Shepard Quest Mk VI, Technological Revolution

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]
Well... maybe. We probably don't want to merge so many categories that the categories themselves start to become meaningless or overly broad, but at the same time we don't want to get too bogged down trying to figure out where an action should go on our list of categories. I'll also note that our non-Research categories will probably merit 2-3 actions per category. Maybe:

[Martial] - 2 actions, includes large-scale Security changes and ParSec deployments.
--Heroes: Jelica Eveliina (Company-level activities), Jeff "Captain Joker" Moreau (Ship navigation, naval operations)

[Stewardship] - 3 actions, includes internal projects like setting up new expansions, new subsidiaries, reorganizations, etc.
--Heroes: Supervisor Williams (extra action, Construction), Rahna (Biotics training, education)

[Outreach] - 3 action, includes external projects, marketing, lobbying, etc.
--Heroes: Lindsey Bradley (extra action, Alliance Military bonus), Kahlee Sanders (Alliance Military bonus+)

[Intrigue] - 4 action, includes investigation, non-technological research, espionage, extra-legal "acquisitions", etc.
--Heroes: Laurence Freeman (extra action, political investigation), Kasumi Goto (internal security, "acquisitions"), Liara T-Soni (extra action, archeology)

[Research] - 1 action (limited to a plan for allocating Research dice for the quarter)
--Heroes: Gaver Dor, Captain Hwan, Mordin Solis, Litinana Biotechnology Team

[Personal] - 3 actions (can use 1 to gain a Personal Attention bonus to another Company action; must use 1 when attempting to find a Research or Admin hero)

Admin heroes can net you an extra action, a bonus on certain actions taken in that category, or both. Research heroes, as before, expand the tech tree, and can either give research dice directly or change the admin equation for off-world labs.

I'm proposing that we move to 3 Personal Actions as a default, as that seems to be a better balance between too many and too few, especially if we're shifting over to limiting corporate actions and having some actions take multiple quarters to resolve. We can justify the semi-retcon by saying we have been spending 1 of those actions per quarter looking for admin heroes and setting up department bureaucracies before. I'll note that both quests linked above have 3 personal actions; it seems to be fairly common in CK2 quests. It'll give us more chances to pursue romance options, look for heroes, and get training as needed, but not so many that we're going to be stuck pondering what to do each quarter.

And yes, that gives us 16 actions per quarter right now, with more on the way if we pick up more admin heroes. If you're worried about the number of actions being a problem, I'll note that both of the quests linked above have 20+ actions to choose in a given turn, even if many are "Locked in" for multiple turns.
 
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This is a late question, but whatever happened to the Tiger tanks?

I am asking because I found my old drawings for it while I was cleaning the place up.
 
I'm proposing that we move to 3 Personal Actions as a default, as that seems to be a better balance between too many and too few, especially if we're shifting over to limiting corporate actions and having some actions take multiple quarters to resolve. We can justify the semi-retcon by saying we have been spending 1 of those actions per quarter looking for admin heroes and setting up department bureaucracies before. I'll note that both quests linked above have 3 personal actions; it seems to be fairly common in CK2 quests. It'll give us more chances to pursue romance options, look for heroes, and get training as needed, but not so many that we're going to be stuck pondering what to do each quarter.

3 Personal actions from the ones I read tends to be something earned. In addition to that Revy's personality and life style is such that she doesn't have much personal time. She instead researches, tinkers, or runs the business. Revy doing that has been a running character element for ages. I don't include the waking up from falling asleep in the lab stuff without a reason.

I did suggest in the past having more personal action but reducing the effect of each for a more granular approach. Sadly jumping to four seem like it'd get messy.

I offered the option to have more personal actions at the cost of dice, alternatively I suppose you could start delegating more (giving you less control of somethings, not that would be a terrible thing) or you could... IDK sleep less? Maybe hire some sort of PA that might give an extra action...

Being a CEO is incredibly time consuming in RL from what I read (11 or more hour days, and weekends not necessarily free) and frankly the fact the Revy can do that and Research at the same time is a miracle. E-mail sorting software probably helps as well as VI assistants.

