Shepard Quest Mk VI, Technological Revolution

So, the substantial difference is in the Academy City / Jedi Academy at the moment?

The differences I notice are:
1) Academy City / Jedi Academy
2) I'm getting Superalloys/Gigawatt Lasers/Flawless BB while @TheEyes is going for Gigawatt lasers/Reactive Barriers/Flawless Blackboxing 3) Different Missile loadouts
4) @TheEyes is spending 1B on the Sealed Chamber on Mars. Which I've edited into my vote since I somehow forgot to include it earlier!
 
Ok, I think I voted already, but ok.
[X] UberJJK

EDIT: Another reason to get superalloys earlier: scaling. Superalloys are likely to be bulk manufacturing. Rolling them out would be harder than high tech. We can make high tech stuff. Making lots and lots of (relatively) low tech stuff is harder.
 
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The differences I notice are:
1) Academy City / Jedi Academy
2) I'm getting Superalloys/Gigawatt Lasers/Flawless BB while @TheEyes is going for Gigawatt lasers/Reactive Barriers/Flawless Blackboxing 3) Different Missile loadouts
4) @TheEyes is spending 1B on the Sealed Chamber on Mars. Which I've edited into my vote since I somehow forgot to include it earlier!
Yeah, now that we're up to 450 RPs there's little reason not to switch to that research plan. I'll change mine too.

...and of course all this time I forgot to include personal actions as well. *sigh* *edit edit*

So basically now the only substantive differences are the missile loadouts and the Academy City/Jedi Academy.

The differences are in the small script...
[X] Base Plan ParSec Reinforcement - Beware of Dragons
I don't beliefe we need those big missiles already.
[X] Base Plan Appia/Virgo Demo Units
it is idetical to "Base Plan Showing off the Appia/Virgo package"
[X] Base Plan Paragon Expansion
[X] Base Plan Build the Benning Jedi Academy
[X] Base Plan Project Diced Calamari
[X] Base Plan General Investigation
[X] Base Plan Outsourcing
[X] Base Plan I Can't Believe It's Not A Lightsaber!
Idencical again but I like the name more.
[X] Base Plan Option C; All of the above.
You'll want to take the "Base" out of all of those; if you don't I think the tally will think you're trying to overwrite the base plan name, rather than vote for something yourself. @Kinematics you might want to consider having "Base Plans" use a different reserved character combo than the one we use for voting; maybe something like [#] or [[X]] so we don't have people accidentally causing name collisions like this.
 
You'll want to take the "Base" out of all of those; if you don't I think the tally will think you're trying to overwrite the base plan name, rather than vote for something yourself.
If you use "base plan" in a vote, where that plan name has already been defined, it will instead treat it as a normal "plan" vote. The issue has come up before, so base plans can no longer be overwritten with a later posting.
 
detonation barriers are going to be more useful there.

You know I'm kinda surprised at the interest here... not that the techs bad or anything but I don't recall any one saying why.

Wondered if this might give an easier overview of the current standings, even if the details of each plan are hidden. Let me know if you have any thoughts on better ways to handle massive vote constructs like this.

It's good for status updates.

I do like a less compact for for grabbing the winning votes and then tossing them into the doc I'm writing the update in though.

...wonder if there's a sane way to do a winning vote sort... probably not sounds messy as there are a few different way to do it esp. with subvotes.

Not quite! I just haven't had the time or sleep required to go through and edit my plan until today!

Hm... okay then more waiting... need another day?

Edit: This is getting ridicules...

Were down to ~9 options! that's good right.

Hey @TheEyes and @UberJJK and any others that would make vote in the future if the other guy already made a plan that you're going to just copy paste... just vote for his 'kay? Generates less base plans.

That said this is still messy :(. Yay experaments.
 
Hm... okay then more waiting... need another day?
I think joke was already made, but...

*1 year later*

Okay, It is Version 99.79, I think we are ready now

Hoyr: Huh? Oh, okay, I will start writing the update.

No, wait! I missed minor detail 3335, leave it open!

Hoyr:.................I quit.

At least, the plan was perfect?

No, it wasn't. You also missed very minor detail 334.

...


