Shepard Quest Mk VI, Technological Revolution

I feel this sadly proves the point of needing revision. A lot. I'm open to options.
The main problem is these Company Actions votes, because we're trying to do so much in such a short amount of time. I mean, you've basically said we have somewhere between 9 and 12 years--that's 36-48 quarters--to take pre-ME1 society and build it into something that can legitimately take on the Reapers, a massively parallel Von Neumann killing machine over a billion years old, and no Catalyst cop-out this time.

That means we need to uplift the whole of Citadel society in just a few years; there just isn't time to do one thing at a time like that. We need to train human biotics. We need to move humanity off of Earth. We need to get every man, woman and child an Arc Reactor and a thousand self-replicating defense drones. We need to strip-mine a supernova or two's worth of eezo. We need to build super-drednaughts with black hole guns. We need to recruit the Geth, and build a few AGIs of our own, maybe even a seed AI if we can get away with it, and we need it all yesterday. We need... hmmm...
 
Is it possible to turn energy back into matter? If we had an 8 story tall arc reactor, would we produce enough energy to make that possible seeing as the Arc Reactor seems to effectively produce infinite power?
Pure energy? Yes... complicated as hell, but yes. Pure energy would have the necessary sub-sub-atomic particles to arrange into the known sub-atomic particles, that could then be arranged into atoms, that can then be compounded. The bigger issue would be arranging atoms, and compound structures into compound chains. Difficult... complicated as hell, massive electromagnetic super conductors, and control arrays easily the size of a level three manufacturer compound (assuming standard production capacity in relevance) facility... that would take said 8 story tall arc reactor to power up... but~ possible. However, we don't currently have the means to create pure energy. Nor does our character Revy, unless the arc is a ZPM... which I don't recall it being, but I could be wrong. If the arc is a ZPM, then we'll need to research it to figure out how to draw pure energy from it, then we'd only need one 2 story dedicated arc to supple the L3 Manufacturer compound housed crude matter forge with pure energy, but would still need that 8 story for the electric bill it'd cost. That'd only be able to make bulk simple matter, (metals, liquids... some gases if we could figure out how to contain them once formed) It'd take a hell of a lot of research to figure out reduction on size, effect, and costs. Ironically, reducing size, while retaining effect, would also lead, as it got smaller, to more complex compound structures (atomic ones) until we'd figure out how to house a matter sequencer inside something not much larger than a garage... some decades later.

Frankly, it'd be cheaper to push the nano assembly systems, they'd just take existing mater and arrange them just as easily, and with it advanced enough, we could create advance electronics, and whole ships at a time. With it advance enough that is.
 
I mean, you've basically said we have somewhere between 9 and 12 years--that's 36-48 quarters--

Nine if things go badly, more if not. I'll be playing the Reapers as an adaptive foe though so... yeah time tables maybe totally fucked up by your actions

to take pre-ME1 society and build it into something that can legitimately take on the Reapers, a massively parallel Von Neumann killing machine over a billion years old, and no Catalyst cop-out this time.

I think you under estimate how far you can get it that time.

You could also win using alternative means... it's an option.

Crucible + Catalyst combo is still on the table as well... just well much harder.

The Crucible docked with the Citadel the hope of the galaxy riding with it.

"Oh," said the collective intelligence of the Reapers, "That's interesting..."

Had the Catalyst bothered with a face it would have smiled as a FTL wave of energy propagated from the Citadel and though the relay network.

"This will make harvesting much faster. You are indeed the greatest cycle yet."

As the wave passed life both organic and synthetic dissolved, prepared for uploading into new Reaper shells.

With that no cycle had any real hope ever again.

Well enough grim dark, PB and J time.
 
@TheEyes Modular Revolution
The Appia/Virgo/ect stuff are demonstration models to drum up interest in the module construction system @TheEyes has designed. I'm sure he can go into great detail about why it's so revolutionary.
Just so you know, I blame you for this...



Announcement: Project Via

It has been a century now since humanity has had to worry about their information becoming "lost in the extranet." It is a basic assumption of the modern world that, no matter where you go, your credentials, your credits, your PAN will follow you, even off-world and around the galaxy, without the slightest issue, hiccup or incompatibility. The sole exception to this rule is that physical objects are still a hassle to move around. We all still feel that desire to truly own a home of our own, but even in 2174, when you need to pick up roots to move for a new job, seek a better school for your children, or even just get away for an extended vacation, your home and all the stuff inside it is stuck in its place, forcing you to either sell the house/apartment/condo, or leave it sitting uselessly until you return for it.

That's why we're introducing Project Via, a program designed to introduce new ideas that will change the way you see what it means to truly own a home. Like our partnership with the Sirta Foundation, Project Via gives us the opportunity to rapidly bring the bleeding edge of Paragon Industries' technological research to all of humanity, to push the boundaries of what's possible. Project Via enables us to work in close partnership with landowners, shipping providers, construction companies, and all of you to explore new ways to increase humanity's physical mobility to match its already robust and mature data mobility.

