cheese') or hygiene ('there's a number of fungi that are safe to include in cheese, and those are all named here. If there are any other microbes in there there will be issues'), it probably shouldn't talk about chicken farming practices.

Yep. Basically this.

Other issues would be general boilerplate wordings and legalese padding out word count and reducing clarity of the law, a good law should be concise and clear in its meaning, and the importance of maintaining a clear code of laws.

Which means that even though the laws themselves might be as thick as a book on their own as they explain their reasoning and the data they are based upon, the change they impose in the full on law code should be far shorter.

In my experience one of the biggest issues with legal stuff is common law. Not all places have it but it's a useful enough system that the Alliance probably does. Basically ruling made by courts count as law. For example in Australia there are a lot of rules about what counts as advertising (for tax purposes) and what doesn't.

(Warning: Not Tax Advice) For example under ITAA 1997 Section 32 entertainment expenses are non-deductible but entertainment that acts as advertising is. So if you rent a corporate box for the State of Origin and included in the price is the right to have a sign advertising your company in the window of the box is it entertainment or advertising? Going by the actual taxation act (ITAA 1997) it's likely entertainment, since the sign is unlikely to be a significant portion of the cost, but according to Taxation Determination 97/162 in this case you can allocate 5% of the expense as Advertising. So the existence of a case on the issue from 18 years ago (17 when I wrote the assignment this is related to) changed the way the person's tax was treated.

Sadly while there is a repository of all court rulings it's not the easiest thing to search through and you have to know it is there to begin with.

This is where VIs would be very helpful since they can process all these rulings and append links to them to the relevant laws which would make finding out what the actual law about something is a lot easier.

If our ANIs allow people to remotely control robots, then it should be possible to use them to "fix" a "crippled" veteran. If the problem is CNS related, the ANI could be used as a bridge to the limb or organ in question. I'd be more interested in technology to allow us to grow limbs and such in vitro, rather than Prosthetics, if only to avoid body dismorphia issues. [/neurosurgery RN]

As for Lindsey, a fairly simple hack would be building a 'low profile legionary' that's basically just the motive part of the suit, and can fit under clothes fairly easily. Any contractures that she has would need to be fixed, but it should allow her to have the appearance of walking normally and manipulating the environment, if she so chooses. Dammit, now I have an omake tickling at my brain...

This is actually a pretty good idea! You should totally write that omake.

Not just disposable soldiers. Disposable, indoctrination-immune (or at least resistant) superhuman soldiers.

Insightful although not something the Alliance would realize the value of yet.

Indeed. As a part of this I think we might want to include lifetime guarantee on magi systems. Something along the lines of "if paragon industries helped you, it'll keep helping you from now on".

Lifetime guarantees on all the hardware we put into people's brains seems like a pretty good idea. After all if you brake a gun it's pretty easy to get a new one. You break something inside your brain...
You have a point. Conceded. We'd need deniability for sure.

Kill everyone then explode the area with fusion bombs. It works for Saren! /totallynotserious

Deniability will be hard for ParSec forces since our stuff is pretty distinctive. That said I imagine most our contracts are going to be nice and safe security work. Patrol this sector, guard this facility, escort this convoy, ect.

For now our most 'questionable' uses of ParSec would likely be taking contracts to hit Pirate/Slaver bases in the Terminus. Something the Alliance might be interested in offering us.

ParSec would actually pretty well equipped for rapid deep territory hit and run strikes now that I think of it. 120LY/Day means the Gladius-B can penetrate deeper and faster into hostile locations drop a salvo of torps and punch out again before anyone can counterattack.

Not just that - prothean tech activation. Plus, it'll need to be spun in such a way as to distance arc reactors from prothean energy sources. Shepard's PR team should be aware that at least some people think Revy unearthed some prothean artefact and is plundering it for tech. We should empathize differences between our and prothean tech, to demonstrate that, while similar, they are actually completely different. That would be good, long term, I think.

This is absolutely something to keep in mind.

Well, originally in ME1 it was classed as 'outright telepathy' as the queen could 'talk' to Benezia or jack corpses (apparently live creatures can resist or be immune to the telepathy or it can outright kill them) to speak to/through.

@Hoyr Can we please keep the Rachni as just Space!Telepathy rather then some weird QEC effect!? Space!Telepathy just makes more sense, somehow!?

It also could be expensive. @Hoyr, how much do QECs cost?