Admin heroes can net you an extra action, a bonus on certain actions taken in that category, or both. Research heroes, as before, expand the tech tree, and can either give research dice directly or change the admin equation for off-world labs.

Basically you're saying I should CKII it but add a step were players can suggest actions, right? 'Cause I can do that.

This is a late question, but whatever happened to the Tiger tanks?
Since it has been literal months since I drew it, I was wondering if we made it obsolete yet.

Still running around. It probably will go though some mark upgrades over time. SA flotillas have bee dropping by regularly to pick up orders.
 
In addition to that Revy's personality and life style is such that she doesn't have much personal time. She instead researches, tinkers, or runs the business. Revy doing that has been a running character element for ages. I don't include the waking up from falling asleep in the lab stuff without a reason.

Eh, just only give Revy 2 personal actions then, or even just one if you think that's appropriate.
 
Sadly Jeff may never become "Joker" now. You kinda derailed that plot line hard by fixing him.



That's the plan... I was just err... explaining my perspective on why 3 felt like to much.
While our Jeff is less driven to be the best pilot despite of his condition, than in canon, his super reflexes will probably even that out.

Do you plan to do scenes with him and Revy in the "cyber space"?
 
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While our Jeff is less driven to be the best pilot despite of his condition, than in canon, his super reflexes will probably even that out.

He got the nickname from Pilot school where he was always super serious due to his condition. He's still going to do the piloting thing and be good at it but he'll probably never be "Joker". :( Consequences.

Do you plan to do scenes with and Revy in the "cyber space"?

With who? There's a name missing here.
 
He got the nickname from Pilot school where he was always super serious due to his condition. He's still going to do the piloting thing and be good at it but he'll probably never be "Joker". :( Consequences.



With who? There's a name missing here.
Typo edited, You saw nothing.:oops::whistle:
 
So, we still have dueling concepts for SA's soon-to-be-articulated desire for a light frontier defense frigate
FEG(X) Paragon Industries Light Escort Frigate (New Threat concept)
Code Name: Steamrunner

Unit Price: ~47,000(?) million credits

Role: Anti-fighter, Multi-mission
Classis Histrica
Paragon Industries' new line of frontier defense frigates.
PI-FFG-01 Trierarch - 100m missile boat
PI-CVL-01 Celeusta - 100m fighter carrier
PI-CVE-01 Proreta - 100m drone carrier
[...]
Cost:
35,000,000,000 Cr, 120,000 Production (Trierarch)
26,000,000,000 Cr, 90,000 Production (Celeusta, Proreta)
Anyone with comments on these? Changes? Maybe new ideas to propose?
 
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So, we still have dueling concepts for SA's soon-to-be-articulated desire for a light frontier defense frigate


Anyone with comments on these? Changes? Maybe new ideas to propose?

Whynotboth.jpg.

Gives the SA specialised frigates for certain roles, while giving them a multi role frigate for times where they are not sure about what is needed.

What does put me off from yours is that there is no listed price.

It might turn out to be cheaper and more effective to go for the steamrunner.
 
What does put me off from yours is that there is no listed price.

It might turn out to be cheaper and more effective to go for the steamrunner.
The two quotes link back to detailed product pages:
Cost:
35,000,000,000 Cr, 120,000 Production (Trierarch)
26,000,000,000 Cr, 90,000 Production (Celeusta, Proreta)
Mine are actually cheaper because I ditch the MACs entirely on frigate-sized vehicles like this, and certainly don't try to include high-megawatt lasers that we might not have the techs to use effectively (no GW lasers, no variable wavelength lasers).
 
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So, we still have dueling concepts for SA's soon-to-be-articulated desire for a light frontier defense frigate


Anyone with comments on these? Changes? Maybe new ideas to propose?
Actually, that depends on what you would prefer in a light frontier defense frigate. I have two options for that.
The first option you already have, the Steamrunner.