Our chief areas of focus include:

Increasing the mobility of housing, while simultaneously improving quality
Project Via begins with making generally available Paragon Industries' new line of ultra-customizable housing--Dormus, Cenaculum, and Insula--the perfect building blocks for your new home. Using Paragon Industries' patented Hyper Modularity technology, this new product line allows you the homeowner unprecedented control over your own living space, allowing you to build your own space according to your unique taste and style, and instantly rebuild it when your needs or desires change. Project Via already has a database with hundreds of thousands of designs to inspire you, provided as most of our services are, free of charge. Advanced materials ensure that your new home will last for decades with even minimal care, longer with regular maintenance.

But the most revolutionary part of the Dormus, Cenaculum, and Insula line is its unprecedented mobility. Paragon Industries' technological breakthrough does not just allow its buildings to reshape themselves to your desires: it also allows you to pack your entire house into an easily shippable stack of containers at the push of a button, to be re-assembled anywhere on Earth, on any human colony world, even in orbit if desired!

Finally, since the connectivity standards have been released to the public as an ISO standard, and the Hyper-modularity technology is itself being made available for a standard fee, you can expect any number of Project Via-compatible buildings to come on the market to suit your exact taste. All Project Via-compatible mobile buildings will be required to meet a stringent set of quality, mobility, and interoperability standards to receive the "Via Certified" logo, which will ensure that your priceless personal possessions are guaranteed to be safe, secure, and as mobile as you need--or want--to be.

Increasing the availability of housing docking sites
A highly-mobile home is meaningless without a wealth of places to move to. As mentioned above, the connectivity standards for a Dormus-style home have long since been released to the public as an ISO standard, so it is a simple matter for any construction company to make a Project Via-compatible docking space, but that is just the beginning. Project Via is partnering Paragon Industries' in-house construction firm with Eldfell-Ashland Energy to build so-called "docking towers": high-rise buildings containing multiple docking sites for Project Via-compatible buildings, with convenient access to over 100 major Earthside metropolitan areas, along with every major human colony world and space station, with more spaces becoming available every day. Spaces will be available to accommodate renters, and, for those who would rather own their space, owners, and varying sizes will be available at each location to accommodate multiple room, fully customized apartments or condominiums.

Ensuring easy and cheap access to shipping
Both goals above are merely the prerequisites of a convenient, highly-mobile housing network; they are not enough by themselves to truly make physical mobility as easy and seamless as data mobility. The key missing element is an ubiquitous, low-cost, speedy transportation network, one that has the lift capacity to move your home wherever, whenever you desire it. Project Via is pairing up Paragon Industries' newest revolution in safe transportation, the vectored-thrust Repulsor, with Amazon-UPS's unparalleled logistical acumen to create a new drone delivery network, one that can quickly, easily, and fully automatically transport your new Via-compatible home anywhere on planet Earth, often in the same day. Need to move frequently for work? No problem. Want to take a vacation around the world, visiting a new city every day, but still sleep in your own bed at night? Via has you covered. Want to make your fortune out in the final frontier, without leaving the comforts of home behind? Now you can!

Be part of the project
We're beginning Project Via's Early Access Program to invite people to sign up for our helpful support services, free for the first two years, to help you make the most of these new opportunities. Project Via is available to all owners of Paragon Industries' line of Via-compatible mobile housing, and will be expanded to other companies' products as they pass our meticulous quality standards to be marked as Via-compatible. If you would like to know more, including how to sign up for an account, just say so, and a VI-assistant will be right with you.

We look forward to moving you into the future.
 
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Actually advancing to the point we can destroy the relay network and partialy hide from the Reapers, while threatning MAD if they don't stop is a viable endgame. In that scenario we might be able to relocate a seed colony to Andromedea via Ark and annihilate the Milkyway, even if the Reapers do not negotiate.
 
Well what are we going to use that ~690RP for next quarter? One 400-point tech, plus maybe the rest of the Invisible Man tech, right? Why not just get the lasers done this quarter, so we can start shopping around the various mining laser ideas a quarter early? This Gold Rush strategy of mine is going to take a few years to really get off the ground anyway; may as well get all the pieces in place ASAP.

Xenobiology. With the bonus RP from our trade deal and Mordin actually joining us that should hopefully be enough to actually complete it. If not the inevitable bonus omakes should be.

That is true; I suppose sacrificing efficiency for overall readability isn't such a big loss, at this stage of the game. However, once we have that Lab III built on Elysium (2175-Q1) I might argue the point again: 5% of a full lab stack is ~70 RPs per quarter, and I'd rather not just throw that away if we don't have to.

Indeed. Optimizing our RP use is definitely something we need to consider going forwards.