Expense is part of the reason I suggest PI own the switchboards. We are probably one of the few groups that could actually afford to do something like that.

The biggest change that can be made to improve modern governments, IMO is to take the money out of the equation:

Private money can never be used to specifically endorse or detract from any political candidate for any political office. All elections are to be funded publicly, using public money. Further, in the month before an election all use of advertising for political purposes is flat-out banned, save for that funded by public money. We'll also need a few anti-gerrymandering laws on the books, maybe add open primaries, proportional voting and/or a single transferable vote, but the flat ban on private funding is the big one. Get the money out of an election, and force politicians to politick as their primary duty as opposed to fund-raising, and I guarantee we'll have a better political process.

The upshot to this is, if any of this has actually happened in the ME universe it's actually going to be rather hard to strong-arm the political process by throwing money at it.

Ah. I was talking about changes that are actually possible. I completely agree that private money should never be able to effect politics. The problem is that will almost certainly never be true. Private money already has enough control that they would never allow for themselves to lose that control.

We'll have gravitational sensors by then, so TIR-stealth and Invisible Ships are useless on us.

Right! Completely forgot about that.

Well I've already stated my ideas on security team salary, and how that integrates into a security plan for the Mindoir complex. The 1 team = 12 guards gives us 120 guards at the Mindoir complex, which gives us as many guards as a nuclear power plant, which IMO is more than sufficient.

Except nuclear power plants while dangerous aren't really as big infiltration targets as PI. I honestly can't even think of a good comparison to how valuable what PI has secreted away in our labs is. Even worse is that if the Asari try to infiltrate us we'd be facing Agents who could easily have been sneaking around since before Shakespeare was born.

On the other hand, that does put our guards a little out of spec, salary-wise, for their given profession--67K for the LEOs and mercs and 84K for the ex-Marines, as opposed to "normal" security forces. An experienced security guard in San Francisco, CA makes approx. $43,000 median salary, $63,700 total compensation (including benefits).

Indeed. We pay our security teams quite the sum using the 20 man teams so 12 man teams would be even crazier pay.

Going by the default figures:

LEO - 250k/quarter
Mercs - 300k/quarter
Marines - 350k/quarter

We pay them:
LEO = 134% normal
Mercs = 112% normal
Marines = 100% normal

We should probably look into bumping our Marine's wages up a bit higher.

As for my reasoning for keeping the security teams at 20 people per team. Well first off is the fact that we've already paid for them at the rate of 20 man teams. Back in 2172-Q1 we paid 70m to equip 5 teams with Legionary kits valued at 700k apiece. 70m/700k = 100 suits. 100 suits / 5 teams = 20 suits per team.

Secondly rather then using your system which has a minimum of 2 people available at any time with 20 man teams we can split them into four five man shifts operating off the DuPont 12-hour rotating plan which means there is a consistent 5 security officers per team on at any time. It also has the bonus that from what I've read 12 hour shifts actually perform better then 8 hour shifts when running a 24/7 business as they discuss here.

Oh, speaking of which we should definitely include the option for extra training to get the LEOs and mercs up to salary-parity with the Marines when we get that Academy up and running.

Definitely. After all those LEOs have been with us since the beginning.

That's a great idea. He'll probably have sub-commanders we can hire as well. Anyone want to write up an omake for this?

I'll give it a go (eventually) if no one else does first.

What we bring to the table is better armor, cheap energy and lulzy modularity. So making a space station that uses mass barriers to fixate fuckhuge quantities of water and stone in front of it as a shield should be quite doable. That means the mining can be done that much more cheaply and increase the total supply of Eezo to the economy. That, in turn, means a sharp reduction in the costs of just about everything as Eezo is the strategic element in Mass Effect.

From what I can find the biggest factor in shielding against gamma-radiation is really just how much mass you have between you and the source. So I think the best solution here would be to design a series of hardened probe that grab several asteroids and fuse them together to form a massive wall behind which our mining craft can hide.

My reasoning been that it's easier if we construct the shield out of local materials since that means we don't have to cart it to the site through FTL, which is heavily effected by mass, so we can afford to have massive shields.

I'm going to go with no (well technically yes, but its not enough for it to matter that much so no).

Okay. @TheEyes we might want to wait until after our shipyards are finished construction to start arming them. We can compensate for this by having a bunch of Galdius-B on patrol. We can produce one every 49 hours and 34 minutes from scratch in a single Factory III so with 9 Factory IIIs on Mindoir we could have a full Squadron (24) build within 7 days.

