Shepard Quest Mk VI, Technological Revolution

I know, but I still think that it is to reliant on chance for this quest in my opinion.

I do use dice in the background... it's a thing. I just don't think a nat one is that big a deal frankly. Now twice in a row is a bigger deal.

Not that a nat one has ever happened I think the lowest was a 14 or something.

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.

I'm not sure one shot one kill is 100% accurate, but one hit on the armor plate sure does hurt a fuckton. Shields are were things get iffy.

On a side note the secondary notes on the missiles were off, I changed them.

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,

Allocating them is a bit annoying and it messy. I recall as a player going, fuck now I have to figure out how to place these dice and their attached bonuses... :(.

It was mostly the floating bonuses not being even between dice that got to me. I have a pool of dice with uneven bonuses... uhhhgg.

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.

That's another option.

What I was thinking was something this:

Available RP:
General Dice: 219.5d10+716.5
Mass Effect Technologies: 5d10
Setting Technologies: 1.5d10+5.5
Dice may be assigned individually to projects, bonuses may be assigned in units of +5. Any fractional dice or remaining bonuses that can't form a full +5, may also be assigned.

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.

Sizes I was intending to bake into the techs. With the only modification coming form the minturized energy weapons tech.

I just don't get how they work. Is there a link to an explantion? Actually, that might be a solution to the plan problem. We should have some kind of Shepard Quest for dummies page.

Heh... well I'd need a list of what to explain.

Anyway let me try this:

Research!
Mindoir:
Revy: 4x 10d10+15
Labs: 4x 10d10+20
Research Teams: 12x 10d10+30
Conrad: 1x 10d10+25
Gaven Dor: 1x 5d10+25 (10d10+25 for Mass Effect techs)
Basic Research: 15x +10 (Must be applied to a 10d10, one application per 10d10)
Total: 215d10+700, average: 1,882.5 (If Gaven Dor is researching Mass Effect techs +5d10/+22.5)

Elysium: (15% effectiveness, 20% for improving existing ME setting techs)
Labs: 1x 10d10+20 * 15%
Research Teams: 2x 10d10+30 * 15%
Basic Research: 3x +10 * 15% (Must be applied to a 10d10, one application per 10d10)
Total: 30d10+110 *.15, average: 41.25 (55 for 20%)

Pooled: 250 Research Points

Above is the available research dice and points for the turn. First are the dice generated on Mindoir. Since Revy is there you get 100% of the value of those dice. Listed are the dice, bonuses and points generated. Each set of dice should be assigned to a research project. Set must be assigned as a whole. So all of Revy's 10d10+15 must go to a project, but she generated four of those so you can assign them to one to four different projects.

Basic Research is different it's an extra bonus you add to another set of dice. Each set of 10d10 (or partial set) can get one +10 from basic research.

Some characters get bonuses when working on certain types of techs Gaven Dor genreates an extra 5d10 when working on a mass effect tech.

After that is the total like that'll give an average allowing you to estimate the amount of tech that can get done.

Next is Elysium, being on another planet you only get part of the value of the dice, 15%. Because of the Administrator (Hwan) you get an extra 5% if the dice are assigned to improving existing ME setting techs (ask the GM if a tech counts and it's not obvious).

Other than that it's the same deal as Mindor, save that the * 15% is noted.

Finally the Pooled RP either from past overrun or Omakes is noted. It's assigned in 50 RP block or parts there of if any is left over.

[ ] Medium Armor [400]: The early tanks were nothing more than cars with a lot of steel plating stuck to them, the modern armor is a more refined beast, and a beast that would benefit more than a little from your careful touch and keen intellect.

[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.

[ ] Superalloys [800]: Your new ceramic armor plating was developed to be the best possible without emptying your R&D budget and beggaring your clients. However, as your company grows, the former ceases to be a concern and you can let your mind play wild with all the elements known to Sentience.

[ ] Mk II Suit [500]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!])

[ ] Blue Box AI [1600]: Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)

[ ] Pure SoftwareAI [3200]: Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)

[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)

[ ] Miniaturized Energy Weapons [400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)

[ ] Gigawatt Range Lasers [400]: Frankly, you're a little worried about increasing the power output of your laser weaponry by several orders of magnitude. And it's certainly not something you should put on a ground-based vehicle, atmospheres are flammable after all, but as a wise man said: "Mad Science" means never stopping to ask "what's the worst thing that could happen?". (Also what it says on the tin.)

[ ] Flawless black boxing/FRM [761.2/3200]: By riddling your technology with superfluous wiring and casing, adding minute self-destructive devises, and shielding it all from all known forms of non-intrusive tomography, you have been able to keep your rivals (and most governments) guessing as to how it is your devices work. Now, you start getting serious about secrecy. (Makes reverse engineering your technology practically impossible to any of the Citadel species.)

[ ] Plug and Play Skills [800]: Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.

[ ] Advanced Prostetics [800]: Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.

[ ] Light Cruisers (<500m) [600]: The increased size of the cruiser class makes things even more complicated. In addition the cruiser class of vessels is usually optimized for different things than fighters or frigate meaning you have to reconsider several design choices.

[ ] Eternal Youth [1600]: Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).

[ ] Advanced Xenobiology [800]: You've solved many issue for humanity, now it time to consider how to spread the benefits to other races, as well as considering any unique issue they may have. (Allows the application of human biotech to other races.)

[ ] Extremis (Locked) [1600]: Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.

[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles)

[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)

[ ] Generation II Arc-Reactor [400]: MORE POWER! Well four times as much. And a ten times that one shot burst mode for about a minute. Mind that basically ruins the palladium core and requires the device to be restarted with only a few days use left. Of course you could just put more palladium into it. Also should help you develop much smaller arc-reactors, probably down to the size of the last digit of your pinky.

[ ] Total Internal Reflection Systems [1600]: Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).

[ ] Quantum Entanglement Communications [1600]: Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.

[ ] Multi-core Eezo Systems [800]: Using multiple cores in a ship or other system presents a way to get around the limitations of discharge. Using multiple large cores you could cycle a "full" one out and slowly bleed the charge out while another takes over. Or you could have several smaller cores that don't discharge dangerous amounts of energy when they overload. Beyond that multiple cores allow for several interesting future applications. (Ships equipped with these systems cost more but do not have drive charge limitations)

[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)

[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)

[ ] Anti-matter Production [1600]: Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)

[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.

[ ] Very Large Space Stations [1600]: People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)

[ ] Basic Vehicle Scale Weapon Mods [200]: Weapon mods are been used by infantry to fine tune their guns for the task at had. You can do the same for vehicles scale weapons.

[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)

[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.

[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.

[ ] Swarm Networking [800]: Distributed proccessing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians.