The size would impart depend on your goals for the institution and intended scale. Also don't forget to consider teachers, there basically aren't any human options right now.

Hm. @TheEyes I think we might want to scrap the Campus Shield and just go with a full on City Shield. It would probably have to wait until next quarter and take a full year but that should, hopefully, be alright since we are talking about a location in the heart of Alliance territory. Given the number of Biotic's @Hoyr mentions later on the place is likely going to be big enough that multiple Campus Shields would be required so we might as well just go all the way.

Also we definitely need to do some investigation on Biotic Instructors.

As for security, recall that this is a school for kids. Kids that can basically do magic, but kids. your going to want the security to... look attractive? I'm not sure how to put it, but making it seem like a top sec military base would be a little to far, gotta draw people in and make parents feel good about the idea.

We are asking parents to send their children lightyears from home to a boarding school. One which trains them to use powers that can very easily turn deadly and puts them at risk of all sorts of groups wanting to kidnap/kill them. Having the best security money can buy is going to be a reassurance to most parents.

Furthermore we're talking about a pretty massive area. For example the private school I went to for my high school years, although it was a full range school covering from Pre-school to year 12, had a total area of 41.7 acres (169,083m^2) but only housed about a thousand students.

Even factoring in that there was a lot of free space, four ovals, that is a pretty massive area. Considering that you mentioned a possible sixty thousand students we might end up creating our own damn city. If anything I'd say 8 teams isn't enough. Fortunately I doubt our school will be opening next quarter since we have to find teachers (both biotic and regular), arrange for students to both enroll and travel there, ensure that we have enough amenities and such.

@UberJJK One thing I think we both sort of forgot about: shouldn't we be building anti-starship missiles for our Gladius fighters? I mean, that's what they're there for, right? Maybe we need to axe the Demeter expansions this quarter in favor of building enough small/medium anti-starship missiles to outfit our fighters?
60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
10 Medium Anti-ship missiles for ParSec - 2,625 m + 7,500 production
Total: 6300+2625 + 6630 (lost production) = 15,555 m, plus whatever Hydras cost in terms of price/production.

Oh, and I don't think we ever wrote out actual specs and prices for the Hydra cluster-missiles we've sort of been talking up for awhile now.

We'll definitely have to axe the Demeter expansion if we want to outfit our fighters with missiles. However I think you are drastically underestimating how many missiles we'd need. My plan calls for 60 Gladii with enough personnel for them to be ready and in the air in less then 15 minutes. So with your load out each fighter would only have 1 missile with the Flight leads (barring two unlucky ones) having a second missile.

Bare minimum each fighter needs 6 Hydra and 2 Super-Pilums, which is just enough to fill the interior bays, and can carry up to a maximum of 6 Hydra and 10 Super-Pilums.

So just for the minimum load out your looking at more like

360 Hydra Cluster Missles for ParSec - 1,440m + 6,120 production
120 Medium Anti-Ship missiles for ParSec - 21,000m + 60,000 production

Incidentally I think those missile numbers need rejiggering. I honestly don't know what I was thinking when I wrote them. Because:
Hmm. A single Pilum costs 25k plus 0.05 Production and is roughly 35,470mm^3 going by Iron Man 1. Scaled up to to the size of an AIM-120 (377,000,000mm^3), about what I was figuring a Super-Pilum would be, puts it at roughly 10,000 times larger. Following that logic the Super-Pilum would be 250,000,000cr plus 500 Production.

Now for taking on enemy fighters that is waaay overkill since that is actually more expensive then even a Gladius. However this is a missile billed as a replacement for Disruptor Torpedoes. Even a crappy Space-AK Wuni costs 72x that much. For comparison a MIG-21 (Fighter-AK) costs around 1m at the upper end while the AIM-120 (discounting the super expensive version) costs ~350k for a 2.8x cost difference.
while true ignores the fact that it would be cheaper to crash fighters into ships then fire a missile at them.

This is a bad thing because Fighters have like something on the order of 200x the mass and are FTL capable. So having a cost anywhere close just doesn't make sense.

Furthermore in the Disruptor Torpedoes description:
Torpedoes are the main anti-ship weapon used by fighters. Launched at point-blank range in "ripple-fire" waves, they are reminiscent of the ancient Calliope rocket artillery launchers (thus their popular nickname, "Callies"). By saturating defensive GARDIAN systems with multiple targets, at least a few torpedoes will get through.
Here is the Calliope in action for reference. If the SA can afford to fire missiles that cost as much as a fighter that fast...

So on reflection missile prices are badly in need of revision.

What do you think @Hoyr

It's still got a gigawatt laser. And even rad shielding melts (or burns or what ever).

Let me pull up my laser spread sheet... let's see one gigawatt yeah... Gamma Ray. Well if I ignore aspect ratio of the hole the thing can slice dreadnaught sized blocks of pure carbon in half at 20,000km with a 0.13 second blast.

