Shepard Quest Mk VI, Technological Revolution

Warning: right stop that it's very silly indeed
okay I just figured out you where trolling. My bad. I'll keep my responses to people who want to debate in good faith in the future.
>make shitty argument about overpricing
>someone points out that this is a fantasy economy and the relative values discussed here are consistent
>hurr durr even kill codes shouldn't cost that much hurr durr
>...strategic weapons costing tens of trillions of credits which, in this hypothetical, can be rendered vulnerable by a code shouldn't see that code valued this highly?
>yeah, well, u trollin

Stop being fucking retarded.

right stop that it's very silly indeed @Daniel14541 and @Van Ropen, you are both violating SV's Rule 3a: "[Do not] post personal attacks or insults which are overly abrasive or otherwise offensive." Please tone down the salt in the future, as failing to do so may result in me having to revisit this thread. Thank you, and have a rules-violations-free day.

(for the updated rules list, click here)
 
I'm not comfortable with the vote about Jack that ended up winning. Jack is royally messed up and expecting anything resembling a rational reaction is a fools hope.

Nevermind that she may not even know shit about the galaxy at large. So she only knows of Asari and Krogans because she has been fighting them on Omega.


For Extremis, we could ask the Council for permission to research it at a secure location for scientific purposes and have them post a Spectre there for supervision. Similiar to the AI thing.

That way, we have access to it when shit hits the fan or we need it as a pre-requisite for something.

The problem is Cerberus and the Shadow Broker. Cerberus wouldn't hesitate to use the stuff and we'd be the ones in trouble for it. And the SB is just bad news all around.

So we need some pretty fucking amazing security.
 
You know what? Alright, let's look at your posts and the flow of conversation.

  1. TotallyNotEvil complained about information costing hundreds of millions of credits.
  2. I posted about how it makes sense because X, Y, Z.
  3. You respond to me with "but it is hundreds of billions".
  4. I respond with why it would be that expensive and what you think it would cost.
  5. You go maximum derp with your "No information should cost that much. Not even kill codes for dreadnoughts or other strategic weapons should cost that much."
  6. I note this as stupid, as do several others.
  7. Your response: "u trollin". Such counter-argument. Much eloquence. Wow.
  8. Then you go on to tell azoicennead why you think dreadnought kill codes wouldn't cost that much, and reiterate your thesis of "nothing costs that much when it comes to information", despite an example of what information would cost that much.
  9. Then you go on to tell UberJJK about how your kill codes aren't that killy, and this somehow makes them not that valuable (because the strategic impact still somehow escapes you?). Also go on to mention how much America spends on its spy agencies as if that matters or is relevant in any way.
  10. This is where things descend into bickering about the Normady's lockout.

You have provided literally nothing of value whatsoever, nevermind any reasonable corrections about credit pricing information. Your argument boiled down to "they shouldn't that much because that is expensive". When people countered with "this is valuable information and comes bundled with buying out another contract" you respond with..."but that is a lot of moneys and an economy the fraction of the size of the entities we are discussing doesn't spend that much"?

Golly gee, thanks.


All of which could have been alright, of course - it is a stupid position, but whatever. It is yours. But is that enough for you? Nope. Gotta go full "oh, you trolling, I thought you were here in good faith, read the thread scrub".
Step 1: Someone else complains about ridiculous information prices.

Step 3: I point out how your wrong in step 2.

Step 4: You say its Cerberus therefor of course it must cost that ridiculous amount and then ask what I thought on the matter.

Step 5: I tell you no information should cost that much, not even such a ridiculous example as kill codes for dreadnaughts.

Step 6: Everyone then goes off the rails on my very ridiculous example that couldn't possibly exist and then I have to define what Kill code means in that context wasting quite a bit of my time and going off on a wild tangent.

Problem is step 7 is misrepresented. Decent attempt at a strawman argument though. Just leaving this off: There where previous statements to the effect that the cost of the information was more then Cerberus's entire income. Which I had assumed everyone had read and therefore understood as common knowledge at that point making my trolling statement to be ... well self evident, though I put it in plain words anyways. If anyone had missed that then I apologize to them since it was based off of the assumption that they knew that information and where therefor arguing in bad faith anyways.

Step 8-9: Still no example is given of any kind of information costing that much. Not sure why you say there is. I'm reading that now and I very clearly do not see any such example. Which is the entire point my saying no information is worth that much.