Conrad's Special Projects
[ ] The invisible man [100/400]: The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)

[ ] The black fucking gun [400]: Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like.)

[ ] Time is an illusion [???]: Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs.)

Gaven Dor's Projects:
Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy melee weapon, so that's what I got.

Stasis Plate [1600]: Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt.

Starship Block Upgrades:
[ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)

[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)

[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)

[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)

In the spoiler above are the tech available (unless the GM for got one that happens). Each tech has an RP value need to research it. Simple enough I think.

When the Techs are processed any extra RP are halved and then stored. If a tech further down the list doesn't complete enough RP from the storage will be take out to finish it. If it can' be finished it will show up next turn on the list with the RPs allocated to it so far noted. If some is still left over then it's pooled and available next turn. Overflow happen is the order the techs are listed unless player offer specific notes.

Right did that make sense?

I could explain why the values are what they are if you like.
 
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.
OK, base plans.

Base plans are sub-components of a vote that other people can vote for.

//#####

TheEyes has something like this in his plan (this is only a subset):

Company Actions
Manufacturing:

[X] Construct 400 Legionary Suits for ParSec - 285m + 1,200 production
[X] Construct 50 Tigers for ParSec - 400m + 1,350 production
[X] Construct 5,000 Accipiter "Atmospheric Edition" Drones for ParSec - 1,000m + 5,000 production
[X] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 production
[X] Construct 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
[X] Construct 60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production

[X] Construct 1 Appia (non-Repulsor version) - 11m + 90 production
[X] Construct 1 Virgo (non-Repulsor version) - 45m + 350 production
[X] Construct 10 Dormus (small portable hyper-modular building) - 350k + 4 production
[X] Construct 10 Cenaculum (small portable hyper-modular building) - 650k + 7 production
[X] Construct 10 Insula (non-Repulsor version) - 1.5m + 16 production
[X] Construct 50 Vicinale (per 10m corridor or airlock) - 20k + 0.2 production

Construction:
[X] Build 3 Factory IIIs and a Barracks with Assault Grade Campus Shielding in both of Benning's non-capital cities - 8,020m
[X] Build 3 Factory IIIs, a Barracks, and a Biotic Academy with Bombardment Grade Campus Shielding in Benning's capital city - 8,210m
[X] Build an Admin building in Benning's capital city - 10m
[X] Build an Extra-Large (20x) Vehicle Garage at the ParSec HQ - 200m, space for 200 vehicles/starfighters

Project Systems Alliance Jedi Academy:
[X] Use contacts--take recommendations from Liara, Gaver Dor, and Rahna--to hire some of the top experts in biotics training from around the galaxy, as well as experts in education and human psychology. - 40m
-[X] Get them working on a biotic academy curriculum for humans, temporarily housed on Mindoir until Academy buildings are finished building.
-[X] Bring in Rahna to explain how Revy uses her Magi and ANI to great effect.
-[X] Announce an Association of Biotic Educators trade group, with an academic conference on Issues in Biotic Education at the beginning of 2175-Q3.

It's already written with sub-components, but not in a way that anyone else can manipulate if they want to change the vote any. If anyone else wants to make a change, they have to write out the entire thing, plus whatever small tweaks they want to make.

A base plan design would instead approach the vote like this:


[x] Base plan Manufacturing TE1
-[X][Manufacturing] Construct 400 Legionary Suits for ParSec - 285m + 1,200 production
-[X] Construct 50 Tigers for ParSec - 400m + 1,350 production
-[X] Construct 5,000 Accipiter "Atmospheric Edition" Drones for ParSec - 1,000m + 5,000 production
-[X] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 production
-[X] Construct 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
-[X] Construct 60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
-[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production
-[X] Construct 1 Appia (non-Repulsor version) - 11m + 90 production
-[X] Construct 1 Virgo (non-Repulsor version) - 45m + 350 production
-[X] Construct 10 Dormus (small portable hyper-modular building) - 350k + 4 production
-[X] Construct 10 Cenaculum (small portable hyper-modular building) - 650k + 7 production
-[X] Construct 10 Insula (non-Repulsor version) - 1.5m + 16 production
-[X] Construct 50 Vicinale (per 10m corridor or airlock) - 20k + 0.2 production

[x] Base plan Construction TE1
-[X][Construction] Build 3 Factory IIIs and a Barracks with Assault Grade Campus Shielding in both of Benning's non-capital cities - 8,020m
-[X] Build 3 Factory IIIs, a Barracks, and a Biotic Academy with Bombardment Grade Campus Shielding in Benning's capital city - 8,210m
-[X] Build an Admin building in Benning's capital city - 10m
-[X] Build an Extra-Large (20x) Vehicle Garage at the ParSec HQ - 200m, space for 200 vehicles/starfighters

[x] Base plan Academy TE1
-[X][Academy] Use contacts--take recommendations from Liara, Gaver Dor, and Rahna--to hire some of the top experts in biotics training from around the galaxy, as well as experts in education and human psychology. - 40m
--[X] Get them working on a biotic academy curriculum for humans, temporarily housed on Mindoir until Academy buildings are finished building.
--[X] Bring in Rahna to explain how Revy uses her Magi and ANI to great effect.
--[X] Announce an Association of Biotic Educators trade group, with an academic conference on Issues in Biotic Education at the beginning of 2175-Q3.


That is, he proposes specific plans for each sub-component of the overall vote. Other people can likewise propose alternate construction or academy or whatever plans, and what people actually vote for (including TheEyes, even though he was the one that posted the plans themselves) is the collection of plans:

[x] Plan Manufacturing TE1
[x] Construction TE1
[x] Academy TE1

Posting this so I can run a tally. Will post the results shortly.

OK, back.