Including aspect ratio (I hear 1:20 for a drilled laser hole is reasonable) a one second blast eats a 13.16 cm wide and 2.63 meter deep hole for a one second blast.

And really that's all you need. If you can accurately hit your target, lasers, then even a tiny hole is enough to take one out. Even a 1cm hole in a ship's reactor will kill it.

Also with the more reasonable, including aspect ratio, figure you have to remember to factor in that a gigajoule of energy has just been dumped inside the ship. That is equivalent to 239kg of TNT, half of one of these, going off.

Hm. I suspect that doing something like the Wrath of Khan (ripping a long tear in the side of the ship) might actually be more damaging then a deeper impact. It will open a number of compartments up to space, create a vulnerable section, and have a better chance at hitting something important.


really, 200 million for a research university that should be teaching grades from middle school through college? That'll barely cover admin areas, lecture halls and conference rooms

On reflection your probably right. We're likely going to have to sit down and properly plan out the whole thing.


So far in human history only about 100,000-200,000 (guesstimate by me) people have shown signs of biotic potential. A exposure event kills or causes severe heath issues for 30% of the unborn children effected and biotic talent of any level is noted in 7% (10% of the survivors).

That said the oldest human biotics are 23. Let's roll with the higher end. Of those assuming you start at the age of 13ish about 95,000 are in the right range to attend 52,000 are in middle to high school range. So at a guess maybe 60,000 people would be old enough interested and biotic.

Unless you want to exclude very minor biotic talents, that'll drop the number a bit. They still can be trained but they're never going to be combat biotics, barring combo work.

I say we go for the full 60,000 biotics! It will definitely be difficult to set up, probably take the rest of the year before the school is ready, but I think it will be worth it.

The main problem is these Company Actions votes, because we're trying to do so much in such a short amount of time.

I think the core part of the problem is that PI is in too good a position. Normal quests you have half a dozen or so actions and get to pick one or two of them. PI meanwhile can afford, both cost and production wise, to take like a dozen of them all at once. Even worse is that we're basically on an exponential growth pattern so every turn we can do more and more which lets us then do more and more and more the next turn and so on.

I'm really not sure how we could go about simplifying the system without severely limiting what PI can do and I'm not really in favor of a nerf considering what we're up against.

Best I can think of is getting the plans involved heavily in the quarterly plans (generally me, @TheEyes , and @Yog) together with @Hoyr to hash together a couple plans before the part three updates which can then be presented (likely in simplified form) in the update which everyone can then pick from.

The biggest problem I see here, besides isolating the majority of players from a major part of the planning process, is that for the most part every quarterly plan has just been minor variations on a single core plan so I'm not really sure we could come up with multiple independent yet equally viable plans each quarter.
 
Best I can think of is getting the plans involved heavily in the quarterly plans (generally me, @TheEyes , and @Yog) together with @Hoyr to hash together a couple plans before the part three updates which can then be presented (likely in simplified form) in the update which everyone can then pick from.

The biggest problem I see here, besides isolating the majority of players from a major part of the planning process, is that for the most part every quarterly plan has just been minor variations on a single core plan so I'm not really sure we could come up with multiple independent yet equally viable plans each quarter.
The isolation is a very big and very bad problem, yes. We need to lower the entry barrier somehow. This could probably be done in one of several ways:
1) Some sort of a simple code for budgeting could probably be developed. And yes, I know how ridiculous this sounds. But the point here, is that if some of the money counting / budget balancing could be automated, it would be less work for votes

2) People could, perhaps, not vote for or come up with the whole plan, but for parts of the plan? Essentially shift from individual voters to voter blocks / committees developing the whole vote - a shift towards cooperative story building rather than competitive voting. Parts of it are already very much in place

So, basically, I see two main roads: either simplify the thing (via automation, simplification of model, pre-packed plans or however else) or move towards cooperative vote crafting.
 
You're probably right. Maybe announce the formation of a trade group instead, an Association of Biotic Educators, with an annual conference starting in July 2175?

Kinda missed the point of that thread of conversation. @Ramble was asking what kinds of things could be flash-forged via omni-tool. The response was generally you could get away with simple electronic chaff, maybe materials to patch a hull breach, but complex electronics are basically out. Given that it's currently 2174, and omni-tool deployed combat drones didn't exist in 2183, and were finicky and couldn't even really do damage in 2185, that sounds reasonable.

Oops. That'll teach me to skim. :oops:

Sorry @TheEyes! My bad! When I skimmed I took away 'what tech was available' not 'what could O-Ts do'. Sorry.
 
Hm. @TheEyes I think we might want to scrap the Campus Shield and just go with a full on City Shield. It would probably have to wait until next quarter and take a full year but that should, hopefully, be alright since we are talking about a location in the heart of Alliance territory. Given the number of Biotic's @Hoyr mentions later on the place is likely going to be big enough that multiple Campus Shields would be required so we might as well just go all the way.

