1. Implaying to them that we have a better deal to provoke them to give us a better deal to continue our partnership (the sales will sharply drop once MK2 is on the way). HK is paying 120% for our Arc reactors only compared to the 250% everyone else has to pay.
This denying will implay that we will stand true to the contact but that we are leaving for greener pastures.
Disagree here. They are aquatic. This means they likely live in water. This means that, for defensive purposes, ships that can function underwater would be very much welcome.
What? They just got basically a last message from their gods and announced to the universe that they're going to build up a huge defence fleet designed for their own use.
Responding to that with "Hey, we can build you a wet-navy, maybe even submarines," is not only of no use to them, but something we cannot currently do. We don't have ship/submarine plans.
Frankly they've been around for centuries, if there's an oceanic vessel they need they'll have designed it already.
Now, if you think up something to help them use spaceships, maybe a low-g environment with crew thrusters to mimic underwater or something that'll help the pilot map aquatic navigation to space flight, that's what we could use.
Why not simply start selling our arc reactors at 250%? We have more than enough clout. Up the royalties to 100-150k, they are getting a newer model. We aren't the one-man company showing up at the armor competition, we are the single most important company in the fucking galaxy, we revolutionize everything we touch.
Why not simply start selling our arc reactors at 250%? We have more than enough clout. Up the royalties to 100-150k, they are getting a newer model. We aren't the one-man company showing up at the armor competition, we are the single most important company in the fucking galaxy, we revolutionize everything we touch.
IIRC the contract stipulates a certain number of arc reactors at a time. If they want to go above that number we ask to renegotiate because the situation has changed.
They can refuse, certainly, but then they can't compel us to comply with their increased demand for arc reactors.
As far as I know we're not charging 250% to Alliance customers, just Citadel customers. SA customers are getting our standard 150% markup for Arc reactors. Or did that change?
IIRC the contract stipulates a certain number of arc reactors at a time. If they want to go above that number we ask to renegotiate because the situation has changed.
They can refuse, certainly, but then they can't compel us to comply with their increased demand for arc reactors.
As far as I know we're not charging 250% to Alliance customers, just Citadel customers. SA customers are getting our standard 150% markup for Arc reactors. Or did that change?
So, as promised, best fit so far. It's obtained based on a previous already quite good fit.
Parameters
Linear fit
C1 [kg]
0.386172601804811
C2 [day/LY]
0.763746538865713
C3 [1/kg]
3.87045550175977E-11
C4
4.00000000120726
C5 [kg/m3]
143.77535651656
C6 [credits]
7.5580708838619E-13
C7 [credits/meterC8]
46750.3377299856
C8
2.99846570329499
C9 [credits]
999999.985592213
C10 [credits/meterC8]
3.60099246099969
prize of eezo ore [credits/kg]
893.181312731361
Military grade purity
0.319673877250814
Civilian grade purity
0.00100106374599911
The changes are, basically:
1) Lower exponential cost increase with eezo purification - it went as low as I would allow it basically
2) Slightly higher military grade purity
3) Strongly different scaling for non-eezo parts of military and civilian craft. This is something I don't really like, as it doesn't make sense for military craft to cost nearly 13000 times more expensive per cubic meter than civilian craft. I would welcome any advice here. Maybe I should just go with a different set of data altogether? @Hoyr how would it sound if, for military craft, I state the following:
Cost of fighter core - 10 million, is 10% of the cost of the craft.
Cost of the large dreadnought's core is 99% of the total cost.
Cost of civilian eezo core, not civilian ship, is 5000 times less than that of a military one.
If I just arbitrarily assign such percentages, I could run a different fit, which, perhaps, would work far better.
Now for some sweet, sweet analysis and away from number crunching. So, I am using this
mass of eezo core (maximum FTL velocity, mass of the ship, purity) = C1 * (exp (C2 * (maximum FTL velocity - maximum STL velocity) )-1)*exp( C3* ((1 - purity) * mass of eezo core + mass of the ship))/purity
as a basis for all my further calculations. Let's rewrite it a bit
mass of eezo core =C1 * (exp (C2 * (maximum FTL velocity - maximum STL velocity) )-1)*exp( C3* ((1 - purity) * mass of eezo core )) * exp(C3* mass of the ship)/purity
This can further be rewritten as
mass of eezo core / exp( C3* ((1 - purity) * mass of eezo core )) = C1 * (exp (C2 * (maximum FTL velocity - maximum STL velocity) )-1) * exp(C3* mass of the ship)/purity
We can treat the left part of the equation as a function of mass of eezo core, and the whole thing as an equation. The solution of such an equation is Lambert's W-function if anyone is interested. I won't go into that. Instead, I'll note that the left part of the equation has a maximum at
mass of eezo core = 1 / ( C3* ((1 - purity) )
And that maximum is equal to
1 / ( e*C3* ((1 - purity) ) where e=2.718281828459045
Going back to my equation, we get, after some simple transformations,
(exp (C2 * (maximum FTL velocity - maximum STL velocity) )-1) * exp(C3* mass of the ship) = purity / ( e*C1*C3* ((1 - purity) )
As an equation defining the relationship between the largest mass and the quickest speed it can be propelled to using eezo of a given purity. Which, now that I think about it, might be usable for defining the limitations of mass accelerators in some way.