The unpartitioned vote (consolidated from the base plans) would look like this:

[X][Manufacturing] Construct 400 Legionary Suits for ParSec - 285m + 1,200 production
[X] Construct 50 Tigers for ParSec - 400m + 1,350 production
[X] Construct 5,000 Accipiter "Atmospheric Edition" Drones for ParSec - 1,000m + 5,000 production
[X] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 production
[X] Construct 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
[X] Construct 60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production
[X] Construct 1 Appia (non-Repulsor version) - 11m + 90 production
[X] Construct 1 Virgo (non-Repulsor version) - 45m + 350 production
[X] Construct 10 Dormus (small portable hyper-modular building) - 350k + 4 production
[X] Construct 10 Cenaculum (small portable hyper-modular building) - 650k + 7 production
[X] Construct 10 Insula (non-Repulsor version) - 1.5m + 16 production
[X] Construct 50 Vicinale (per 10m corridor or airlock) - 20k + 0.2 production
[X][Construction] Build 3 Factory IIIs and a Barracks with Assault Grade Campus Shielding in both of Benning's non-capital cities - 8,020m
[X] Build 3 Factory IIIs, a Barracks, and a Biotic Academy with Bombardment Grade Campus Shielding in Benning's capital city - 8,210m
[X] Build an Admin building in Benning's capital city - 10m
[X] Build an Extra-Large (20x) Vehicle Garage at the ParSec HQ - 200m, space for 200 vehicles/starfighters
[X][Academy] Use contacts--take recommendations from Liara, Gaver Dor, and Rahna--to hire some of the top experts in biotics training from around the galaxy, as well as experts in education and human psychology. - 40m
-[X] Get them working on a biotic academy curriculum for humans, temporarily housed on Mindoir until Academy buildings are finished building.
-[X] Bring in Rahna to explain how Revy uses her Magi and ANI to great effect.
-[X] Announce an Association of Biotic Educators trade group, with an academic conference on Issues in Biotic Education at the beginning of 2175-Q3.
No. of Votes: 1


While the overall tally, partitioned by block, would look like this:

Vote Tally : Shepard Quest Mk VI, Technological Revolution | Page 291 | Sufficient Velocity
##### NetTally 1.1.12
Task: Academy

[X][Academy] Use contacts--take recommendations from Liara, Gaver Dor, and Rahna--to hire some of the top experts in biotics training from around the galaxy, as well as experts in education and human psychology. - 40m
-[X] Get them working on a biotic academy curriculum for humans, temporarily housed on Mindoir until Academy buildings are finished building.
-[X] Bring in Rahna to explain how Revy uses her Magi and ANI to great effect.
-[X] Announce an Association of Biotic Educators trade group, with an academic conference on Issues in Biotic Education at the beginning of 2175-Q3.
No. of Votes: 1

———————————————————————————————————————————————————————

Task: Construction

[X][Construction] Build 3 Factory IIIs and a Barracks with Assault Grade Campus Shielding in both of Benning's non-capital cities - 8,020m
[X] Build 3 Factory IIIs, a Barracks, and a Biotic Academy with Bombardment Grade Campus Shielding in Benning's capital city - 8,210m
[X] Build an Admin building in Benning's capital city - 10m
[X] Build an Extra-Large (20x) Vehicle Garage at the ParSec HQ - 200m, space for 200 vehicles/starfighters
No. of Votes: 1

———————————————————————————————————————————————————————

Task: Manufacturing

[X][Manufacturing] Construct 400 Legionary Suits for ParSec - 285m + 1,200 production
[X] Construct 50 Tigers for ParSec - 400m + 1,350 production
[X] Construct 5,000 Accipiter "Atmospheric Edition" Drones for ParSec - 1,000m + 5,000 production
[X] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 production
[X] Construct 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
[X] Construct 60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production
[X] Construct 1 Appia (non-Repulsor version) - 11m + 90 production
[X] Construct 1 Virgo (non-Repulsor version) - 45m + 350 production
[X] Construct 10 Dormus (small portable hyper-modular building) - 350k + 4 production
[X] Construct 10 Cenaculum (small portable hyper-modular building) - 650k + 7 production
[X] Construct 10 Insula (non-Repulsor version) - 1.5m + 16 production
[X] Construct 50 Vicinale (per 10m corridor or airlock) - 20k + 0.2 production
No. of Votes: 1


Total No. of Voters: 1


Anyway, you can see that it's much easier to grasp the plan when you only have to deal with smaller pieces at a time, and that by marking each base plan with a task (Academy, Construction, Manufacturing, etc), you can group individual variations on specific portions of the plan without having to deal with the entire plan at once.

Also, someone could vote for [x] Kinematics, and it would use my selection of base plans, just the same as with a normal complete proposal, if they didn't want to list out the individual base plans they were supporting.

And finally, anyone can make a base plan. Just make sure its name is unique within a vote, and try not to use your username for it. For this particular type of plan breakdown, including the task identifier as part of the plan name seems like it would work well.
 
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Research!
Mindoir:
Revy: 4x 10d10+15
Labs: 4x 10d10+20
Research Teams: 12x 10d10+30
Conrad: 1x 10d10+25
Gaven Dor: 1x 5d10+25 (10d10+25 for Mass Effect techs)
Basic Research: 15x +10 (Must be applied to a 10d10, one application per 10d10)
Total: 215d10+700, average: 1,882.5 (If Gaven Dor is researching Mass Effect techs +5d10/+22.5)

Elysium: (15% effectiveness, 20% for improving existing ME setting techs)
Labs: 1x 10d10+20 * 15%
Research Teams: 2x 10d10+30 * 15%
Basic Research: 3x +10 * 15% (Must be applied to a 10d10, one application per 10d10)
Total: 30d10+110 *.15, average: 41.25 (55 for 20%)

Pooled: 250 Research Points

Above is the available research dice and points for the turn. First are the dice generated on Mindoir. Since Revy is there you get 100% of the value of those dice. Listed are the dice, bonuses and points generated. Each set of dice should be assigned to a research project. Set must be assigned as a whole. So all of Revy's 10d10+15 must go to a project, but she generated four of those so you can assign them to one to four different projects.

Basic Research is different it's an extra bonus you add to another set of dice. Each set of 10d10 (or partial set) can get one +10 from basic research.

Some characters get bonuses when working on certain types of techs Gaven Dor genreates an extra 5d10 when working on a mass effect tech.

After that is the total like that'll give an average allowing you to estimate the amount of tech that can get done.

Next is Elysium, being on another planet you only get part of the value of the dice, 15%. Because of the Administrator (Hwan) you get an extra 5% if the dice are assigned to improving existing ME setting techs (ask the GM if a tech counts and it's not obvious).

Other than that it's the same deal as Mindor, save that the * 15% is noted.

Finally the Pooled RP either from past overrun or Omakes is noted. It's assigned in 50 RP block or parts there of if any is left over.

[ ] Medium Armor [400]: The early tanks were nothing more than cars with a lot of steel plating stuck to them, the modern armor is a more refined beast, and a beast that would benefit more than a little from your careful touch and keen intellect.

[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.

[ ] Superalloys [800]: Your new ceramic armor plating was developed to be the best possible without emptying your R&D budget and beggaring your clients. However, as your company grows, the former ceases to be a concern and you can let your mind play wild with all the elements known to Sentience.

[ ] Mk II Suit [500]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!])