Also we definitely need to do some investigation on Biotic Instructors.
Furthermore we're talking about a pretty massive area. For example the private school I went to for my high school years, although it was a full range school covering from Pre-school to year 12, had a total area of 41.7 acres (169,083m^2) but only housed about a thousand students.

Even factoring in that there was a lot of free space, four ovals, that is a pretty massive area. Considering that you mentioned a possible sixty thousand students we might end up creating our own damn city. If anything I'd say 8 teams isn't enough. Fortunately I doubt our school will be opening next quarter since we have to find teachers (both biotic and regular), arrange for students to both enroll and travel there, ensure that we have enough amenities and such.
On reflection your probably right. We're likely going to have to sit down and properly plan out the whole thing.
I say we go for the full 60,000 biotics! It will definitely be difficult to set up, probably take the rest of the year before the school is ready, but I think it will be worth it.
My initial reaction is that we should probably wait until fall of 2175 to open a school for 60K biotics; that's not something you can slap together in ~9 months. Remember that besides the obvious problem that we don't have any humans who can even attempt to teach biotics, we also need to convince all 60,000 of them to get Magi+ANI implants; that's going to require a clinic of massive size and scope by itself.

We'll have the money to break ground on that sort of mega-construction in 2174-Q4, and no sooner: recall that next quarter we're going to be spending 100 billion plus creds on our space yacht/lab ship (I intend to at least saturate our 300,000 production Starships factory, plus another 150-200,000 production out of our ground-side factories putting together the most boss frigate-sized vehicle the galaxy has ever seen; that can't possibly cost less than 150 billion credits), and the quarter after that we have to get cracking on our Cabira factory, which is going to have a base cost of 1 trillion credits.

I think the goal of our 2174-2175 class should be to invite every BAaT/L2 implant survivor and offer them a free University-level education; I don't know if there are numbers there, but there can't be more than a few hundred, and they love us already. An accelerated Masters degree in Education can take 12-16 months; if we can get even a fraction of the BAaT survivors to go for something like that then we can seed a core group of human teachers to go along with our alien biotics experts and human education experts.
 
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If you really want to make involvement easier and more accessible you absolutely need to organize the voting plans differently.
Right now someone who hasn't kept up in detail has the choice to
  • vote for a complete several screen long plan that they don't understand the motivation behind or the details of
  • blindly swap out some of the several dozen individual vote items ([Χ]) without knowing whether there are non-obvious entanglements with other parts of the plan or long term plans
  • spend many hours going through spreadsheets and past discussions trying to catch up so as to be able to be write plans themselves or at least fully evaluate existing plans
If you want to change that you should break plans down into components that someone who hasn't fully kept up would be able to swap out without breaking everything. A voting box appearing somewhere should always mean that either there are no entanglements with anything else and this part of the vote can be safely dropped or swapped out with something of the same kind, or that the entanglements are clearly explained. If the vote item is more than one or two lines long it should have a name (at least user name + the kind of the vote, but preferably something descriptive).
If the goal of the vote item is not obvious there should be a description, preferably no more than a paragraph long. If the vote item has some sort of entanglement with another part of the vote or long term plans the description should explain that.

Example:

Company:
[Χ] Production and Sales (Nix)
We fulfill our contractual obligations for strawberry cakes and meet the expected demand for wedding cakes. Otherwise we concentrate on cheese cake which is the second most profitable after wedding cake.

100 remaining capacity, 10,800 credits expected revenue
Marple Street bakery:
+10 wedding cakes (-400 capacity)
+320 cheese cakes (-1600 capacity)
Oak Street bakery:
+10 wedding cakes (-400 capacity)
+50 strawberry cakes (-500 capacity)
+220 cheese cakes (-1000 capacity)
Megacorp contract:
-50 strawberry cakes + 800 credits
Sales:
-20 wedding cakes +4000 credits
-540 cheese cakes +6000 credits

[Χ]Pine Street Cupcake Factory, Part II
Will allow us to start mass production of cup cakes with exquisite chocolate frosting in quarter 4. Should be combined with a research plan that allows completion of exquisite chocolate frosting by then.

-finish construction
-buy industrial ovens -20,000 credits
-hire factory workers (-10,000 credits/quarter)

[Χ] Company Party
After the problems last quarter we should do something to raise the mood.

requires 100 capacity, 400 credits
4 chocolate cakes (-40 capacity)
6 butter cakes (-60 capacity)
hire clowns (-200 credits)
beverages (-200 credits)

Research:
[Χ] Research Plan (Nix):
Continues chocolate frosting research (expected to complete exquisite chocolate frosting at the end of quarter 3) and otherwise focuses on prerequisites for huge wedding cakes (expected to be completed in quarter 2 next year).

research plan goes here

Personal:
[Χ] Continue to learn yoga
[Χ] Play squash with friends
 
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Same here. But, Shepard quest (AKA Business Simulator) endures (through changes to the board of directors).