The second option is this one.
Vigilance-class High Endurance Patrol Cutter

Unit Price: 38.32 billion credits

Role: Counter-piracy patrol, drug interdiction, peacekeeping, search and rescue, humanitarian escort

Weaponry:
  • 1 100mm spinal MAC (with Disruptor and Armor Piercing mods)
  • 2 GARDIAN laser CIWS.
Defensive Systems:
  • Paragon Industries Frigate Shield
Power Systems:
  • 1 Paragon Industries Arc Reactor (40 GW)
  • 1 mass effect core
Engine System:
  • Paragon Industries Star-ship Thrusters
Complement:
  • 1 commander (Neural Interface)
  • 1 helmsman/pilot (Neural Interface)
  • 1 copilot (Neural Interface)
  • 2 engineers
  • 4 marines
  • 1 chief medical officer
  • Others not strictly necessary
Export
  • 1 commander
  • 1 pilot
  • 1 co-pilot
  • 1 navigator
  • 1 communications operator
  • 1 sensors operator
  • 2 engineers
  • 4 marines
  • 1 quartermaster
  • 1 chief medical officer
  • Others not strictly necesary
Additional Systems
  • Neural interface control system (deleted from Export version)
  • Paragon Industries PC/SPS-11 Volume Radar
  • Paragon Industries PC/SVS-152 High Volume Search Lidar
Parasite craft
  • 1 Kodiak shuttle for boarding operations
  • 1 Tiger IFV
Amenities
  • 3 bed medical clinic (Changed to two on Export version)
  • Mixed gender facilities for up to 20.
  • Recreation/Exercise room
  • Briefing room
Description:
The Vigilance class High Endurance Patrol Cutter is a class of warship designed for inexpensive, long duration patrol independent of a supply chain for at least 32 days in areas where the cost of forward deploying standard warships is too high or is simply undesirable. While it is not suited for large scale ship to ship slug fests, it is relatively inexpensive to maintain and is more than capable of handling occasional low-medium level pirates or slavers. In addition to its
Granted it's more of a Coast Guard cutter than anything else, but it's still a light warship
 
Granted it's more of a Coast Guard cutter than anything else, but it's still a light warship
The thing is, I'm not entirely sure how either of these meet the challenges that the SA Navy is facing. They're not worried about patrolling for smugglers, or stopping illegal immigration or something; they're having problems with large-scale pirate raids (and now "pirate fleets") swooping in and raiding a world before a fast-response team can arrive to chase them off. To do that, you need a way to economically blunt the initial attack well enough that the pirates (or "pirates") decide to retreat before reinforcements have a chance to mobilize. That means either the ability to put out a lot of hurt in a very compact package, or build the equivalent of an orbital platform with minimum Bombardment, maybe Enduring, shields to weather the initial assault. How do either of your ideas meet that goal?
 
The thing is, I'm not entirely sure how either of these meet the challenges that the SA Navy is facing. They're not worried about patrolling for smugglers, or stopping illegal immigration or something; they're having problems with large-scale pirate raids (and now "pirate fleets") swooping in and raiding a world before a fast-response team can arrive to chase them off. To do that, you need a way to economically blunt the initial attack well enough that the pirates (or "pirates") decide to retreat before reinforcements have a chance to mobilize. That means either the ability to put out a lot of hurt in a very compact package, or build the equivalent of an orbital platform with minimum Bombardment, maybe Enduring, shields to weather the initial assault. How do either of your ideas meet that goal?
Well, there's the fact that usually, pirates don't go around in marauding fleets and a Coast Guard Cutter, especially powered by an arc reactor and with PI shields and weapons, will usually be able to chase off, apprehend, or destroy maybe one or two pirate ships, three if the crew has guts, gumption and skill.

The main problem is if there is a large fleet, a marauding band. No matter what, a single frigate isn't going to cut it. Large marauding pirate fleets are generally considered strategic problems and are usually not supposed to be dealt with by local law enforcement but instead by a nearby garrison.