Its relevant to represent the costs in comparison of what a spy agency would expect to pay for information. An entire agency is paid 15 billion yearly. Yes this is for an economy that has only 3 trillion or so in total for government spending but its a nice ratio to keep in mind. How much do you expect they keep in slush funds to pay for information? How much do you think an organization like Cerberus could reasonably get in an American economy? The ratio's simply don't make sense.
 
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Nevermind that she may not even know shit about the galaxy at large. So she only knows of Asari and Krogans because she has been fighting them on Omega.
That's true. Hopefully psychologists we find for the mission will point it out and let the uplifted cat (who might actually be trained as a psychologist / personal companion - something I expect uplifts were actually made for and might still do) take the lead.
 
The ratios don't make much sense, but it also doesn't make much sense for a government to invest so heavily into something when their opponents can snip it for less than a thousandth the price they payed for it. Easiest way to solve the issue for this example is to say that star ships do not have external kill switches and that the ME1 Normandy case was able to happen because the dock operators were given a hard line into the ships internal network and a series of codes that would allow the lock down to occur. Also, a ship having its engines and weapons automatically locked down while docked does make some amount of sense, if only to prevent mishaps.

And really, if you were worried about info-sec, why would you not have your communication systems air-gaped?
 
How much do you think an organization like Cerberus could reasonably get in an American economy?
Enough to pay the Shadow Broker to jack the price on information about Cerberus up.
We don't know the details of the deal, but the process on the other side is obvious. It doesn't need to be a 1-to-1 ratio, because the Shadow Broker already made money in this transaction. Even if this information never sells, he profited.
the shadow broker is contractually obligated to let someone know you bought that information.
See this line, which is on both of the higher priced pieces of info? This is how we know the Shadow Broker has already been paid by someone.
 
*I would also like to observe that water is wet and space is big.
Stop the presses. Do people know this stuff?
Is it really smart to send anyone to a crazy superbiotic? She could easily just immediately kill everyone trying to talk. Having backup won't bring them back to life.
Not in the slightest, but SV voters rarely consider that something can go wrong unless its explicitly stated, such as success % in the CK2 style quests.
Is there a link to what factories, labs, ect we have on what planet?

I don't think so but IIRC we have:
Actually I think they're shown in the Finance doc

It's hilariously easy to get killcodes onto dreadnoughts...

The military cannot construct every little component that is required to build a system that is heavily reliant on computing, so all you need is a killswitch hardwired into one or two computer components and then gain a monopoly on the military using those components.

It's already a big deal in RL, which dampened America's desire to swap out flesh and blood jet fighter pilots for UAVs.
You're ignoring the big problem.
If they turn off their WiFi, or just don't have a signal which can be accessed for thousands of kilometres, you need to physically board the Dreadnought in order to send the off command.
 
Step 1: Someone else complains about ridiculous information prices.
Yep.
Step 3: I point out how your wrong in step 2.
You complain about scale - which is fine, but doesn't actually address any of the content in that post.
Step 4: You say its Cerberus therefor of course it must cost that ridiculous amount and then ask what I thought on the matter.
Yes, Cerberus - an organization we know to be capable of carrying out expensive, involved projects across the galaxy and that collects sums of money from a variety of corporations, including some enormous ones. Cord-Hislop Aerospace for instance, which literally came into being as a Ceberus front organization.
Step 5: I tell you no information should cost that much, not even such a ridiculous example as kill codes for dreadnaughts.
Indeed, you make an incorrect statement and use a poor analogy. More on this below:
Step 6: Everyone then goes off the rails on my very ridiculous example that couldn't possibly exist and then I have to define what Kill code means in that context wasting quite a bit of my time and going off on a wild tangent.
Your example was ridiculous, but that would be okay as long as it was consistent. It wasn't.

If dreadnought killcodes existed - even in the context you later clarified - they would cost more than tens of billions. As such, your entire statement was just...pointless?
Problem is step 7 is misrepresented. Decent attempt at a strawman argument though. Just leaving this off: There where previous statements to the effect that the cost of the information was more then Cerberus's entire income. Which I had assumed everyone had read and therefore understood as common knowledge at that point making my trolling statement to be ... well self evident. If anyone had missed that then I apologize to them since it was based off of the assumption that they knew that information and where therefor arguing in bad faith anyways.
You brought up Cerberus' income. You are wrong - I mean, for one thing you just completely fail to take into account the discrepancy between ME1 credits and ME2/3 credits.