I think the moral of this story is, never declare a plan perfect, without reaching version 1,000,000. Anything less hasn't been scrutinized enough. :p
 
You know I'm kinda surprised at the interest here... not that the techs bad or anything but I don't recall any one saying why.
Well, my reasoning is that, in the absence of real numbers, when being fired at by starship-scale MACs you're better off strengthening your barriers than relying on physical armor. If we're protecting against Repulsor blasts and particle beams, though, we might benefit more from the physical armor, since barriers are generally weak to that sort of sandblasting effect.

Hm... okay then more waiting... need another day?
I think we're all done at this point; all Uber really had to do was take into account the increased omake RPs, plus the completion and approval of the Dragon Lady. We've been percolating these plans long enough; it's time to get going.

While we're waiting, I was wondering if anyone noticed my new drone concept:

While I was ruminating over plan formats, I had another new idea: a new drone concept. I know my previous notion of a Hastati drone didn't go over so well, at least by the 1-2 people who looked at it. While I still think a mobile gun turret is a good idea, I sort of missed the point of exactly what role something like this would play on the battlefield, and thus what armaments it really should have. Thus, the new Hastati:


The Aspidai
PI-SDC-04
Role - Mobile shield bunker/gun emplacement
Dimensions - 1.5 ft (50cm) diameter sphere, with four articulating 60-cm guns pointing outward in a tetrahedral shape.
Weaponry
  • 4x Hasta Autocannons (60 cm)
  • Sagitta Ammo Pod with 250 missiles
Defensive Systems
  • Paragon Industries KB-02P Project-able Warp Barrier-equipped shielding system (maximum barrier size 9 ft (3m) diameter)
  • 4x RT-01-50E thrusters
Power System
  • 3x Paragon Industries Arc Reactors (5GW)
Engine System
  • 4x RT-01-50E thrusters
Additional Systems
  • Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Cost - 500,000
Production - 2.7

Description:
It's a simple fact of modern warfare that cover simply doesn't cover anymore. Modern mass effect-powered weapons, even pistols, can reliably fire through all but the most heavily reinforced walls, and infantry-scale missiles like Paragon Industries' own Sagitta can fire around corners and through windows, making most forms of cover completely obsolete. These days, if you want protection from incoming fire, you have to bring it with you, and that's just what the Aspidai does.

The Aspidai uses Paragon Industries' newest Warp Barrier shielding technology to provide powerful, enduring barriers that literally shred incoming fire. In addition, the Aspidai also has numerous options for active point defense, in the form of gunship-grade autocannons and a Sagitta micro-missile pod. The drone's four Hasta autocannons are on articulated mountings, allowing the drone to provide full three-dimensional, 360-degree coverage, and can bring up to three guns to bear on any single target that wanders into range. The Sagitta pod is a particularly interesting addition. Live-fire tests with the Tiger IFV have shown that the Paragon Industries state-of-the-art Fire Control VI is able to lock on and disrupt incoming heavy weapons fire by using the micro-missiles as an interdiction system, a feat that we have duplicated and improved upon with this defensive drone.

The Aspidai's primary function is to stand just behind front-line troops, absorbing and intercepting incoming fire. The included RT-01-50E "Repulsor" thrusters provide more than enough thrust to allow the Aspidai to maneuver in three dimensions even while firing at full auto, allowing the drone to participate in bounding overwatch maneuvers without loss of function. Alternatively, the Aspidai can be directed to attack, providing either pinpoint strikes to individual targets or a withering amount of suppressive fire on a target area.
 
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Well, my reasoning is that, in the absence of real numbers, when being fired at by starship-scale MACs you're better off strengthening your barriers than relying on physical armor. If we're protecting against Repulsor blasts and particle beams, though, we might benefit more from the physical armor, since barriers are generally weak to that sort of sandblasting effect.


I think we're all done at this point; all Uber really had to do was take into account the increased omake RPs, plus the completion and approval of the Dragon Lady. We've been percolating these plans long enough; it's time to get going.

While we're waiting, I was wondering if anyone noticed my new drone concept:
Personally I liked the new drone, when it was posted.
It is like flying see urchin of death.
 