Lucky, the latest GM is great and shows no signs of giving up.
Except we own upwards of 60% of the shares which gives us 100% of the control. If we don't like one of our directors, we just fire him/her and appoint a new one.
 
We are asking parents to send their children lightyears from home to a boarding school. One which trains them to use powers that can very easily turn deadly and puts them at risk of all sorts of groups wanting to kidnap/kill them. Having the best security money can buy is going to be a reassurance to most parents.

I'm not saying it shouldn't be good I'm just saying it also needs to look attractive.

Huh... I just realized if you go for the full 60,000, your going to employ over 6,000 people at least, that's a lot.

So on reflection missile prices are badly in need of revision.

What do you think @Hoyr

They needed revision from day one. Pilums had an insane profit to production ratio I spent a fair amount of my early time as a player trying to get people to vote to find contracts just for Pilums so we could get rich really fast.

Thing is when it comes down to it missiles as a strategy is usually quite expensive. Especially if your using it to overcome tech disparity or trying to saturate an AMS.

That said those numbers maybe a tad big... The Cali ripple is from a group of fighters not a single one so...

Anyway I've down rated them to about 34% of their original values.

Also with the more reasonable, including aspect ratio, figure you have to remember to factor in that a gigajoule of energy has just been dumped inside the ship. That is equivalent to 239kg of TNT, half of one of these, going off.

It's still totally ignoring the ablative defense cloud so that's an idea value. Frankly I don't want to try and figure out how much of the energy gets absorbed by the expanding cloud of vaporized armor, though I will point out that the ablative armor of warships is specifically designed to do this. The armor plate in question is probably totally gone though as well as secondary damage, the vaporization rate would exceed the speed of sound causing impulse shock.

I think the core part of the problem is that PI is in too good a position. Normal quests you have half a dozen or so actions and get to pick one or two of them. PI meanwhile can afford, both cost and production wise, to take like a dozen of them all at once. Even worse is that we're basically on an exponential growth pattern so every turn we can do more and more which lets us then do more and more and more the next turn and so on.

That's probably a big part of it.

Best I can think of is getting the plans involved heavily in the quarterly plans (generally me, @TheEyes , and @Yog) together with @Hoyr to hash together a couple plans before the part three updates which can then be presented (likely in simplified form) in the update which everyone can then pick from.

The biggest problem I see here, besides isolating the majority of players from a major part of the planning process, is that for the most part every quarterly plan has just been minor variations on a single core plan so I'm not really sure we could come up with multiple independent yet equally viable plans each quarter.

Those are kinda big issues.

I think accessibility in designing plan "blocks" is a major issue here. I'm full intending to simplify parts of the research dice allocation system. Basically I intend to just sum up the dice and the bonuses. Dice can be allocated in single units with no attached bonuses. Bonuses can be assigned in +5 blocks. In addition this'll mean that field specific bonus point always get generated.

Not sure what to do about off world labs... thinking. Probably have them generate less dice/bonuses.

I'd like to make dice and the bonuses for them less complicated, but that'd involve either loosing some points or adding some, neither of which are going to be okay (one for you one for me).

I feel this will help make having other research plans more viable as it'll be easier.

Downside is I'm probably going to do this:

  1. Lasers... need I say more? (Probably)
    1. Fuck Petawatt lasers (Save as a vanity what do I put on my 10km death ship tech)
      1. High and low Terawatt laser techs
      2. Maybe do the same to Gigawatts?
    2. A series of wavelength upgrade techs (aka laser murder range techs)
      1. Variable wave length would be limited to these and maybe need one or two of these first.
      2. "Chirped" Laser Tech? (Aka more powerful lasers in atmosphere)
I also intend to drop specialized production. I'll probably give you guys a free upgrade to "normal" factories. Also I'd like to be able to post current unspent credits and available production on each company plan vote. I think that's just a so do it already GM thing.

I'm really not sure how we could go about simplifying the system without severely limiting what PI can do and I'm not really in favor of a nerf considering what we're up against.

My suggestion is to make the scope of individual actions big. That way it simpler but its not a nerf. See Sage's CORE quest for an example of expanding individual action scope.

1) Some sort of a simple code for budgeting could probably be developed. And yes, I know how ridiculous this sounds. But the point here, is that if some of the money counting / budget balancing could be automated, it would be less work for votes

That would be interesting.

2) People could, perhaps, not vote for or come up with the whole plan, but for parts of the plan? Essentially shift from individual voters to voter blocks / committees developing the whole vote - a shift towards cooperative story building rather than competitive voting. Parts of it are already very much in place

I do like this. Not much I can do to help (i think) but that would be good.