Which just leaves the second half of your post. Categorizing it as a lame, flailing insult isn't a strawman.
Step 8-9: Still no example is given of any kind of information costing that much. Not sure why you say there is. I'm reading that now and I very clearly do not see any such example. Which is the entire point my saying no information is worth that much.
You mean besides Hoyr giving us this one, with multiple price points clearly showing how different pieces of intel stack up?

Consider the fact that tens of thousands of credits are tossed out literally at the drop of a hat, that Jack's dossier - nothing but what is basically public information collected and put in a nice folder - is six million credits. This is literally many many times more valuable, why wouldn't it be priced as such? Or to put it another way - is a cruiser not a fair trade for information and activity of this magnitude? Consider what Cerberus' stake in this is.
Its relevant to represent the costs in comparison of what a spy agency would expect to pay for information. An entire agency is paid 15 billion yearly. Yes this is for an economy that has only 3 trillion or so in total for government spending but its a nice ratio to keep in mind. How much do you expect they keep in slush funds to pay for information? How much do you think an organization like Cerberus could reasonably get in an American economy? The ratio's simply don't make sense.
No it isn't relevant, because you aren't factoring in the realities of the expanded galactic economy or the resources available to an organization like Cerberus or the Shadow Broker (which don't rely on percentages of a government's budget for funding, and instead control entire corporations and handle economic empires of their own).
 
So has anyone else given any thought to the request for tanks? If nothing else I can't imagine it would be that expensive to just buy some of our own if we don't want to invent our own brand...

Though personally I'd prefer to go research 5 meter mechs, or even 15 meter mechs, and break out the giant robots instead of having a normal tank for ParSec.

Edit : Also, if we're going to pump out a line of Dragon Ladies for ParSec, like was also suggested this turn, I'd like to suggest adding Micro-Missile Banks to them for ground support. And/Or maybe an artillery gun or two of some sort if we can fit a light mortar on top.
 
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15 meters sounds nice, as combining them with transformative systems we get veritech fighters. ^.^


... But It still isn't that high of a priority, no matter how cool it would be. We might be able to squeeze in medium vehicles, or 5 meter mechs, but Ship tech still comes first.


... Might be best to go for 5 meter mechs first, because they can work better in urban environments, and ground combat with the reaper forces is most likely to occur there, sadly.

No reason to not get both, though... eventually. They are fairly cheap for their force multiplier.
 
Motherbird-class Troop Landing Ship

Unit Price: 15.12 billion credits

Role: Troop Landing

Length: 60m

Weaponry:
  • Ventral Mk I 57mm/50 caliber autocannon (1x single mount)
  • 2x 60 Megawatt QF laser mount (dorsal and ventral)
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 captain (primary pilot)
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator/sensor operator
  • 2 flight engineer
  • 1 hospital navy corpsman
Export
  • 1 captain
  • 1 pilot
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator
  • 1 sensorman
  • 2 flight engineers
  • 3 gunners
  • 1 medical officer
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
  • 2 Tiger IFV
Amenities
  • 3 bed medical clinic (Changed to two on Export version)
  • 1 Emergency operating theater (Removed on Export version)
  • "Crash seats" for marines. (40 domestic, 50 export)
Description:
The Motherbird is a troop carrier designed to ferry soldiers and supplies safely and quickly from orbiting platforms to a staging area on the ground. Because of its size and maneuverability, it is less vulnerable to anti-aircraft artillery than frigates. The Motherbird can also be used to evacuate soldiers under fire and administer medical treatment though only the HSA version is capable of doing more than temporarily stabilizing grievously injured persons.
---------------------------------------------------------------
Speedbird-class Bomber

Unit Price: 17.12 billion credits

Role: Bomber

Length: 60m

Weaponry:
  • Ventral Mk I 57mm/50 caliber autocannon (1x single mount)
  • 2x 60 Megawatt QF laser mount (dorsal and ventral)
  • 4x 30mm chaingun (2x double gun turret, port and starboard)
  • Bomb bay (up to 52 tons of mixed ordinance)
  • 2 hardpoints for specialized cluster bombs
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 captain (primary pilot)
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator/sensor operator
  • 1 flight engineer
  • 2 gunners
  • 1 bombardier
Export
  • 1 captain
  • 1 pilot
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator
  • 1 sensorman
  • 2 flight engineers
  • 4 gunners
  • 1 bombardier
Additional Systems
  • Neural interface control system (deleted from Export version)
  • Paragon Industries advanced fire control VI
  • Paragon Industries PC/SPS-11 Volume Radar
  • Paragon Industries PC/SVS-152 High Volume Search Lidar