I think we're all done at this point; all Uber really had to do was take into account the increased omake RPs, plus the completion and approval of the Dragon Lady. We've been percolating these plans long enough; it's time to get going.

I do need to offer some time for voters to do voting things if they wish to change their minds.

Anyway @TheEyes looks like your plan wins... let me go find it so I can add it to the votes to process queue...

Uhhhhhg... don't think we fixed much here... to rip off my proper programing lessons each block/task needs a pre/post condition notice. This is were we start and this is were doing this vote will take us or what we plan to use it for.

And the formatting miss match and subdivisions make the vote count analysis a pain... blarg.

I think the really issue is the mass of material TL;DR lots of it. I think I'll need to institute some sort of action economy (which one is the question) and preferably a better production handling method and this one directly contributes to both the mass of numbers and the TL;DR (No clue in hell how to so this). Oh and combat system... that needs fixing more.

Edit: Checks vote count... wait where's the research thingy? Gods damn it... someone else want to give figuiring out the winning vote a shot? I'm off to do RL stuff.
 
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OK, this seems to be the winning vote. I left out everything else.

Vote Tally : Shepard Quest Mk VI, Technological Revolution | Page 292 | Sufficient Velocity
##### NetTally 1.1.16

[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 60 Gladius Fighter (Type C) for ParSec - 15,847.92 m + 57,000 production
[X] Construct 120 Small Anti-ship missiles, 12 Standard Anti-ship missiles, and 8 Large Anti-ship missiles for ParSec - 5,586 m + 15,960 production
[X] Construct 400 Hydra cluster missiles for ParSec - 1,600 m + 6,800 production
[X] Buy and retrofit the "Dragon Lady" transport (modified) for ParSec - 4,958.5 m + 4,976 Production
[X][Human Resources] Hire 240 Pilots at 37,500cr each per quarter - 9m
[X] Hire 60 Fighter Support Teams at 1,250k each per quarter - 75m
[X] Search for skilled and experienced commanders interested in commanding fighter squadrons (20 Fighters) for ParSec
[X] Continue the search for skilled and experienced commanders interested in managing ParSec
[X][Manufacturing] 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][Marketing] Begin drumming up interest in our new line of portable, modular, colony/space stations in a box
-[X] Show the demonstration models off at trade shows and the like.
[X][Manufacturing] Construct 7,000 Accipiter "Atmospheric Edition" Drones for PI spread evenly across all 7 PI sites- 1,400m + 7,000 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][Human Resources] Hire 33 Security Teams for our new facilities on Benning; 17 teams for Benning's capital, and 8 teams for the other cities - 11.55m
[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.
[X][Investigation] Invest in a data mining project on Mars Archive, to look for more information on these space cuttlefish; offer up to 1 billion for now.
-[X] Emphasize to the people who discovered the "secret room" in the Archives that we are not interested in rights to any of the technology discovered inside, merely to increase the pace of the data analysis in hopes of more quickly discovering the nature of the possible extinction-level threat.
[X][Lobbying] Obtain a secret military patent for our Anti-starship missiles. Make it clear we intend to non-elusively license them to other human companies to produce.
[X] Shift Repulsor lobbying away from any mention of exporting to other nations and focus on sale to humans, specifically those within the Alliance.
[X] Counter arguments as to it's capability as a weapon with strict controls designed to ensure starship engine repulsors remain starship engine repulsors.
[X][Investigation] See who we can outsource production to for the following:
-[X] Waterloo Class Frigate Block 3 Upgrade
-[X] Huai-Hai Class Frigate Block 6 Upgrade
-[X] Anti-starship missiles - try to get non-exclusive licenses for production by several different munitions manufacturers, since the Alliance is going to want to get every missile in the fleet replaced/upgraded eventually.
[X][Marketing] Reverse engineer and start selling "genuine prothean dark energy blades" (with installed safeties) - hanar at least would surely buy those en-mass
[X][Investigation] Investigate interest in an upgrade to military Omni-tools utilizing a military version of the Dark Energy Shear Blade uncovered.
[X][Investigation] Look into mining/mineral survey companies to buy out for our New Gold Rush strategy
[X][Investigation] Investigate the subject of a land/colony-for-ships swap deal with the Alliance foreign affairs committee and/or other appropriate groups. The Quarians don't seem to be eager to set up shop in the hostile Terminus, but maybe a welcoming gesture from a friendly, up-and-coming race might be more appealing. Alternatively, see what it would take to set up Alliance colony worlds, starting with Mindoir, as "safe" places for Quarian pilgrimages.
[X][Marketing] Get people interested in Hyper-modular buildings for convention halls, stadiums and the like.
[X] Plan Superalloys/Gigawatt lasers/Flawless Blackboxing
-[X] Superalloys [800] - 90d10+365 (98.69% chance of completion)
-[X] Gigawatt Lasers [400] - 0d10+400 (100% chance of completion)
-[X] Flawless Blackboxing/FRM [761.2/3200] - 125d10+385 + (30d10+110)*15/100 (95.25% of 1,821.2/3200)
[X][Personal] Continue Peak Human Treatment (Full Captain America Upgrade, Part 1/5 Done), maybe chosen twice
-[X] More trying to be a social ghost in the machine. Maybe set up an online gaming account under a pseudonym?
[X] Train
-[X] Biotic Techniques (Sustained Barrier & Throw)
No. of Votes: 9