[ ] Blue Box AI [1600]: Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)

[ ] Pure SoftwareAI [3200]: Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)

[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)

[ ] Miniaturized Energy Weapons [400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)

[ ] Gigawatt Range Lasers [400]: Frankly, you're a little worried about increasing the power output of your laser weaponry by several orders of magnitude. And it's certainly not something you should put on a ground-based vehicle, atmospheres are flammable after all, but as a wise man said: "Mad Science" means never stopping to ask "what's the worst thing that could happen?". (Also what it says on the tin.)

[ ] Flawless black boxing/FRM [761.2/3200]: By riddling your technology with superfluous wiring and casing, adding minute self-destructive devises, and shielding it all from all known forms of non-intrusive tomography, you have been able to keep your rivals (and most governments) guessing as to how it is your devices work. Now, you start getting serious about secrecy. (Makes reverse engineering your technology practically impossible to any of the Citadel species.)

[ ] Plug and Play Skills [800]: Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.

[ ] Advanced Prostetics [800]: Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.

[ ] Light Cruisers (<500m) [600]: The increased size of the cruiser class makes things even more complicated. In addition the cruiser class of vessels is usually optimized for different things than fighters or frigate meaning you have to reconsider several design choices.

[ ] Eternal Youth [1600]: Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).

[ ] Advanced Xenobiology [800]: You've solved many issue for humanity, now it time to consider how to spread the benefits to other races, as well as considering any unique issue they may have. (Allows the application of human biotech to other races.)

[ ] Extremis (Locked) [1600]: Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.

[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles)

[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)

[ ] Generation II Arc-Reactor [400]: MORE POWER! Well four times as much. And a ten times that one shot burst mode for about a minute. Mind that basically ruins the palladium core and requires the device to be restarted with only a few days use left. Of course you could just put more palladium into it. Also should help you develop much smaller arc-reactors, probably down to the size of the last digit of your pinky.

[ ] Total Internal Reflection Systems [1600]: Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).

[ ] Quantum Entanglement Communications [1600]: Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.

[ ] Multi-core Eezo Systems [800]: Using multiple cores in a ship or other system presents a way to get around the limitations of discharge. Using multiple large cores you could cycle a "full" one out and slowly bleed the charge out while another takes over. Or you could have several smaller cores that don't discharge dangerous amounts of energy when they overload. Beyond that multiple cores allow for several interesting future applications. (Ships equipped with these systems cost more but do not have drive charge limitations)

[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)

[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)

[ ] Anti-matter Production [1600]: Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)

[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.

[ ] Very Large Space Stations [1600]: People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)

[ ] Basic Vehicle Scale Weapon Mods [200]: Weapon mods are been used by infantry to fine tune their guns for the task at had. You can do the same for vehicles scale weapons.

[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)

[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.

[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.

[ ] Swarm Networking [800]: Distributed proccessing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians.

Conrad's Special Projects
[ ] The invisible man [100/400]: The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)

[ ] The black fucking gun [400]: Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like.)

[ ] Time is an illusion [???]: Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs.)

Gaven Dor's Projects:
Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy melee weapon, so that's what I got.

Stasis Plate [1600]: Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt.

Starship Block Upgrades:
[ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)

[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)

[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)

[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
In the spoiler above are the tech available (unless the GM for got one that happens). Each tech has an RP value need to research it. Simple enough I think.

When the Techs are processed any extra RP are halved and then stored. If a tech further down the list doesn't complete enough RP from the storage will be take out to finish it. If it can' be finished it will show up next turn on the list with the RPs allocated to it so far noted. If some is still left over then it's pooled and available next turn. Overflow happen is the order the techs are listed unless player offer specific notes.

Right did that make sense?

I could explain why the values are what they are if you like.

Well, it helped, but I am not actually sure how to craft a vote from that. Also, I would normally say yes to explaining why there are that way, but I would likely just get confused.
 
Would Multi-core Eezo Systems allow for you to exceed the size limit on dreadnoughts? I recall that there was a problem with covering a gigantic ship with one mass effect field because the size of the eezo core grew exponentially as the size of the ship increased. If you could use an array of small eezo cores instead of a single massive one, then you would have to use a lot less eezo on smaller ships, and you could build bigger ships.
 
Posting this so I can run a tally. Will post the results shortly.

Thanks Kinematics you continue to be a wonderful person.

Well, it helped, but I am not actually sure how to craft a vote from that. Also, I would normally say yes to explaining why there are that way, but I would likely just get confused.

Err... just vote for where you think the dice sets should go?

Basically

[X] Tech Name, Total of Dice Used
Maybe a spoiler of which dice your using?
[X] Tech Name 2, Total of Dice Used
Maybe a spoiler of which dice your using?

etc...

So as a simple example let's just say that there are these dice:

Mindoir:
Revy: 4x 10d10+10
Labs: 1x 10d10+5
Total: 50d10+45, Average: 320

And these techs:

Techs:
Autocannon: 75
Anti-Tank Missile: 100
Micro Missiles: 100
Wrist Mounted Submachine Gun: 50
Basic Biotech: 100
Basic Electronic Warfare: 150

A vote could be
[X] Anti-Tank Missile: 100, 20d10+20
Revy 10d10+10
Revy 10d10+10
[X] Basic Biotech: 100, 20d10+15
Lab 10d10+5
Revy 10d10+10
[X] Autocannon: 75, 10d10+10
Revy 10d10+10
[X] Wrist Mounted Submachine Gun: 50, Overflow

The spoilers with the dice are not required, just there for book keeping.

As for the why well here read at your own risk (it's not that bad):

Revy: 4x 10d10+15

Revy Generates 4 sets of 10d10 as a base. The Research VI tech added +5 per set. Improved Intelligence Algorithms doubled that (+10 per set total), Advanced Neural Interface added +5 per set, Optical Computing added +10 per set. Conrad because he's annoying has a -10 penalty per set to Revy.

4x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +5 (ANI) +10 (Optical Computing) -10 (Conrad)] = 4x [10d10+15]

Labs: 4x 10d10+20

Each Lab generates one 10d10 set and there are four labs on Mindior (Revy's personal lab and one each of Lab I/II/III). Labs get the same bonus from Research VI, Improved Intelligence Algorithms, and Optical Computing but as they're not people the don't get the bonus from the ANI.

4x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +10 (Optical Computing)] = 4x [10d10+20]

Research Teams: 12x 10d10+30

Labs can host research teams. Lab I/II/III can host 2/4/6 research teams these are per rank not total. So the total for all three is 12. Each research team generates one 10d10 set as a base. They get all the bonuses Revy does (and no penalties) and an extra +5 for high pay.

12x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +5 (ANI) +10 (Optical Computing) +5 (pay)] = 12x [10d10+30]

Conrad: 1x 10d10+25

Conrad generates one 10d10 set as a base. He gets all the same bonuses Revy does.