Eh they only had a year or to to implement it it and that was only for the Alliance. Also there are other hubs: http://masseffect.wikia.com/wiki/Ontarom

True and huh. The Codex entry for QECs specifically comment:
The most strategically appropriate military application of QECs is at the headquarters level. Each Alliance colony would maintain a QEC at its military headquarters and each fleet flagship in its CIC. All the pairs for these would be located at a central facility within Arcturus Station. During an attack, a facility would signal Arcturus to transmit its information to every other fleet and colony. However, destruction of the comm center at Arcturus would collapse the entire network.

Actually as I understand it this is part (at least originally) of the standard give and take of government. One part wants A+ and B+ while the other wants A- and B-. The first party offers the second a compromise of A+ and B-. To make sure no one back out of the deal even if the two things are unrelated the two items get bound together.

You want this part of the cheese bill to pass? Well we want this adjusted about immigration. Okay cool items bound, next item of the bill. (ou can see how this may stack up)

I can see why they would want to do it but it does introduce a number of problems. Better to just keep them as separate items and make politicians trust each other. After all no one is going to make a deal with you if you have a reputation as a deal-breaker.

"they have extremely limited bandwidth. A single entangled particle can only transmit a single qubit (quantum bit) of data at once. "

This is a completely accurate yet completely useless bit of information. It's pretty obvious that a single particle can only transfer a single qubit of data. Just like a single pulse of electricity/light can only transfer a single bit of data.

The real question is how many pulses of electricity/light, or in this case spin changes to the particle, can you make per second? Some googling of stuff I really don't understand (@Yog any insight?) tells me that spin manipulation can vary between 10MHz and 1GHz at the cutting edge.

So lets say in the future they can consistently mange 1GHz rates of spin manipulation. So a single entangled particle could transfer up to 1 billion qubits per second. Now the question is how many bits is a qubit worth? Basically 1 bit. There are techniques to get 2bits per qubit but let's just go with 1 for now.

So off a single entangled particle you could theoretically send up to 1Gb/s. So the question is why on earth would you call that slow? Well let's put it this way; the record as of 2012 for fiber-optic cable is 1.05Pb/s. That is over a million times faster. Given that Com Relays work using the same principle plus over a hundred years of advancement and thousands of years from the various alien races and I wouldn't be surprised to see speeds significantly faster.

In fact remember that EDI overloaded the Cerberus servers by hitting them with seven zettabytes of porn. So I wouldn't be surprised to see comm bouys been capable of tens (or higher) of Zettabytes per second.

Even with thousands of particles QECs just can't really compare with that level of raw data transfer.

I can't really find any figures for the cost of production entangled particles however based upon what very little and unrelated stuff I can find I'm guessing something around 50k per pair. The actual manipulation stuff is probably another 50k.

So I figure QECs would start at 100k for a 1Gb/s connection and go up 50k per extra Gb/s you want.

As for the size /shrugs. I'll try and think of something for that later.

Honestly, given that they have FTL capable ships and that there is no difference between FTL and STL drives in ME, it would be pretty trivial to turn a freighter into a planet killer. All you'd need to do is apply a software patch to the flight controls, point it at the nearest garden world, press the go button, kick back, and watch the cloud of plasma that used to be home to a couple billion people expand at low relativistic velocities.

Seriously, anything with an Eezo core and thrusters is a relativistic kinetic kill vehicle. All that needs to be done to lol-nope the Reapers is to swap out the guidance package on disrupter torpedoes to generate a mass lightening field rather than a mass raising one, and then shut down said field once they get up to .9c--rkkv spam for the win using nothing but off-the-shelf tech.

So I was thinking about RKKV missiles. If we assume a Disruptor Torpedo is about the same size as a Mark 54 MAKO then it should have a diameter of 324mm. Strip everything out except for the Eezo core (44kg like the MAKO's warhead) and throw in a 324mm Repulsor (262,440N force, 3.2kg) and an 8GW Arc Reactor (1.6kg) and you have a Torpedo massing ~50kg and capable of 5,248.8km/s/s acceleration.

Now we don't know how powerful the Disruptor's Eezo core is but a simple* 1/100th mass reduce would give the torpedo an acceleration of 525km/s/s. Even a second's acceleration would mean hitting like 1.6 kilotons. Dreadnaught levels could be reached in 2.6 seconds of acceleration. Of course 2.6 seconds at 525km/s/s would mean traveling 1,774.5km but given that most fights happen at ranges of "thousands of kilometers" that's not actually that unrealistic.