This reference didn't match the original plan name:
Plan Superalloys/Gigawatt lasers/Flawless Blackboxing == Plan Option C; All of the above.

I inserted into the above compilation.

I'm not sure which research thingy you were referring to; possibly the above Option C.
 
I think the really issue is the mass of material TL;DR lots of it.
I admit that the tallied plans look... horrible like that. This time around it's probably better to just refer back to my original plan posts and go from there; you end up with five larger plan blocs that can basically be treated as discreet action groups and what amount to four miscellaneous items, plus the research and personal actions. I think this is another reason for my two-phase proposal for Company Actions; the final vote tallies in Phase 2 will have everything grouped into discrete action headings
 
OK, this seems to be the winning vote. I left out everything else.

Thanks! Exactly what I wanted. What setting(s) did you use to generate that?

I admit that the tallied plans look... horrible like that.

Actually I love what Kinematics gave me as the hand to GM action group. I just go though it line by line/block and write what needs to be written. Parsing that for a voter is a bitch though.

I think this is another reason for my two-phase proposal for Company Actions; the final vote tallies in Phase 2 will have everything grouped into discrete action headings

Hate to say but while it'll help some I think the issue is going to be variation in plans. The entry cost is for plan creation will be high and voter attention is highest after posting. I am not sure this will help to much. I'm probably going to hold a... what's the word... discussion/vote thingy for modifications to the system after the first two parts of the next turn.

Though chatting about it before hand is fine.
 
Personally I liked the new drone, when it was posted.
It is like flying see urchin of death.
New drone seems fine.
Okay; added to the product sheet. Hopefully we'll see more interest in our drones from SA and other human military orgs sometime soon.

Hate to say but while it'll help some I think the issue is going to be variation in plans. The entry cost is for plan creation will be high and voter attention is highest after posting. I am not sure this will help to much. I'm probably going to hold a... what's the word... discussion/vote thingy for modifications to the system after the first two parts of the next turn.

Though chatting about it before hand is fine.
Well, the second phase would have to be kicked off by you posting again, wouldn't it? We'd have to take all the plans brainstormed in Phase 1 and compile them into a list like this one from Hyrule Quest, letting people pick and choose what we actually do.
 
Well, the second phase would have to be kicked off by you posting again, wouldn't it? We'd have to take all the plans brainstormed in Phase 1 and compile them into a list like this one from Hyrule Quest, letting people pick and choose what we actually do.
That's an interesting approach. Rather than propose complete plans, and vote on the totality, just compile a full set of base plans. People propose base plans for various parts of what you want to do (manufacturing, diplomacy, whatever), but no votes per se. Then one person can compile a tally of all the base plans in one post (possibly removing the ##### marker to make it readable by the next phase of the tally), and give a voting restriction of something like 1 diplomacy plan, 2 manufacturing plans, etc (whatever makes sense). Then do a vote from that point onward, where the vote must be composed of just base plans.