1x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +5 (ANI) +10 (Optical Computing)] = 1x [10d10+25]

Gaven Dor: 1x 5d10+25 (10d10+25 for Mass Effect techs)

Gaven Dor (man his name is misspelled a lot in this thread) generates a 5d10 set as the base. And get all the same bonuses as Revy does. He generates an extra 5d10 when used for mass effect technologies (tech that uses eezo and dark energy)

1x [5d10 + 10 (Research VI+IIA) +5 (ANI) +10 (Optical Computing)] = 1x [5d10+25] (Normal)
1x [10d10 + 10 (Research VI+IIA) +5 (ANI) +10 (Optical Computing)] = 1x [10d10+25] (Mass Effect techs)

Basic Research: 15x +10 (Must be applied to a 10d10, one application per 10d10)

Basic Research is from Labs used to do theory work and stuff. You can only have one stack of theory labs and normal labs per planet. Each dice set that the labs and their teams would generate instead becomes a +10 with no extra bonuses. Each lab is one set and their are three labs. Each team is one set and there are twelve of them. Thus 15 total sets. Each set generated by another source may get one of these +10 bonuses applied.

3x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +10 (Optical Computing)] => 3x [+10]
12x [10d10 + 10 (Research VI+Improved Intelligence Algorithms) +5 (ANI) +10 (Optical Computing) +5 (pay)] => 12x [+10]

3x [+10] + 12x [+10] = 15x [+10]

And then Elysium is the same thing with the * 15% describe earlier applied.

Would Multi-core Eezo Systems allow for you to exceed the size limit on dreadnoughts? I recall that there was a problem with covering a gigantic ship with one mass effect field because the size of the eezo core grew exponentially as the size of the ship increased. If you could use an array of small eezo cores instead of a single massive one, then you would have to use a lot less eezo on smaller ships, and you could build bigger ships.

No they all become the same meta-field in the end. If the field are individually separate the fields will tear the ship apart from shear.

Or that's how I explain how that limitation makes any sense in my head.
 
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Part of the problem is that there is a lot of stuff to allocate, and a lot of places to allocate to.

I mean look at Kinematic's example post. It hits TL;DR really hard for anyone who doesn't have the time or cussedness to actually dig in.
 
Part of the problem is that there is a lot of stuff to allocate, and a lot of places to allocate to.

See I've got people saying they like that fine control and other saying its too complicated. I think one has got to give at least a little.

I mean look at Kinematic's example post. It hits TL;DR really hard for anyone who doesn't have the time or cussedness to actually dig in.

This is the actual vote example:

[x] Base plan Manufacturing TE1
-[X][Manufacturing] Construct 400 Legionary Suits for ParSec - 285m + 1,200 production
-[X] Construct 50 Tigers for ParSec - 400m + 1,350 production
-[X] Construct 5,000 Accipiter "Atmospheric Edition" Drones for ParSec - 1,000m + 5,000 production
-[X] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 production
-[X] Construct 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
-[X] Construct 60 Small Anti-ship missiles for ParSec - 6,300 m + 18,000 production
-[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production
-[X] Construct 1 Appia (non-Repulsor version) - 11m + 90 production
-[X] Construct 1 Virgo (non-Repulsor version) - 45m + 350 production
-[X] Construct 10 Dormus (small portable hyper-modular building) - 350k + 4 production
-[X] Construct 10 Cenaculum (small portable hyper-modular building) - 650k + 7 production
-[X] Construct 10 Insula (non-Repulsor version) - 1.5m + 16 production
-[X] Construct 50 Vicinale (per 10m corridor or airlock) - 20k + 0.2 production

[x] Base plan Construction TE1
-[X][Construction] Build 3 Factory IIIs and a Barracks with Assault Grade Campus Shielding in both of Benning's non-capital cities - 8,020m
-[X] Build 3 Factory IIIs, a Barracks, and a Biotic Academy with Bombardment Grade Campus Shielding in Benning's capital city - 8,210m
-[X] Build an Admin building in Benning's capital city - 10m
-[X] Build an Extra-Large (20x) Vehicle Garage at the ParSec HQ - 200m, space for 200 vehicles/starfighters

[x] Base plan Academy TE1
-[X][Academy] Use contacts--take recommendations from Liara, Gaver Dor, and Rahna--to hire some of the top experts in biotics training from around the galaxy, as well as experts in education and human psychology. - 40m
--[X] Get them working on a biotic academy curriculum for humans, temporarily housed on Mindoir until Academy buildings are finished building.
--[X] Bring in Rahna to explain how Revy uses her Magi and ANI to great effect.
--[X] Announce an Association of Biotic Educators trade group, with an academic conference on Issues in Biotic Education at the beginning of 2175-Q3.

While a agree that the Manufacturing part is... long (Probably should be divided into ParSec/Security and Company) the overall vote doesn't seem to bad. I think. Maybe.
 
Overall vote is about 3/4 a page long in Word.

69.387755...% of a page for me (Size 12, Times New Roman). I counted! :p

Hmm... how to condense that... The Academy stuff might be combined a tad save a line or two. Its the construction that's bad space wise at the same time any other option would make it worse...

Maybe having defined mixed sets of units would help? Or doing like nix suggested and giving an overveiw of the plan after the header vote and the spoiling the rest.

Hey @Kinematics how does the base plan thing interact with spoilers and stuff?
 
Hey @Kinematics how does the base plan thing interact with spoilers and stuff?
The tally program can read spoilers, but skips quotes. If there are vote lines inside the spoiler, it picks them up, though if the spoiler just contains descriptive notes, it obviously won't.

Aranfan is right in that the overall vote (I just copied maybe a quarter of it) is exceptionally long. It might not be so bad if at least some of the base plans remain static from turn to turn, but even so, it's still a pretty high hurdle.

I'm not sure that I can offer any immediate suggestions to streamline things. There's ways to simplify things, but they pretty much all have to give up fine-tuned control over the resources used, which halfway defeats the point of this particular style of quest. It might still be worthwhile, though.
 
Hm. For the price of Goods, why don't you just lump assign a value to all military tech and lump them together, something like Dues Ex does? We're past the point where we're selling anything less than fuck huge batches of military tech per quarter. Just figure out an average value of what each point of production is currently worth, and then tack on how much each relevant tech upgrades that value.
 
I'm not sure that I can offer any immediate suggestions to streamline things. There's ways to simplify things, but they pretty much all have to give up fine-tuned control over the resources used, which halfway defeats the point of this particular style of quest. It might still be worthwhile, though.

Yeah I think that's the choice that need to be faced here. Still the voting base plan thingy is neat, thanks.