I think the goal of our 2174-2175 class should be to invite every BAaT/L2 implant survivor and offer them a free University-level education; I don't know if there are numbers there, but there can't be more than a few hundred, and they love us already. An accelerated Masters degree in Education can take 12-16 months; if we can get even a fraction of the BAaT survivors to go for something like that then we can seed a core group of human teachers to go along with our alien biotics experts and human education experts.

BAaT seems way smaller than it should be. The first explosion was in Singapore which is a city state with 5 million people and there were apparently several in the 2150's. At the very least a fair number of human biotics are in the older range when such accidents were more common.

But yeah you could train some of the older bioics to be teachers.

Lucky, the latest GM is great and shows no signs of giving up.

Yay!

I wonder if we could build a biotic amp the size of a starship?

You could, there's techs that could go that way.

If you really want to make involvement easier and more accessible you absolutely need to organize the voting plans differently.

Well only thin I can see as GM that I can do for this is to make building the blocks easier, so what would make building your own blocks easier? (Question for every one)
 
Well only thin I can see as GM that I can do for this is to make building the blocks easier, so what would make building your own blocks easier? (Question for every one)

Honestly, simplify the dice and quarterly stuff. Also, (this is for the players, not for you) we should start using base plans. @Kinematics can explain how they work better then I can, but they might help.

Finally, I think that the current system is mostly fine. Although, implamenting this:
Also I'd like to be able to post current unspent credits and available production on each company plan vote.
would be great. The system just needs to be dumbed down a bit. I would rather we don't make any huge changes, like switching to a CK2 type system (which I think relies too much on dice for this question).
 
Like I said before I could not use dice for the most part and respond narratively. Or use a much more stable dice system. I wouldn't use the just roll a d100 system as it nutzoid. I'd want DCs, bonus, and degrees of success/failure at a minimum.

I know, but I still think that it is to reliant on chance for this quest in my opinion.
 
Xenobiology. With the bonus RP from our trade deal and Mordin actually joining us that should hopefully be enough to actually complete it. If not the inevitable bonus omakes should be.
While true, do we even want to get Advanced Xenobiology done at the end of Q2? It's a potentially huge PR boon, but the only thing I can even think that we'd need even better PR for is a push for an AI license, and I don't think that we'll be able to sway the Salarian Councilor with better medical technology.

We'll definitely have to axe the Demeter expansion if we want to outfit our fighters with missiles. However I think you are drastically underestimating how many missiles we'd need. My plan calls for 60 Gladii with enough personnel for them to be ready and in the air in less then 15 minutes. So with your load out each fighter would only have 1 missile with the Flight leads (barring two unlucky ones) having a second missile.

Bare minimum each fighter needs 6 Hydra and 2 Super-Pilums, which is just enough to fill the interior bays, and can carry up to a maximum of 6 Hydra and 10 Super-Pilums.

So just for the minimum load out your looking at more like

360 Hydra Cluster Missles for ParSec - 1,440m + 6,120 production
120 Medium Anti-Ship missiles for ParSec - 21,000m + 60,000 production

Incidentally I think those missile numbers need rejiggering. I honestly don't know what I was thinking when I wrote them. Because:
while true ignores the fact that it would be cheaper to crash fighters into ships then fire a missile at them.

This is a bad thing because Fighters have like something on the order of 200x the mass and are FTL capable. So having a cost anywhere close just doesn't make sense.

Furthermore in the Disruptor Torpedoes description:
Here is the Calliope in action for reference. If the SA can afford to fire missiles that cost as much as a fighter that fast...

So on reflection missile prices are badly in need of revision.

What do you think @Hoyr
I'm not saying it shouldn't be good I'm just saying it also needs to look attractive.

Huh... I just realized if you go for the full 60,000, your going to employ over 6,000 people at least, that's a lot.

They needed revision from day one. Pilums had an insane profit to production ratio I spent a fair amount of my early time as a player trying to get people to vote to find contracts just for Pilums so we could get rich really fast.

Thing is when it comes down to it missiles as a strategy is usually quite expensive. Especially if your using it to overcome tech disparity or trying to saturate an AMS.

That said those numbers maybe a tad big... The Cali ripple is from a group of fighters not a single one so...

Anyway I've down rated them to about 34% of their original values.
Cool; lets me triple my order then. :)

That said, @UberJJK it's kind of important to keep in mind that canon disrupter torps are designed to wear down a dreadnought's barrier similar to the way we're planning on using our Hydra missiles to wear down frigates, whereas our super-piliums are more like our piliums: one shot one kill, with a high enough success rate that we can do the whole not looking at our own explosion thing.