Creating individual base plans is a lot lower barrier of entry than complete plans, so hopefully can encourage greater participation at that stage. And then just picking and choosing the base plans to support should be a lot easier to grasp on the voting side.

Main trick would be presentation of the base plans themselves, so that they're easy to scan through, rather than the mass tl;dr it usually turns into. Having a tabbed output format would be nice here, grouping the base plans by task. Also need to make certain that accidentally copying the diamond in a copy/paste of the base plan name doesn't cause it to fail in the tally. Maybe even an output format specifically focused on presenting base plans (eg: how TheEyes spoiler'd all the content of each plan, letting you just scan through the names and open each one for details).

Any of that seem like it would be useful in managing this?
 
Main trick would be presentation of the base plans themselves, so that they're easy to scan through, rather than the mass tl;dr it usually turns into. Having a tabbed output format would be nice here, grouping the base plans by task. Also need to make certain that accidentally copying the diamond in a copy/paste of the base plan name doesn't cause it to fail in the tally. Maybe even an output format specifically focused on presenting base plans (eg: how TheEyes spoiler'd all the content of each plan, letting you just scan through the names and open each one for details).

Any of that seem like it would be useful in managing this?
I think semi-automating the Phase1/Phase 2 transition could really work, so long as we were careful about task labelling (can we task-label base plans?). We'd have to limit task names to business unit/department:
  • [PI] - includes our "core" manufacturing and laboratory capabilities
  • [ParSec] - Includes troop deployments and training
  • [Gaming] - Any changes with/additions to our ANI-based gaming tournament league
  • [Academy] - Any changes with/additions to our nascent biotic academy
  • [Construction] - Any changes with/additions to our construction business
  • [Sirta] - Any changes with/additions to our Sirta partnership
  • [HK] - Any changes with/additions to our partnership with Hahne Kedar
  • [CHA] - Any changes with/additions to our Gladius-A partnership with Cord-Hislop Aerospace
  • [Investigation] - Any new avenues of research
  • [Lobbying] - Any changes with/additions to our lobbying firm
  • [Marketing] - Any changes with/additions to our marketing department
  • [New] - New business, mergers/acquisitions (ex. starting a new [Mining] department)
plus another for [Research] and [Personal]

For Phase 1 we can then propose a bunch of different base plans for each of our business units. @Hoyr would obviously be welcome to add some plans of his own here, but the point of a separate brainstorming phase like this is to allow more plan customization, thereby increasing the voters' buy-in, as well as take some of the burden off of him having to propose every plan. Maybe for Phase 1 we limit ourselves to one base plan per post, so we can have people more easily refer back to posted plans and have a little back-and-forth about different plans without too much TL;DR. Then for Phase 2 we would need @Hoyr to post a compilation of the brainstormed Phase 1 plans, which everyone then votes on.
 
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I think semi-automating the Phase1/Phase 2 transition could really work, so long as we were careful about task labelling (can we task-label base plans?). We'd have to limit task names to business unit/department:
  • [PI] - includes our "core" manufacturing and laboratory capabilities
  • [ParSec] - Includes troop deployments and training
  • [Gaming] - Any changes with/additions to our ANI-based gaming tournament league
  • [Academy] - Any changes with/additions to our nascent biotic academy
  • [Construction] - Any changes with/additions to our construction business
  • [Sirta] - Any changes with/additions to our Sirta partnership
  • [HK] - Any changes with/additions to our partnership with Hahne Kedar
  • [CHA] - Any changes with/additions to our Gladius-A partnership with Cord-Hislop Aerospace
  • [Investigation] - Any new avenues of research
  • [Lobbying] - Any changes with/additions to our lobbying firm
  • [Marketing] - Any changes with/additions to our marketing department
  • [New] - New business, mergers/acquisitions (ex. starting a new [Mining] department)
plus another for [Research] and [Personal]

That structure look like it will bloat fast... Every new project generates a new tag section. The tags need to be fairly fixed and thing need to go under them, that way I can impose reasonable action limits. Unless your using them in a way that I'm not getting?

Main trick would be presentation of the base plans themselves, so that they're easy to scan through, rather than the mass tl;dr it usually turns into.

