3) We need to build our space lab, otherwise some of our techs are still locked. While we're at it we may as well build it into a 150-200m space yacht, right?
If I'm looking at the tech tree right TIR is the only tech that needs a space lab we'll be researching in the next couple years. Since I'm pretty sure we're not researching TIR this year (2174) that can probably wait until next quarter when we have a lot more free production because production costs go up
way fast for larger ships.
Fake Edit: That might not actually be true now. I've been messing around with the formulas since I realized there was a flaw.
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.
Aside from the heavily armored part the Tiger actually fills that description pretty well. Although Warp Barriers would be needed to prevent death by missile spam.
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.
Hm. It's certainly not a bad idea, although by that point I'd question calling it a tank, but I'm not so sure that a hyper-modular vehicle would be as desirable as a hyper-modular starship. Mostly because vehicles are, relatively speaking, cheap enough that militaries can afford to just buy one for each situation rather then having one that can deal with each situation.
Writing these had taken +45minutes. Most of that searching for the currect post to quote. We need an index for post with math relevant (agreed upon solutions) to the various problems. Their wordcount may even exeed the actual story...
While sadly your suggestion can't be used, for the reasons
@Hoyr mentioned earlier, an index for that sort of thing does sound like a good idea. If someone else doesn't end up doing it first I'll probably end up doing it in two weeks time, I'll be stuck with just my laptop so no Fallout 4 to distract me.
~6m (or more?) main gun with a fire rate measured in rounds per second (May require rotary effects). Point at building, press trigger, building melts like ice in lava.
Or something like that.
I have it in my head that an Alliance MBT has 3 guns in that size and chain fires them to get a high rate of fire.
Long range (>1km), anti-structure weapon that isn't primarily ammunition limited. Currently PI lasers sadly don't have the spread/energy to do that. Also would be good against Legionaries.
Uh. That sort of anti-structure work sounds like something better suited to
artillery or bomber support then
tanks.
Yeah, due to complications we had to drop specialized production... and I don't think I removed it from that one page... sorry, my bad.

Hey
@UberJJK there isn't a reason I can't purge that info right?
Nope, no reason at all. In fact I just did it for you. Also do the armed space factories/stations modifiers stay or do they get the axe as well? Because they are almost as complex to track.
Uhh... wasn't the 200 point "Basic DEWs" bought? It's the trivial level of tech deployment... right? They may not reverse engineer it, but the idea of using an arc-reactor to power a small laser is not exactly a difficult research project for anyone that has the money and facilities. I think... I'm not crazy right?
The basic DEW tech was bought yes but I figured that even thought we bought it we still made some improvements to the tech, such as with our advanced materials, otherwise
everyone would already be fielding Laser Tanks.
Ripping the main gun off a tank and mounting a laser while replacing the power core with an Arc Reactor isn't that complex and the ability to ignore barriers makes it the perfect anti-armor, and to a lesser extent anti-personal, weapon.
Uhh it 20% vs unaided humans and simpler VIs wasn't it?
...you're right. For some reason I just remembered it as "humans and VIs" and completely ignored/forgot the unaided and simpler parts.
Looks like The Invisible Man just got a jump in priority.
@Hoyr I've been doing a bunch of messing around with the
Starship design sheet and realized something. Shields, as they were done, just don't work. They get prohibitively expensive the larger the ship gets and represent a massive proportion of the cost. So I looked into it and realized that shields scaled with volume rather then the more sensible area. Some fiddling, and adjusting of armor having realized it also used volume, and I've arrived at set of modifications that I think work quite well.
What do you think?
For comparison:
Size Class
|
Example Cost
|
Example Production
|
Sheet Cost
|
Sheet Production
|
100
|
46,300,000,000
|
156,250.00
|
44,245,603,788.08
|
150,957.60
|
250
|
723,000,000,000
|
2,441,400.00
|
589,951,447,862.56
|
2,195,451.77
|
400
|
2,960,000,000,000
|
10,000,000.00
|
2,333,160,770,374.54
|
8,884,074.42
|
700
|
15,900,000,000,000
|
53,593,750.00
|
12,208,055,158,961.00
|
47,262,261.90
|
800
|
23,700,000,000,000
|
80,000,000.00
|
21,476,206,870,871.30
|
88,427,070.09
|
1000
|
46,300,000,000,000
|
156,250,000.00
|
41,755,912,750,422.50
|
172,503,929.10
|
Overall an average difference of 12% which isn't really that much all things considered.