Lots of responces: May have been ninja on a thing or three:
The problem of course is that Eezo is expensive as hell, half of a normal ship's price, and to double the speed we'd need to double the amount of Eezo. So for a 46 billion credit drive we could get a Frigate going 120LY/day. Which while expensive is within PI's power.
Actually it costs more than that... way more. Doubling the eezo can double the endurance, top speed is non-linear from canon and I'm going to stand by that. 5LY/0.14c* cores (all core are reported in there "normal" speed so average speed over max relative speed of light) cost 1/5000th of a 15LY/0.14c core... think about that. I had to cut the price that much just to make civilian ships reasonable what with the SR-1 15ly/0.14 core costing 60 billion if it was normal sized instead of double. Speeding up? Well as a benefit of Advanced ME Theory I'm willing to let your ships do .28c relative (I feel this is the best way to do it) combined with repulsors that gets you 60ly on a 15ly/0.28c** core x2 for repulsors changing the velocity graph and 0.28 from repulsors pushing the limits and advanced me theory letting you go higher. Sounds reasonable I think.
A 16Ly/0.14 core from the formulas I'm using?*** For the SR-1, 140.62 Billion for a 16Ly/0.14c (which nicely explains why the SR-1 with its double size core didn't set any new speed records. A 30ly/0.14c? 21.2 Quadrillion.
*Feel free to argue this but I think it's pretty good.
**Still need to figure out a price here... hmm x2 or less, probably less...
***Open for debate but this the current idea: Cost=[Price for size at 15ly/0.14c]*5000^(([Top Speed]-15)/10)
1) Does training the power armor skill raise the skill for all types of power armor or will Revy need to re-train the skill for different types of power armor?
The skill is for all types of Powered Armor, you have a specialization in the Legionary that provides a bonus but it could be retrained. Note that it's for Piloting the armor, using the guns is some things else.
2) Seeing as the PI frigate we are working towards building can kite a dreadnought what can we expect from a PI designed dreadnought?
That's a complicated question... what am I comparing it to? And am I just up-scaling the frigate or adding other thing? The main weapon should devastate a pre-PI dreadnought delivering pin point nuclear-level fire at around a light second. It could probably defeat a standard reaper* one one one.
*Though you may never actually see a "standard" reaper in this quest.
3) Hypothetically if we decided to go the independent route and decided to move to the Terminus systems would we be able to research transhumanism tech?
Assuming you didn't piss anyone off and get yourselves killed sure, it the quest breaking stuff that will always be banned*. Also see
@Yog's Answer.
*Copy pasting Revy in any form for the most part.
4) Would the Lazarus project be legal in SA controlled space?
Can't think of why it wouldn't be.
I think there were some problems with this, but I don't remember which ones. Ah, no, I remembered. Focusing and scattering effects. Very strong PME would focus any incoming light that enters it very strongly (basically, you observe the reverse of TIR). Unless the light is scattered inside the shield somehow, it'll then be able to pass through it. Basically, you have to fiddle with geometry of the field strongly, so you don't have the borders of the field parallel to each other at any point. It is quite doable, yes, but it would require creating a "rough" shield, instead of "smooth" one.
The main problem is the 90 degree angle of intersection issue, all forms of TIR have it and the solution is geomentry. Remember it's the ratio of field strength that cause TIR in ME fields. In NME TIR the transition from the field covering the ship to the "Normal" pocket is enough to lens all light radiating from the ship into the
exact angles need to go though the TIR hole of an ME field of the same strength that's is parallel... the outer layer would be the same or weaker so the TIR effect would only just mean that the energy is just radiating tangent. You need to fiddle with the shield geometry in either case.
If you can do something with the drive core field inside the shields, ti can be even more complicated!
For all intents and purposes a NME>Normal Space<NME set up and a Normal Space>PME<Normal Space set up are the same for TIR it's the fact that the first design has a forth layer that makes things complicated NME>Normal Space<NME>Normal Space
Well, ok, yeah, Rachni telepathy / space magic. Fair point. I personally hope it's somewhat ME related instead of being blatant magic. I try not to think of it too much.
Well that's one of the things that was part of my idea if ME field strength propagated faster than local C (wonder what happens on the edge?) if unified fields worked to adjust to new mass above local C I was considering having QEC have something to do with Entangled particles in an ME field causing the two fields to act as one field as it were (Limited to those being the only particles in those . Obviously that Invokes the FTL thing you wisely cautioned against.
As far as I can tell the QEC works by using the entanglement as a FTL carrier for some other effect that can carry information. What other effect? Hell if I know.
This could allow setting up no FTL zones around important targets if the effect can be projected far enough.
Ah but that's the rub, space is Very very very big. So that maybe impossible.
In which we sell products without telling anyone what they do?
And yet some how they still do what the customer wants.
Nah it'd be something like basically inventing a new tech tree and then making all you tech run on it and not telling anyone while hiding it under old tech tree stuff that you say is the important bits.
Like if you made a geared clock that didn't work right and then enchanted it so it did but it didn't look like there was any magic.