1) Some sort of a simple code for budgeting could probably be developed. And yes, I know how ridiculous this sounds. But the point here, is that if some of the money counting / budget balancing could be automated, it would be less work for votes
At the very simplest, this is going to require a "budget breakdown" in the Company Actions post, something like:

2174-Q1 Budget breakdown:
Starting cash: 2,647,668,740
Guaranteed profit from contracted sales: 45,355,000,000
Unused Production: 154,890.00 (worth 260,000 per point via Lindsey Bradley if unused)
Guaranteed expenses: (950,466,700)
Total after-tax cash available for 2171-Q1 (if no Unused Production is used): 70,388,415,380
Total after-tax cash available for 2174-Q1 (if all Unused Production is used): 38,171,295,380

BTW, I made a few changes to the Profits tab of the spreadsheet that should make these values a little easier to come up with. I got the "Total after-tax cash available for 2174-Q1 (if all Unused Production is used)" figure by (temporarily) deleting the "Lindsey Bradley - Misc Sales" in the Profit tab, then looking up "Closing Cash at Bank" in the Cash tab, although you can also fairly easily calculate it by subtracting 154,890.00 (the total unused Production) times 208,000 (the post-tax profit from Bradley's miscellaneous sales) from the normal after-tax available cash.

If you really want to make involvement easier and more accessible you absolutely need to organize the voting plans differently.
Right now someone who hasn't kept up in detail has the choice to
  • vote for a complete several screen long plan that they don't understand the motivation behind or the details of
  • blindly swap out some of the several dozen individual vote items ([Χ]) without knowing whether there are non-obvious entanglements with other parts of the plan or long term plans
  • spend many hours going through spreadsheets and past discussions trying to catch up so as to be able to be write plans themselves or at least fully evaluate existing plans
If you want to change that you should break plans down into components that someone who hasn't fully kept up would be able to swap out without breaking everything. A voting box appearing somewhere should always mean that either there are no entanglements with anything else and this part of the vote can be safely dropped or swapped out with something of the same kind, or that the entanglements are clearly explained. If the vote item is more than one or two lines long it should have a name (at least user name + the kind of the vote, but preferably something descriptive).
If the goal of the vote item is not obvious there should be a description, preferably no more than a paragraph long. If the vote item has some sort of entanglement with another part of the vote or long term plans the description should explain that.
Interesting idea. I'll try to re-write my vote as a cluster of sub-plans like this, see if it looks any more intelligible to everyone else.

My suggestion is to make the scope of individual actions big. That way it simpler but its not a nerf. See Sage's CORE quest for an example of expanding individual action scope.
I'd have to look up CORE to know more about that system specifically, but I do think we could probably have Company Actions be its own separate post, and fold Research die allocation and Individual actions into the first post for the quarter (in this case the "Nine Years Early part One" post), since they're relatively simple.

Those are kinda big issues.

I think accessibility in designing plan "blocks" is a major issue here. I'm full intending to simplify parts of the research dice allocation system. Basically I intend to just sum up the dice and the bonuses. Dice can be allocated in single units with no attached bonuses. Bonuses can be assigned in +5 blocks. In addition this'll mean that field specific bonus point always get generated.

Not sure what to do about off world labs... thinking. Probably have them generate less dice/bonuses.

I'd like to make dice and the bonuses for them less complicated, but that'd involve either loosing some points or adding some, neither of which are going to be okay (one for you one for me).

I feel this will help make having other research plans more viable as it'll be easier.
Are research die really that inaccessible for everyone else? I mean, many of us make things way more complicated than they have to be, looking for 95%+ guarantees for all our research goals, etc, but I just don't really see the problem, and unless we just want to ditch dice altogether and straight up award everyone 55 RPs for every current 10d10 I'm just not sure how to make it much simpler.

Downside is I'm probably going to do this:
  1. Lasers... need I say more? (Probably)
    1. Fuck Petawatt lasers (Save as a vanity what do I put on my 10km death ship tech)
      1. High and low Terawatt laser techs
      2. Maybe do the same to Gigawatts?
    2. A series of wavelength upgrade techs (aka laser murder range techs)
      1. Variable wave length would be limited to these and maybe need one or two of these first.
      2. "Chirped" Laser Tech? (Aka more powerful lasers in atmosphere)
I also intend to drop specialized production. I'll probably give you guys a free upgrade to "normal" factories. Also I'd like to be able to post current unspent credits and available production on each company plan vote. I think that's just a so do it already GM thing.
Okay, that probably works. Yes, I agree that going low Gig/high Gig/low Tera/high Tera is probably the way to go, with costs of 400/800/1600/3200. I'm also thinking that size categories should be a thing, so that even with miniaturized energy weapons the most you can fit in a frigate is low Gigawatt lasers, high Gigawatt for light cruisers, etc.
 
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Are research die really that inaccessible for everyone else?

I have a math degree, and my final paper had to do with how many different infinities of the shape of the letter S could fit in the plane (Obviously as many as the naturals at least, but if you can fit as many S's as there are reals that depends on how you draw the S).

I probably could figure out the research die system, but my first instinct is to go "nope, not worth the trouble". I can only imagine how bad it is for others.
 
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