In any case, I was trying to make the Vigilance class as affordable as possible so it could be posted everywhere even on smaller colonies, using numbers to shore up their power. For the moment we, and SA need numbers, not power.
 
What about using an orbital to network a collection of drones that patrol the system?
Long range drone combat like you're suggesting would at the minimum require QE Comms to get around lightspeed delays, and probably ought to require Swarm Networking as well, so we can do very, very proactive target acquisition:



So, while eventually we ought to go with something like this, and it would be remarkably cheap and sustainable thanks to Arc Reactors and Repulsors, it'll at least have to wait until we have those two techs, and probably ought to wait until we can find better solutions for magic space-hacking.

Well, there's the fact that usually, pirates don't go around in marauding fleets and a Coast Guard Cutter, especially powered by an arc reactor and with PI shields and weapons, will usually be able to chase off, apprehend, or destroy maybe one or two pirate ships, three if the crew has guts, gumption and skill.

The main problem is if there is a large fleet, a marauding band. No matter what, a single frigate isn't going to cut it. Large marauding pirate fleets are generally considered strategic problems and are usually not supposed to be dealt with by local law enforcement but instead by a nearby garrison.
That sounds to me like you're suggesting a solution to the last war (skirmishes with lone or small groups of pirates), which would be fine except that the next war (fleets of "pirates" backed by the Batarian government) is already on the horizon, indeed already being fought. Your Vigilance class could be an answer to a problem we faced in 2170; unfortunately it is now 2174 and the conflict has escalated to the point where coast guard cutters aren't going to be able to handle things.

In any case, I was trying to make the Vigilance class as affordable as possible so it could be posted everywhere even on smaller colonies, using numbers to shore up their power. For the moment we, and SA need numbers, not power.
I'd argue that what we need is to leverage our superior technology to make up the difference in numbers. Best of all, the technologies that we are going to license, while far and away more advanced than anything else the galaxy and especially the "pirates" have to offer, are basically dead ends to us or are already obsolete.Which brings up what I think is the biggest flaw with your designs: your Steamrunner does not yet have the techs to make it effective (high-GW lasers for power, variable wavelength lasers for range), and your Vigilance class doesn't seem to leverage our technology at all, besides perhaps a few of the same marginal changes that we've already implemented in existing SA frigates thanks to the block upgrade program.
 
Regular non-state sponsored pirates should only be willing to attack soft targets. The cheapest and easiest method to make colonies harder to attack would probably be ground based batteries. The pirates have to land on a planet to capture the population and raid storehouses. Ground based beam and missile defense stations would likely be able to prevent them from doing so safely and force them to look elsewhere for easy targets. A distributed, camouflaged defense battery near each major city would likely deter or delay most pirate aggression until the Systems Alliance Military could come to their aid.
 
your Steamrunner does not yet have the techs to make it effective

Assuming I consider the MAC to be spinal it does however only cost ~1.37 Billion on a lazy scaling estimate (66.66 meters long, 60m MAC = 90% of length). Not that's not official its just what a ship the same size would cost. I'd have to price out the repulsors and the power systems and do the swap. I'd expect it to go lower at the moment.

I'd argue that what we need is to leverage our superior technology

If I may offer some GM perspective here the real benefits you can offer that I can think of are arc reactors and repulsors. Repulsors are also depressingly (in a good way) cheap for their effect. You can offer a ship that preforms just a good for less and remove AM cost and issue its a good deal.

Arc-Reactors can do a lot of things. First off you remove the entire fusion reactor. Savings on He-3 and Hydrogen. Design space savings too. Cost saving as a bonus.

But that's not all the power budget for the ship gets a boost. Meaning you can add two... "minor" technologies (aka things that aren't on the tree, but are things that can be done). One is the standard arc-reactor shield boost the second is the rapid firing MAC I mentioned on the Waterloo Block Upgrade. Making a ship fight better pound for pound and meaning that you can save by having a smaller ship (a lot at that).

Lastly you could down rate the FTL core.

Edit: Obviously you could wait and add more tech, but I was thinking of what you have now.
 
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