Description:
The Speedbird class bomber is a craft meant to augment the Motherbird. It is faster and more maneuverable than the motherbird and is meant to "prepare a landing zone" for the motherbird, mostly by leveling the landing zone and the next 500-600 meters or so. It holds a bomb bay to hold mixed ordinance of bombs, missiles, and other such whatnot. This is to aid in neutralizing Anti-air emplacements as quickly as possible without resorting to orbital bombardment which could potentially cause escalation. To aid in the Speedbird's stated mission, it carries hardpoints for special "high target area saturation" cluster bombs in order to provide a safe spot for the Motherbird to unload its cargo.
Thunderbird-class Heavy Gunship

Unit Price: 18.32 billion credits

Role: Heavy Gunship

Length: 60m

Weaponry:
  • Paragon Industries Mk IV 127mm/50 caliber Cannon (1x single mount, ventral)
  • 2x 60 Megawatt QF laser mount (dorsal and ventral)
  • 4x 30mm chaingun (2x double gun turret, port and starboard)
  • Paragon Industries Mark 8 VLS (24 cells) (dual arm launcher on foreign ships)
  • 2x Paragon Industries Mk V 76mm/45 caliber QF Cannon (1x dual mount, dorsal)
Defensive Systems:
  • Paragon Industries Frigate Shield
Power Systems:
  • 1 Paragon Industries Arc Reactor (20 GW)
  • 1 mass effect core
Engine System:
  • Paragon Industries Star-ship Thrusters
Complement:
  • 1 captain (primary pilot)
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator/sensor operator
  • 3 flight engineer
  • 4 weapon operators
Export
  • 1 captain
  • 1 pilot
  • 1 co-pilot
  • 1 communications officer
  • 1 navigator
  • 1 sensorman
  • 5 flight engineers
  • 5 Weapons officers
Additional Systems
  • Neural interface control system (deleted from Export version)
  • Paragon Industries advanced fire control VI
  • Paragon Industries PC/SPS-11 Volume Radar
  • Paragon Industries PC/SVS-152 High Volume Search Lidar

Description:
Thunderbird is the last of the 'bird series of atmospheric assault ships created by Paragon Industries. It is a Heavy gunship with an extremely long loiter time that is capable of providing heavy close air support to ground forces. Unlike contemporary gunships like the Mantis and other similar designs, the size of the gunship is countered by the fact that unlike the Mantis, it is totally immune to small arms fire, is almost totally immune to all current and projected future MANPADS, and is highly resistant to all current designs of light anti-aircraft artillery.

In high intensity combat zones, the Thunderbird promises to be a game changer and in low intensity combat, the Thunderbird would be unstoppable.

I came up with these a while ago. From the way things were going I thought they would be mostly useless, but, well, we need a heavy gunship I guess.
 
Well, we did get asked IC wise for tanks, so 5 meter mechs or not we should do something to give Paragon Security some nice and heavy fire support.
 
I kinda like the idea of a "tank" which consists of basically a ridiculous number of vertical launch missile tubes, in a square, and a really powerful shield which projects out far enough for acompanying infantry to hide in too. Admittedly, it's probably more of an SPG than a tank... (make it hover, maybe?)

Smaller mechs are better thought of as heavy infantry, and larger mechs as "targets", not as tanks, imho.

Eesh. Our apc ended up neing a tank/dropship hybrid. How do you even Make a tank that's useful in comparison?

I suppose you replace the passenger compartment with more shields/arc reactors. Stick whichever of our available vehicle mounted weapons works best at mid-to-long range direct fire in it's main turret... if it's still gto/otg and operational flight capable you've potentually just built yourself an aerospace fighter...
 
So, how do they design the lockdown function so it can't be engaged without the dock?
(Note that the dock consists of clamps and an entry passage.)
Would they, perhaps, have software that monitors to see if docking clamps are engaged?

Make it a mechanical system. Have one of the dock-to-ship connections act as a key which when turn physically connects the lock-down system to main computers.

This reminds me, I think part of your vote draft is wrong:


We already have factories going up on Benning; did you mean Demeter?

...See this is why sleep is important. I actually went out and looked to see which planet we had planned on expanding to.

And then I put Benning in anyway...

But yeah that was meant to be Demeter.