*Compare to Frigates which are looking at having their masses reduced to millionths their normal mass a hundredth is almost nothing.

We don't know how most a Disruptor Torpedo's Eezo core costs but we do know the cost of a Fighter's FTL drive is 10m. A fighter is around a thousand times more massive then this Torpedo so the Eezo core costing 100th that of a fighter's FTL drive seems reasonable to me. So 100k for the Eezo Core, 80k for the Arc Reactor, and 162k for the Repulsor brings this torpedo up to 342k which is right around the RL price for torps and AA missiles.

So 20 does seem to work better than my 9+3, even if IMO that is way too little to be paying a security guard.

*Note to self: Look over @TheEyes numbers in detail someday*

A security guard's not really expected to face combat. Most of the time it's basically just either lounging around in a security room or patrolling the grounds.

For comparison people in PMCs, IE who expect to face combat, get paid between $180,000 to $270,000 per year.

While the Gladius-B is very fast, it is also too fragile if it gets attacked alone by frigates.

I wont say that it will happen next time too, but Revy is targeted by a powerful opponent.

I except at least a ParSec fighter wing as ecort, if she goes off planet again.

I'm not sure it's much of a threat. The Gladius-B is forty times faster then a top of the line Frigate so it's probably fifty times faster then Space-AKs. So escaping is easy.

The risk would be having them sneak up on us and getting a lucky hit in. Something I doubt will happen since we have military grade sensors on the Gladius.

Still I also agree that Revy shouldn't go places without escort. They wouldn't likely be useful for actual combat they would be good for scouting ahead. The biggest risk is someone waiting for us on the other side of a relay so having a canary to go through and check out the area before we enter seems like a good idea.
 
@Hoyr IIRC the Russians developed radiation shields that are based on carbon polymers that perform very well for their weight and bulk but degrade over time as the polymers react to the radiation bombardment. While for long term exposure just having more mass is more useful, shorter term exposures that require high mobility might find polymer based radiation shielding more useful.
 
From what I can find the biggest factor in shielding against gamma-radiation is really just how much mass you have between you and the source. So I think the best solution here would be to design a series of hardened probe that grab several asteroids and fuse them together to form a massive wall behind which our mining craft can hide.

My reasoning been that it's easier if we construct the shield out of local materials since that means we don't have to cart it to the site through FTL, which is heavily effected by mass, so we can afford to have massive shields.

That's what I said. Except that my station uses a mass effect barrier to fixate the dirt armor.
 
One point: until the supership is ready, we can't afford to release its component technologies, I think. Because people are smart. And if we release technologies that can be used to make superships, those will be used to make superships.
 
@Yog: Well we won't sell them, sure, but we can't sell repulsors anyway. We'll make and use our Super-freighters on one side, and the laser miners on another, but the tech that really links those together is the variable wavelength tech that turns our gigawatt infrared mining lasers into ravening beams of GRASER death. Until we release that as part of the Cabira everyone will assume we're after dominating the logistics side... which we are, too, but it's not all we're after.
 
Hmm, one angle for the problem of arc- reactor and Prothean energy source being similar would be the mass production. I don't remember the numbers given but even the factories we are building are not enough for overall galactic demand.

Point is, even after Reapers destroyed everything, archaeologists would find mass produced items from ruins and if the civilization wouldn't make so many of arc-reactors that people would be tripping on loose ones at street...well, they would deserve extinction.

Speaking of ships, while selling our stuff to civilian market is very limited and military orders are queued for years, Spec-ops have their own budgets and would probably need very fast, powerful and durable ships. We do have good N7 contacts, now would be nice time to start thinking using those.
 
Hmm, one angle for the problem of arc- reactor and Prothean energy source being similar would be the mass production. I don't remember the numbers given but even the factories we are building are not enough for overall galactic demand.

Point is, even after Reapers destroyed everything, archaeologists would find mass produced items from ruins and if the civilization wouldn't make so many of arc-reactors that people would be tripping on loose ones at street...well, they would deserve extinction.

Speaking of ships, while selling our stuff to civilian market is very limited and military orders are queued for years, Spec-ops have their own budgets and would probably need very fast, powerful and durable ships. We do have good N7 contacts, now would be nice time to start thinking using those.
The Alliance outfits its marines(N7 or otherwise) In Onyx 1 armor. Big spenders they ain't.
 
Back
Top