Wish you hadn't told us this, this is very likely to make us do stupid things down the line.
Sorry

, but you have to admit it'll be entertaining!
I've got a cheat, that is, if you are generous with the QEC tech. Have drones with cameras floating many kilometers in front of the ship. Have those drones supply the video feed in realtime via QEC (FTL comm bouy would also work but would likely be difficult to make the geometry work).
As those drones spot the laser, raise the shields.
The only weakness of doing this with QECs assuming that the QECs in question are small and energy efficient enough to be a negligible concern, is that you may as well use TIR shielding and let the drones tell you when to drop it.
Other issue is that you can't see lasers unless they're hitting something and in space the thing they're hitting is usually you. Thus problem.
Isn't it kind of like the idea I gave a few pages back? Jealous.
It is? Well its an interesting idea one way or another.
Okay so Biotics rules questions!
First of were using SR 4th ed... I hear 3rd is better, but it's what I was pointed to and what I have right now. I'm not a super expert in the system and I often have to make stuff up so YMMV.
As for how that relates to casting without an Amp/Focus at all, in Shadowrun it's no problem but with the different universe/power rules I wouldn't be surprised if it came with massive penalties and/or maximum rolled - ie roll Power+Skill-5, maximum successes 3.
So Based on the ME1 game there are actually two parts to the Biotic Amp thingy, the Implant and the amp (those names are quite mixed up in canon so yay!). The amp is an external thing you can remove and is there to provide bonuses (Effect, Cooldown, Duration) it plugs into the implant. The implant is the stuff inside your body it's usually permanent.
For those of you that SR here's the simple version:
Amp=Focus (And can be of a mixed type/effect)
Implant=Initiation Grade (aka bonus to maximum Biotic/magic Power, spirit quests aren't really a thing for biotics so this is the measure of how attuned you are to the potential of biotics sorta)
Generally you need both to Biotic properly, amps usually have the power cell in them so not having it makes it hard to use the implant, but you don't need it in theory. Of course you can cheat some how.
Revy can cheat by using her ANI as an amp stand in, no bonuses but it works, she still needs the implant.
People who have nothing better to do with their lives can learn how to use biotics without either, it's
really hard and take
lots of time though (These would be traits on top of the Biotic trait).
Asari are cheating cheaters that cheat. They don't need either and can up their maximum Biotic Power as they age and add on bonuses from amps and implants.
Krogan can use biotic overchargers for large dice bonuses in exchange for extra drain, regeneration and a secondary conductive nervous systems are awesome. (This is a quest thing not a canon thing as far as I know)
Vorcha might be able to do some of that, but no one cares enough about the space rats to check.
So losing our amp would definitely reduce our ability, although without being able to understand the numbers I have no idea how significant of a reduction it is, but we'd still be capable of using biotics.
Yep still can still use... biotics, Umm... lets put it this way I used a formula for the power of throw (Biotic Power+Biotic Casting)*100N. So It's being able to hit at 700N to 400N. So that's tier three on a power by ME1 standards to to low to qualify for normal combat, still enough to knock some one a meter or four,
Note that the are ME game physics Newtons... I have no clue how sane they are to RL Newtons.
As for other things "Hits" means number of 5's and 6's rolled on the dice set for the skill. So dice are worth about 1/3 of a hit each (until edge comes in then its complicated)
You can also get different types of Focus' for skills, which let you add dice to the applicable roll without actually raising the skill itself.
Hoyr seems to be using Amp designs as a combination Foci for different things - a general Casting Focus ie Attack, a general Counterspelling Focus ie Defence, and a Power Foci - the Holy Grail of Foci, which adds dice to every Magic-related roll.
Amps are pretty much a hybrid super focus. In ME canon they effect power/effect, cooldown and duration of effects. Plus other things I may have forgotten.
Different styles of amp will do different things, the MAGI is pretty much a power type. In quest some people my have amp optimized for specific uses.
@Hoyr, is Essence in this quest?
No, the only thing I care about is if you try to install cyberware/bioware that literally takes up the same space.
The character sheet lists our Base Max for Biotic Power as 10. So I'm guessing our maximum limit is actually 10 but there are no options to increase that limit.
Speaking of which
@Hoyr can we actually increase our Biotic Power through training?
The limit is indeed 10 its the natural max of 6 plus the bonus for your Implant (aka initiation grade) of +4 it treated as a bonus to the natural maximum. Augmented Maximum is 15 so amps/biotic armor/etc can't pump you over a 15.
And yes you can train its like any other skill/attribute really.
Plus a Biotic Secondary would be better for combat, seeing as how Biotic Agility will boost every single combat skill, and Biotic Stability will give just as much toughness as armour/shields or Biotic Barrier but without a time/durability limit.
While I don't note it in the sheet (those are my quick notes for the powers) some biotic powers are mutually exclusive.
Biotic Agility and
Biotic Stability are a great example as the involve doing the exact opposite with your power. One is making your self lighter the other heavier in simple terms.
Or maybe that's not what you meant...
Hey no more posts? I'm done and can post? YAY!