Actually I think they're shown in the Finance doc

Only in the sense that you can work it out from data there. We know that PI has a presence in 10 cities (Mindoir x 3, Elysium x4, and Benning x3 (not 4)) and that each city holds 3 Factory IIIs so we have 30 in total, although some are under construction.

So has anyone else given any thought to the request for tanks? If nothing else I can't imagine it would be that expensive to just buy some of our own if we don't want to invent our own brand...

Though personally I'd prefer to go research 5 meter mechs, or even 15 meter mechs, and break out the giant robots instead of having a normal tank for ParSec.

With mechs you run into the problem of "Why not use a tank?". Tanks are just inherently better then mechs. Sure Revy can make them work because Revy but I just can't see any combat situation in which mecha are preferable to tanks.

As for tank designs we first have to ask ourselves: What do we want tanks for?

Tigers and Legionaries are such a devastating force that heavy armor is a joke so Anti-Armor isn't the reason. Tigers, and to a lesser extent Legionaries, have such absurd shield strength* that they are probably the toughest thing on the battlefield, and have the mobility to ensure those shields are almost never used anyway, so superior defenses aren't the reason.

I just can't see a use for them other then trying to conform to an out of date combat doctrine. I mean sure we could make them impenetrable fortresses which take orbital bombardment to crack but there just isn't any need for that against the sort of foes we are fighting, right now anyway.

Edit : Also, if we're going to pump out a line of Dragon Ladies for ParSec, like was also suggested this turn, I'd like to suggest adding Micro-Missile Banks to them for ground support. And/Or maybe an artillery gun or two of some sort if we can fit a light mortar on top.

Sounds good. For 16,222m and 21,588.41pr we could field 100m long troop transports equipped with Arcane Blur, Warp Barriers, Repulsors, an FTL drive capable of 45LY/day, and four banks of missile launchers*

*Each capable of holding 60 Anti-ship/Hydra missiles. Alternatively if modified for Micro-Missile use only that would be ~750,000 micro missiles each. 3 million micro missiles would be pretty scary for any enemy troops underneath her.
 
With mechs you run into the problem of "Why not use a tank?". Tanks are just inherently better then mechs. Sure Revy can make them work because Revy but I just can't see any combat situation in which mecha are preferable to tanks.

As for tank designs we first have to ask ourselves: What do we want tanks for?
For a tank, you need a crew. For a mech, you just need the one pilot.
 
For a tank, you need a crew. For a mech, you just need the one pilot.

Except you don't. I mean even ignoring that we could undoubtedly create a fully autonomous tank look at what the tank crew does:

Commander - Gives orders which is only useful with an actual crew.
Driver - Necessary like the Mech's pilot.
Gunner - Pretty easily folded into the Driver like it is for the Mech.
Loader - Auto-loaders are thing in the future.
 
Only in the sense that you can work it out from data there. We know that PI has a presence in 10 cities (Mindoir x 3, Elysium x4, and Benning x3 (not 4)) and that each city holds 3 Factory IIIs so we have 30 in total, although some are under construction.
Are you sure? Are you looking at Enumerated Assets? It doesn't say where each thing is but it does let us know we won't have 30 fac 3's until Q4
 
Except you don't. I mean even ignoring that we could undoubtedly create a fully autonomous tank look at what the tank crew does:

Commander - Gives orders which is only useful with an actual crew.
Driver - Necessary like the Mech's pilot.
Gunner - Pretty easily folded into the Driver like it is for the Mech.
Loader - Auto-loaders are thing in the future.
Good point. I suppose the only areas the mechs would be useful in would be excessively hilly and mountainous terrain, urban environments, and forests (unless we decide FUCK TREES! BEING ALL GREEN AND SHIT!)
 
For Tanks, I'd say we make them heavily armored/low flying gunships. ME 2 already has that hover tank thing. Adding repulsors should make it that much better.

As for uses? Make it multi role.

It can act as a traditional tank and just keep fighting and killing.

Switch the gun out and you can have AA, Artillery or even light anti-orbital capabilities.

Remove the gun entirely and mount a bubble shield to protect nearby troops.

Or a EM/ECCM suite.

Basically, we create a modular monstrosity that once again blows everything else out of the water.
 
Are you sure? Are you looking at Enumerated Assets? It doesn't say where each thing is but it does let us know we won't have 30 fac 3's until Q4

Yes because the question was how many factories do we have and where.

Good point. I suppose the only areas the mechs would be useful in would be excessively hilly and mountainous terrain, urban environments, and forests (unless we decide FUCK TREES! BEING ALL GREEN AND SHIT!)