Hm. For the price of Goods, why don't you just lump assign a value to all military tech and lump them together, something like Dues Ex does? We're past the point where we're selling anything less than fuck huge batches of military tech per quarter. Just figure out an average value of what each point of production is currently worth, and then tack on how much each relevant tech upgrades that value.

We do that to some degree each point sold generically is worth 260,000 credits as it stands (may change that upward). A lot of that is no doubt ARs which rate at 250,000 per production. All the extra production is automagically converted to cash using this scheme.

THe individual items are there for a few reasons. Custom orders which I use to both to lock in production and to show what outsiders are getting from them (also they give better rewards). Producing items for in house use. As well as a reference for larger items that use those items as components.

The issue is that the company is keeping a lot of it's products for use in ParSec and that comes out of the rest.
 
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.
Which is amazing, because you actually advertise being part of the Meguca Micro quest, where the math is so very much worse than the research die system here (and getting worse!). Holy hell, I didn't figure out how Rotating Tactics worked in that quest until I started reading everyone else's spreadsheets and asking questions; at least this system made sense just from reading the story posts and paying attention. There's a reason we have a running joke (mostly in omakes I think) about the Serene having an in-house quant team:
Seto couldn't help chuckling; she remembered the deer-in-headlights looks that most of her girls had when they got a tour of the Serene's operations center, and its dizzying array of charts, paperwork, and computer models. Some of those girls didn't just have nerdity; they had full frontal nerdity! "I... yes. I remember seeing them divide up our territory for that 'rotation' system that you use. It was... quite intense."

Mami kept her smile serene, but the twinkle in her eyes betrayed her own mirth. "Yes, I admit to sometimes being intimidated myself. I mean, I've had calculus and statistics and discrete probability theory like every other high schooler, but some of those girls are very enthusiastic."
...which sort of makes sense, given PMMM's insane math competence among its middle schoolers, but still is more than a little obsessive.

Allocating them is a bit annoying and it messy. I recall as a player going, fuck now I have to figure out how to place these dice and their attached bonuses... :(.

It was mostly the floating bonuses not being even between dice that got to me. I have a pool of dice with uneven bonuses... uhhhgg.
Huh. I never had a problem with that, really, although I guess if it weren't for Anydice it would probably be much harder to get to all these 95% confidence intervals.

My biggest headache are these new 15% multipliers; it took a bit of experimentation to confirm that Anydice can do integer divide, but you have to be careful about the syntax--you need to put the dice in parentheses and multiply by *15/100 or it'll screw up something--and so far it's never been worth splitting those dice up. I imagine that's only going to become a bigger headache as our off-world research die expand.

That's another option.

What I was thinking was something this:

Available RP:
General Dice: 219.5d10+716.5
Mass Effect Technologies: 5d10
Setting Technologies: 1.5d10+5.5
Dice may be assigned individually to projects, bonuses may be assigned in units of +5. Any fractional dice or remaining bonuses that can't form a full +5, may also be assigned.
Eh, if you're going to make it granular enough that you can assign individual d10s to jobs then we may as well give up on the pretense of variance and just give everyone 5.5 RPs for every d10 (round down). In that case it'd just be

Available RP:
General points: 1923
Mass Effect Technologies: +27
Setting Technologies: +13

And finally, anyone can make a base plan. Just make sure its name is unique within a vote, and try not to use your username for it. For this particular type of plan breakdown, including the task identifier as part of the plan name seems like it would work well.
Can you put base plans in one post (or multiple posts), and actual votes in another? If you can do that, there might be something there.

Well, it helped, but I am not actually sure how to craft a vote from that. Also, I would normally say yes to explaining why there are that way, but I would likely just get confused.
Well, just look at my latest plan and @UberJJK's plan, under "Research Actions":
Research Actions
[X] Superalloys [800] - 90d10+365 (98.69% chance of completion)
[X] Flawless Blackboxing/FRM [761.2/3200] - 125d10+535 + (30d10+110)*15/100 (95.25% of 1971.2/3200)
Superalloys
Lab 2 Team 1 - 10d10+30 + 10 (Basic Research)
Lab 2 Team 2 - 10d10+30 + 10 (Basic Research)
Lab 2 Team 3 - 10d10+30 + 10 (Basic Research)
Lab 3 Team 1 - 10d10+30 + 10 (Basic Research)
Lab 3 Team 2 - 10d10+30
Lab 3 Team 3 - 10d10+30
Lab 3 Team 4 - 10d10+30
Lab 3 Team 5 - 10d10+30

Conrad - 10d10+25 + 10 (Basic Research)

Omake - 50
Total = 90d10+365 (98.69% chance of 800)

Flawless Blackboxing/FRM
Lab 0 - 10d10+20 + 10 (Basic Research)
Revy - 10d10+15 + 10 (Basic Research)
Revy - 10d10+15 + 10 (Basic Research)
Revy - 10d10+15 + 10 (Basic Research)
Revy - 10d10+15 + 10 (Basic Research)

Lab 1 - 10d10+20 + 10 (Basic Research)
Lab 1 Team 1 - 10d10+30 + 10 (Basic Research)
Lab 1 Team 2 - 10d10+30 + 10 (Basic Research)
Lab 2 - 10d10+20 + 10 (Basic Research)
Lab 2 Team 4 - 10d10+30
Lab 3 - 10d10+20
Lab 3 Team 6 - 10d10+30

Gaven Dor - 5d10+25 + 10 (Basic Research)
Elysium - 0.15 * 30d10+110

Omake - 150
Total = 125d10+535 + (30d10+110)*15/100 (95.25% of +1210)

Research Actions
[X] Superalloys [800] 95d10 + 285 + (30d10+110) * 15/100 -- 98.19% chance of completion
[X] Gigawatt lasers [400] 50d10 + 165 -- 97.70% chance of completion
[X] Flawless Blackboxing/FRM [673/3200] 70d10 + 240 -- 0% chance of completion; 50% chance of 625+ 58/2 + 40/2 = 674 ==>1347/3200
(Note: unlike Uber, I'm keeping the 250 bonus RPs for next quarter; we don't really need to commit them here.
Superalloys
Revy 1: 10d10+15 +10 (basic research)
Lab 0: 10d10+20
Lab 1: 10d10+20
Lab 2: 10d10+20
Lab 1 Team 1: 10d10+30 +10 (basic research)
Lab 1 Team 2: 10d10+30 +10 (basic research)
Lab 2 Team 1: 10d10+30 +10 (basic research)
Lab 2 Team 2: 10d10+30 +10 (basic research)
Conrad: 10d10+25
Gaven Dor: 5d10+25
Elysium: 30d10+110 * 15/100
Total: 95d10 + 285 + (30d10+110) * 15/100
98.19% chance of 800 http://anydice.com/program/63ef