I guess this is less directed at the quotee and more as taking a good point and running with it.

As noted spoilers for the technical details is pretty good, but even then a plan's gibberish without a good explanation (We want to do X, this plan will achieve Y, end goal of Z). Enforcing that is going to be key.

[ ] Base Plan {Name}
-Will do X so that we can Y (and will eventually allow Z)./We need Y thus we should do X, which will help with Y./Etc

Nix's joke post was great example, while it was in part funny I could totally see it as an actual quest and it looked easy for me who had never played to get the gist of what was going on, just looking at the vote example. Hell I pretty much on the spot had an idea for Magical Bakery Girl (Name) Quest. It would be awesome... and silly, mostly silly.

Any of that seem like it would be useful in managing this?

Does seem useful, I'm up for an experiment at least. Thanks for all the help you've offered.
 
That structure look like it will bloat fast... Every new project generates a new tag section. The tags need to be fairly fixed and thing need to go under them, that way I can impose reasonable action limits. Unless your using them in a way that I'm not getting?
Perhaps you can only work in a certain number of tags per turn?
 
That structure look like it will bloat fast... Every new project generates a new tag section. The tags need to be fairly fixed and thing need to go under them, that way I can impose reasonable action limits. Unless your using them in a way that I'm not getting?
No you're right; I'm still stuck in the mindset of trying to have it all.

Perhaps you can only work in a certain number of tags per turn?
Maybe, but that's not really going to help the cross-talk between the different categories, with people wanting to give up a ParSec action to get more on the Investigation for example. That doesn't make a whole lot of sense logically, nor does it lessen the TL;DR factor.

I think we might have better luck going with a strict limit on company actions, with admin heroes as a requirement for more. Right now we have Laurence Freeman as an [Investigation] hero, Lindsey Bradley as a [Marketing/Lobbying] hero, Kahlee Sanders as a [Partnerships] hero, and Jelica Eveliina as a [ParSec] hero, giving us...

  • [PI] - includes our "core" manufacturing and laboratory capabilities - 1 action
  • [ParSec] - Includes troop deployments or special training; unused troops spend the quarter training - 2 actions
  • [Gaming] - Any changes with/additions to our ANI-based gaming tournament league - 1 action
  • [Academy] - Any changes with/additions to our nascent biotic academy - 1 action
  • [Construction] - Any changes with/additions to our construction business - 1 action
  • [Partnerships] - Any changes with/additions to our public or private partnerships - 2 actions
  • [Investigation] - Any new avenues of research - 2 actions
  • [Marketing/Lobbying] - Any changes with/additions to our lobbying firm - 2 actions
  • [Research] - Allocate research dice
  • [Personal] - 3 personal actions. You must spend a personal action in order to add a new business unit or hire a research or admin hero (max 1 per turn).
I expanded [Personal] to 3 to account for the fact that we've been adding business units and/or admin heroes for awhile now, although I think we've kind of reached a decent plateau there. That does give us 16 actions to deal with, but there's not much overlap between them; the only one that I expect might see some crossover is our [Construction] action, which I at least plan on investing in infrastructure for our other business units most of the time. Further, some of the business units will mostly be involved in multi-quarter or recurring endeavors, like our [Gaming] unit which should spend most of the year preparing and running tournaments, and maybe the off-season on expanding the league.
 
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I would suggest a simple five category system, with very broad categories. We have Production, Research, Company-Industries, Company-Mercs, Misc, or something like that. New categories can be added, but, unlike TheEyes plan, these are ment to be extremely broad, and only be added when we are doing multiple actions a turn, every turn, relating to those categories, and they don't fit with the other actions/need their own division. Actions have no hardlimit, instead we receive time blocks, representing the time we have to do things that quarter.

This is pretty barebones, and would probably be easier to do if @Hoyr abstracted the resources we have into RU or something. But, I think it has potential.
 