Repulsors, repulsors, repulsors, and repulsors.

Or more verbosely the first two don't matter because Repulsors mean we can just float/fly over them. Urban environments are only a problem is the spaces are too narrow for a tank, everything we've seen says they generally aren't, and in which case they'd almost certainly be too narrow for a mech as well. As for forests well it could always fly over them with Repulsors or, as you mention, just bulldoze it's way through if needed.
 
As for tank designs we first have to ask ourselves: What do we want tanks for?

Tigers and Legionaries are such a devastating force that heavy armor is a joke so Anti-Armor isn't the reason. Tigers, and to a lesser extent Legionaries, have such absurd shield strength* that they are probably the toughest thing on the battlefield, and have the mobility to ensure those shields are almost never used anyway, so superior defenses aren't the reason.

I just can't see a use for them other then trying to conform to an out of date combat doctrine. I mean sure we could make them impenetrable fortresses which take orbital bombardment to crack but there just isn't any need for that against the sort of foes we are fighting, right now anyway.
If tanks are so useless, why is our force commander asking us for some?

Also, now that we've started using laser technology, I'd like to point out that the wargames we just did show that vehicle scale lasers happily pops power armor and (other) light vehicles.
Laser equipped Tigers cheerfully slay Legionaries and can tank incredible levels of firepower, at least until they meet another of their number.
Shield Strength is good, but we just introduced a weapon that totally ignores it and then started selling the vehicle with that weapon to the official military. IE, our chances of keeping that under our exclusive control is zero (and given how much that will probably help against reapers I'm not sad about that). Unless I've totally missed something that lets our shields counter lasers at least, and I don't think I have.

As such, the only workable defense against a laser weapon is actual physical armor. We might be able to upgrade to better Legionaries with our new material science materials that don't get casually slagged when a vehicle points a laser at them, but I'm not really expecting power armor to be super good against a vehicle scale weapon.

On the other hand, tanks are supposed to carry huge amounts of armor anyway, aren't they?

And they can also carry the kind of big gun that will make one of those Reapers that walk around and act like super-heavy armor sit up and take notice...
 
Humm. So a useful tank needs to be able to eat a face (or arse) full of laser and not care...
Any point trying to make it stealthy?
 
If tanks are so useless, why is our force commander asking us for some?

Because tanks have been apart of the standard human combat doctrine for nearly 300 years at this point?

Also, now that we've started using laser technology, I'd like to point out that the wargames we just did show that vehicle scale lasers happily pops power armor and (other) light vehicles.

Thing is literally no one else has vehicle scale laser weapons. They have only been out for six months so odds are they've only been on a handful of missions. It's likely to be another year or two before even the best spy agencies get their hands on one to begin reverse engineering.

Once they do we have:
[ ] Advanced Black boxing/FRM (800): Knowledge is power, guard it well. You have taken this old saying to heart, and even moderately sized intelligence agencies would have to devote non-trivial amounts of resources in order to crack your tech. The amateurs who call themselves your competitors wouldn't stand a chance of retrofitting it before you'd already made it obsolete.

On them so while the council races will likely be able to crack it people like the Batarians aren't going to be doing so for years.

Basically we are incredibly unlikely to face anyone with ground lasers within this decade (IE before 2180) so fielding a entire class of vehicle just to defend against them is silly.

Incidentally:
As such, the only workable defense against a laser weapon is actual physical armor. We might be able to upgrade to better Legionaries with our new material science materials that don't get casually slagged when a vehicle points a laser at them, but I'm not really expecting power armor to be super good against a vehicle scale weapon.

Arcane Blur. It significantly reduces the damage caused by lasers. Admittedly even AB Legionaries would probably be slagged by vehicle scale lasers but that requires hitting a Legionary with a vehicle weapon which is pretty hard given their maneuverability and the AB's 20% miss chance makes it even harder.
 
If tanks are so useless, why is our force commander asking us for some?

Also, now that we've started using laser technology, I'd like to point out that the wargames we just did show that vehicle scale lasers happily pops power armor and (other) light vehicles.
Because he doesn't consider a Tiger to be a flying tank? No clue, perhaps Hoyr can elaborate, but Tigers do everything a tank can and more so theres no need to design something .
 




Tanks? You mean aerial superiority vehicles?

Honestly, with arc reactors and repulsors, we can create heavily armored, heavily armed, supremely maneuverable, extreme endurance vehicles. A multi-role platform becomes a very viable thing.
 
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