Gigawatt Lasers
Revy 2: 10d10+15 +10 (basic research)
Lab 3: 10d10+20
Lab 3 Team 1: 10d10+30 +10 (basic research)
Lab 3 Team 2: 10d10+30 +10 (basic research)
Lab 3 Team 3: 10d10+30 +10 (basic research)
Total: 50d10 + 165
97.70% chance of 400 http://anydice.com/program/63f1

Flawless Blackboxing
Revy 3: 10d10+15 +10 (basic research)
Revy 4: 10d10+15 +10 (basic research)
Lab 2 Team 3: 10d10+30 +10 (basic research)
Lab 2 Team 4: 10d10+30 +10 (basic research)
Lab 3 Team 4: 10d10+30 +10 (basic research)
Lab 3 Team 5: 10d10+30 +10 (basic research)
Lab 3 Team 6: 10d10+30
Total: 70d10 + 240
97.09% chance of 580 http://anydice.com/program/63f2

Pooled: 250 Research Points (kept)
Is it that hard to see how the breakdowns work? You get "dice pools" consisting of multiple "research dice" of 10d10+bonuses that can be applied to a task. Research heroes have different exceptions, like Gaver Dor only having a 5d10 unless he's working on ME-specific tech, or how Conrad's obsessiveness gives Revy a -40 research penalty (-10 per die).

"Basic research" labs and teams are additional +10 bonuses that can be applied to a research die.

Non-Mindoir lab complexes have lab admins other than Revy, so they get a penalty and only receive 15% of the resulting roll per die, 20% under certain circumstances thanks to our admin hero.

Part of the problem is that there is a lot of stuff to allocate, and a lot of places to allocate to.

I mean look at Kinematic's example post. It hits TL;DR really hard for anyone who doesn't have the time or cussedness to actually dig in.
Aranfan is right in that the overall vote (I just copied maybe a quarter of it) is exceptionally long. It might not be so bad if at least some of the base plans remain static from turn to turn, but even so, it's still a pretty high hurdle.

I'm not sure that I can offer any immediate suggestions to streamline things. There's ways to simplify things, but they pretty much all have to give up fine-tuned control over the resources used, which halfway defeats the point of this particular style of quest. It might still be worthwhile, though.
Heh, it's the Apple/Android debate in miniature. How much control are you willing to give up before can no longer say you really have control? Alternatively, how much complexity are you willing to deal with before you can no longer understand what you're controlling?

If we are going to go with @Kinematics-style Base plans, then we really should do Company Actions as a completely separate vote; that way every Base plan will be solely Company Actions material. No matter what we do, Company Actions are already complex enough that we shouldn't try to combine them with anything else, and it's only going to get worse as Paragon Industries and its daughter companies take over more and more of the galactic economy.
 
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My biggest headache are these new 15% multipliers; it took a bit of experimentation to confirm that Anydice can do integer divide, but you have to be careful about the syntax--you need to put the dice in parentheses and multiply by *15/100 or it'll screw up something--and so far it's never been worth splitting those dice up. I imagine that's only going to become a bigger headache as our off-world research die expand.

Sorry but your off world research was going to make the research run away. I need a brake badly. I could have just increased all the costs... like that'd fly.

Eh, if you're going to make it granular enough that you can assign individual d10s to jobs then we may as well give up on the pretense of variance and just give everyone 5.5 RPs for every d10 (round down). In that case it'd just be

You only have a 42.18 deviation as it is. Deviation would be very similar with assigned dice. I haven't done any assignments recently but you guys seem to calibrate things pretty close to the line. It's less a question if you'll fail to get a tech and more, by how much will the tech over run. I've actually been tacking lost RP from to the overrun caused by 95% confidence as a curiosity.

I think with the dice and bonuses split up the same things will happen. Interestingly its the bonuses that cause the over run more than anything else. Interestingly its the bonuses that make it worse... huh cool.

I'd like to still be able to give heros field specific bonuses, but that make things more complicated. Much like specialize production so I was looking for away to still grant them without complicating the system. Subdividing the dice makes things more granular and then I can get away with that easier.

Making it so you didn't have to deal with complex sets of dice + bonus makes things simpler.

Is it that hard to see how the breakdowns work? You get "dice pools" consisting of multiple "research dice" of 10d10+bonuses that can be applied to a task. Research heroes have different exceptions, like Gaver Dor only having a 5d10 unless he's working on ME-specific tech, or how Conrad's obsessiveness gives Revy a -40 research penalty (-10 per die).

"Basic research" labs and teams are additional +10 bonuses that can be applied to a research die.

Worth noting that when TheEyes says die here he means a 10d10 set. (or a base 5d10 set for Gaven Dor). This lovely bit of confusion is due to how it used to be d100s instead of 10d10.
 
Or...we could just get Revy to sell 49% of the shares of her company, set up a board of directors and just do whatever the hell she wants in her new found time?

I mean, sure we haven't turned PI into an interstellar superpower, but we do already have our Stark Industries.
 
I'd like to still be able to give heros field specific bonuses, but that make things more complicated. Much like specialize production so I was looking for away to still grant them without complicating the system. Subdividing the dice makes things more granular and then I can get away with that easier.

If I'm understanding this right your talking about assigning percentage based modifiers to the dice, right? Why not just give a flat +(blank) modifier at the end, that cannot be used as a critical? Then you just run everything through a roller and don't have to worry about the fiddly math.

Or...we could just get Revy to sell 49% of the shares of her company, set up a board of directors and just do whatever the hell she wants in her new found time?

I mean, sure we haven't turned PI into an interstellar superpower, but we do already have our Stark Industries.

Asking SVers to make things less complicated? Preposterous! (Though I'm not a fan of giving up our hard earned power. We all saw how that went for Tony. Also, laughing at how Revy could have been a Seras Victoria/worm parahuman/Alex Mercer expy. This would have been a very different quest :p)
 
Not sure how useful this thought is, but...

If you toss the dice in favour of a fixed (err, non random) number of points per turn, you can have the research heroes give a cost reduction of X to Y techs in their specialisation per turn, and/or unlock tech tree branches, as well as straight up adding to the pool (or Not adding to the pool, depending how specialised they are.)

That would make at least the research votes a hell of a lot more manageable. Litterally "which techs do we buy and where do we assign our discounts?". You can then have "overflow" either be wasted, transfered to the next round entirely, or a portion of the balance carried over. Also, with no random factor, either overflow or partial research of texhs should probably be tossed (or techs which should take longer need to be researched X times in sequence for total/X research points, and display current vs needed in their vote option text).

RP production would need rebalancibg accordingly, of course.