  • [PI] - includes our "core" manufacturing and laboratory capabilities - 1 action
  • [ParSec] - Includes troop deployments or special training; unused troops spend the quarter training - 2 actions
  • [Gaming] - Any changes with/additions to our ANI-based gaming tournament league - 1 action
  • [Academy] - Any changes with/additions to our nascent biotic academy - 1 action
  • [Construction] - Any changes with/additions to our construction business - 1 action
  • [Partnerships] - Any changes with/additions to our public or private partnerships - 2 actions
  • [Investigation] - Any new avenues of research - 2 actions
  • [Marketing/Lobbying] - Any changes with/additions to our lobbying firm - 2 actions
  • [Research] - Allocate research dice
  • [Personal] - 3 personal actions. You must spend a personal action in order to add a new business unit or hire a research or admin hero (max 1 per turn).

Merge the gaming and academy sections in the larger "Projects" section for sure. Or maybe "On-going Projects" or something. If something is running business as usual it doesn't need actions.

PI and Construction can be mostly merged. Possibly a Secondary/Sub Companies section, or maybe merge that with Projects... Do like the marketing lobbying merge...

Lets see my stab at it:
[Personal]
[Research]
[Construction/Manufacturing]
[Partnerships/Deals]
[Marketing/Lobbying]
[Investigation/Intrigue]
[Sub Companies/Projects]
[Security/ParSec]

Could go a step further and merge [Partnerships/Deals] with [Sub Companies/Projects] or maybe with [Marketing/Lobbying]

I expanded [Personal] to 3 to account for the fact that we've been adding business units and/or admin heroes for awhile now, although I think we've kind of reached a decent plateau there.

To up personal actions you'd need to research less or pull a Tony and mostly just show up for large board meetings and events. You want to run a company then you run a company. Revy basically pulls two full time jobs though she does try to minimize the admin job as much as she can... paperwork is boring, though ordering the construction of new monuments to her awesomeness... err... useful mega projects is not.

You have and admin unit for each subsection so far but only one "Admin Hero" (IIRC) who is off world.

I would suggest a simple five category system, with very broad categories.

I'm currently at eight or seven.

This is pretty barebones, and would probably be easier to do if @Hoyr abstracted the resources we have into RU or something. But, I think it has potential.

I'm treating Credits basically as RU. As is there are there Primary resources: Credits, Production and Research Points. Credits are stuff, Production is factory throughput, and RP is tech development.


On another note don't you hate it when you sit down to do a project and your brain just goes bleh?

Oh and Mordin:

Mordin Solus, Research Hero
Specialization:

Biotech (Genetics)
Technologies available:
Omnitool Upgrades
Basic Brain Shield
Colonization/Bioforming Genetics Package
As a researcher:
+10d10
Improves to 10d10 +20 if working on a tech that primarily involves Biotech
Researcher Pay:
500,000 credits/quarter

Does Agatha22 sound like an online handle Revy would use. (Agatha is from Girl Genus of course)


So I'm going to work on another part of things... the combat units system thingy (Commentary also welcome).

Anyway I'm starting by listing combat factors that I need to take into account if I'm forgetting one let me know.

Per Unit Factors:
Damage (Ability to hit and how much harm is done)
Defense (Damage mitigation, both via evasion and armor/shields)
Endurance (How long a unit can last in combat)
Mobility (Units ability to get around)
Skill (Bonuses to the first four?)
Equipment (Bonuses to the first four?)
Conditional Bonuses (E.g. AA weapons vs air)
Special Bonuses (Weird stuff)
Morale?

Group Factors:
Numbers
Commander's Skill
Tactics Used
Intel
Communications/E-war
Terrain/Conditions
Support (Air, Artillery, Ortillery - Possibly just done as Extra Damaging Units?)
Area Shields (Bonus Extra "Units" that soak damage?)
Surprise (Part of Tactics?)
Morale?

Things that need to be determined on a combat:
Achieving of Objectives
Units Lost
Morale Effects?

Current thoughts:
I'm thinking a round by round system. Some dice are rolled (Damage, Defense, Tactics?) and damage is traded a high enough tactics(?) roll might allow for an objective to be completed (evacuate the civilians) or just allow for advantage to be pressed next round. Then maybe a moral check (bonuses/penalties depending on losses or enemy advantage). This goes on until one side choose to withdraw, surrender or is wiped out.

IDK thoughts?

(Ideas may have been shamelessly looted from other sources)

Edit: things were edited.
 
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