Alternatively: this character/team can research X things in (field list) at a time. All modifiers and costs are in/to "time to completion". All votes are "researcher A researches (thing)" Makes voting a lot easier, and makes putting a brake on the research much easier too, but might be Too simple, and is Very close to a diceless CKII system. (The naming's odd, all that system has in common with CKII is the five base stats (piety in CKII is a pseudo-currency like prestige, not a base stat.) and that traits are a thing.)


Company actions are just a whole other nightmare, as is trying to extract vote options from the middle of the text during events and such on a tablet (i forget if you're on of the nice QMs who lists them all at the bottom as well or not. Doing so solves the last issue entirely.)
 
If I'm understanding this right your talking about assigning percentage based modifiers to the dice, right? Why not just give a flat +(blank) modifier at the end, that cannot be used as a critical? Then you just run everything through a roller and don't have to worry about the fiddly math.



Asking SVers to make things less complicated? Preposterous! (Though I'm not a fan of giving up our hard earned power. We all saw how that went for Tony. Also, laughing at how Revy could have been a Seras Victoria/worm parahuman/Alex Mercer expy. This would have been a very different quest :p)

Ah, but that's the beauty of having 51% of the shares/stocks.

Revy would still have the deciding vote over major and minor board actions.

Its known as the 'majority vote'.
 
So are we doing the mark 2yet or is it still being put off in favor of somethong else yet again?
Pretty sure it's still, rather than again? I believe the current super frigate project's still underway?
Yup. At the very least, we have to throw together enough techs+resources to build our space yacht before we should even think about luxuries like a Mark II suit. So far the closest we've come to dying is that "space pirate" attack on us while we were coming back from the IFV competition, and a Mark II suit would do jack-all to keep that from happening again.

Sorry but your off world research was going to make the research run away. I need a brake badly. I could have just increased all the costs... like that'd fly.
The initial issue was that we'd have run through the entire tech tree by 2178 or so under the old system, but since then the tech tree has expanded three times, and will continue to expand as we acquire more research heroes. That said, having Revy be the only one who can get a 100% research mod out of our researchers/heroes does fit the theme of why PI can come up with so many new techs when the rest of the galaxy as a whole can barely keep up with her, so it's definitely in-theme; it's just a pain to calculate.
 
The problem with research was that for a long time it was easily scalable by getting more researchers. Generally speaking everyone in ME would be able to do it but somehow in the last thousand years no one had.
To get both together is possible as seen in the genie that is Shepard.

First step would be to seperate the technologies in fields.
Known Tech: Everything that is known but not openly accesible by everyone (like shipbuilding). Those techs can be researched by everyone without penality.
Advanced Tech: Everything that is known but not openly accesible by everyone and only understood by specialists (like building a dreadnaught). Those techs can be researched by everyone but without a specialist the research teams only generate 5d10 instead of 10d10.
Extrabolated Tech: Everything that is theoretically possible with know technology but not researched (like building a super dreadnaught). Those techs can be researched by everyone but without a hero the research teams only generate 5d5 instead of 10d10.
Special Projects: Research projects enabeled by heros. Research teams generate 1d10-5 without the hero or with it a hard number bonus instead of dice for those researches.
Alien Tech: Stuff Revy cooked up. That is the technologies she was framed for to use a protean beackon to create. Research teams generate +10 (or other hard number) bonus instead of dice for those researches. Without Revy they are not researchable.

Seperating them would still allow to research everything by throwing enough teams at it. All that is needed is a specialist and/or hero to get it done. So the number of teams need to be limited.

Specialist: May be unnamed and brought in from outside for a fee. Researchers may be specialists (GM decides). One team per specialist. Getting enough specialist for multiple teams may become problematic.
Hero: Can have X number of research teams to lead in various fields.
Revy: May be supported by Y number of research teams in various fields.

Is there something useable in here to limit the number of dice?
 
Is there something useable in here to limit the number of dice?
Eh; that seems even more complicated than the rule we're already using.

Speaking of tech, one of the reasons I really want to research the Protheans more is to find out about Indoctrination. That ability scares the sh*t out of me, and I'd be willing to put some time and research die into mitigating it:

Thought Encryption [6400] (requires: Advanced Neural Interface, Flawless Blackboxing, learning about Indoctrination) - Studies of Prothean history have brought to light the disturbing fact that the "space squid" have the ability to violate the sanctity of your mind and brainwash people remotely. This is... unacceptable.
Benefit: Allows you to create a plug-in module for the advanced neural interface that protects against brainhacking. It's not complete immunity--it actually relies on the strength of your Blackboxing tech--but it's a start.

Indoctrination Reversal [6400] (requires: Thought Encryption, Advanced Xenobiology, testing on Indoctrinated subjects)
Benefit: Allows you to test for Indoctrination, and adapt the Perfect Human/Alien nanotech process to reverse its effects.

Perfect Blackboxing [??] (requires: Flawless Blackboxing) - Consider it "futuretech" with regards to blackboxing. RPs directed into this go towards strengthening blackboxing technology, and all the technologies dependent on it.
 
I just woke up, and I would like the thank @Hoyr and @TheEyes for explaining, I understand how it works now. I think my biggest issue would simply be coming up with a good plan. I don't think I could come up with one better then those already out there.
 
Eh; that seems even more complicated than the rule we're already using.

Speaking of tech, one of the reasons I really want to research the Protheans more is to find out about Indoctrination. That ability scares the sh*t out of me, and I'd be willing to put some time and research die into mitigating it:

Thought Encryption [6400] (requires: Advanced Neural Interface, Flawless Blackboxing, learning about Indoctrination) - Studies of Prothean history have brought to light the disturbing fact that the "space squid" have the ability to violate the sanctity of your mind and brainwash people remotely. This is... unacceptable.
Benefit: Allows you to create a plug-in module for the advanced neural interface that protects against brainhacking. It's not complete immunity--it actually relies on the strength of your Blackboxing tech--but it's a start.

Indoctrination Reversal [6400] (requires: Thought Encryption, Advanced Xenobiology, testing on Indoctrinated subjects)
Benefit: Allows you to test for Indoctrination, and adapt the Perfect Human/Alien nanotech process to reverse its effects.

Perfect Blackboxing [??] (requires: Flawless Blackboxing) - Consider it "futuretech" with regards to blackboxing. RPs directed into this go towards strengthening blackboxing technology, and all the technologies dependent on it.

Meh, you just need noise cancelling headphones with a radio that is programmed to filter out low pitched and high pitched noises inbuilt into a helmet with a faraday cage, which already should be mil spec, considering if you stick a rapid reacting shading in the visor, which it should have because hardsuits double up as spacesuits, it can also render troops immune to flashbangs.

Low tech, but it gets the job done.
 
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