This Jack hasn't been in a hellhole and than escaped to a larger hellhole.
This Jack went beyond the human norm, escaped a hellhole and discovered that she could kick the galaxy in the metaphorical balls hard enough that she could get what she wanted.
Can we sponsor colonies so we sell them colonial equipment at a reduced rate, but in return they have to do production and stuff for us? (I obviously haven't fleshed out this idea much.)
I think your saying that you'd sell stuff at reduced prices for them giving you production points?
It's possible, the key thing would be that you'd have to give them immediately needed value for long term gain or vice versa long term gain for them for immediate value for you.
Use patters is what I was thinking of: there's probably a fairly easy to track point where use spikes upward and remains high, corresponding to when Jack arrived on Omega, and another point further back where it spiked upward and then dropped, corresponding to when she first boarded the cargo ship. That can give us a place to start looking for the cargo ship, and an estimate of how long it was travelling.
Ah... Based in that and Jack's testimony the ship was only in transit for only a few hours. So the planet of origin was probably in a system with a Relay.
As far as I know we're not charging 250% to Alliance customers, just Citadel customers. SA customers are getting our standard 150% markup for Arc reactors. Or did that change?
It's an issue with terminology. I use 250% for multiply the build cost by 2.5. Items are sold at 250%, but you get 150% profit (2.5*[cost]-[cost]=1.5*[cost]). It's also the way things are noted internally to the datasheet. Don't recall the values for the Citadel of the top of my head.
Cost of fighter core - 10 million, is 10% of the cost of the craft.
Cost of the large dreadnought's core is 99% of the total cost.
Cost of civilian eezo core, not civilian ship, is 5000 times less than that of a military one.
If I just arbitrarily assign such percentages, I could run a different fit, which, perhaps, would work far better.
Ok, so how does this sound to you:
1) I keep the total costs you gave before
2) I run a fit for eezo core costs only, using the following values:
10% of the total cost for the fighter
99% of the total cost for the large dreadnought (you can tell me a different number here if you want)
Percentage increases exponentially between the two (so we have the scaling of something like 1.096070775*exp(0.0005964028761*length)-1)
Then I'll take what remains (around 90% for the fighter, 1% for dreadnought), and use that data to fit the remaining cost scalings. I'll use what people in real life use to estimate the costs of naval ship building. I'll separate the ship into three categories (engines, power source, everything else), and have each have their own scaling. This should be easy enough, really, and should provide good results.
If this makes sense to you (you are the GM after all), I'll do this by weekend (physically can't earlier)
Lets see how it goes. I think 99% for a dreadnought is a little high the key point is financial unsuitability... but maybe 99% is the point, jut thing it'd be sooner. Maybe have the 99% point be for a size a tad larger than 1km, maybe 1.2km?
Edit: Your the guy with the math in frount of you so feel free to fiddle.
Well. Um. I was not expecting that. I mean re-reading over the section is makes sense given that Revy has; the desire and resources to see that Jack is cared for in the best ways possible, sufficient security to ensure she can't be stolen away by whatever group created Jack, and sufficient military power to prevent Jack from going on a murder rampage if worst came to worst.
Seriously there is nothing we have created of note that isn't powered by an Arc Reactor. It even makes sense to stick an Arc Reactor in given what we learned from that super-biotic that attacked us.
D'aaww. Kasumi, Jack, and Misaki are the galaxy's three most dangerous and adorable kids. It's good thing we've pushed VR tech as much as we have since it means that Kasumi and Jack can maintain their friendship with Misaki even though she likely lives on another world.
Update:
Finance Doc
-> Recorded Perficere Expense at 11,300,000,000cr for 2172-Q2.
-> Recorded Jeff Moreau (Elite Test Pilot) Expense at 250,000cr/quarter starting 2172-Q2.
-> Recorded VI Support Expense at 200,000,000cr/quarter starting 2172-Q2.
-> Recorded Intelligence Department Startup Expenditure at 768,000,000cr for 2172-Q2.
-> Recorded Intelligence Department Expense at 35,000,000cr/quarter starting 2172-Q2.
-> Updated Paragon Security Operations Expense to 24,000,000cr for 2172-Q2
-> Updated Advertisements Expense to Public Relations Expense.
-> Recorded Public Relations Expense at 200,000,000cr for 2172-Q2
-> Recorded Intelligence Operations Expense at 4,000,000cr for 2172-Q2
Construction and Production Budget:
Guaranteed Budget: 115.086 Billion Credits Free Production: 1,501,131 Production exchange rate: 260,000 Credits/Production Max Budget: 427.321 Billion Credits
So planning time.
Cord-Hislop Aerospace:
[X] All in house. CHA requires 1,000 kits per quarter and 5,000 arc-reactors per quarter as well as a backlog of 1,000 kits and 15,000 arc-reactors for the SA, in the next year or two. (Warning: Requires > 22% of current free production!)
-[X] Fight for a retail price of 212,500,000cr per kit and accept no less than 176,800,000cr.
Now presumably our Arc Reactor profit is fixed but it's a good number so no worries there. For the kits however the bare minimum we should go is 208% but we should try for 250%. While that is a large margin we're talking about make their fighters basically immune to missiles, harder to OHKO by lasers, and around four times faster. It's a big enough jump that I feel a 2.5x markup is quite justifiable.
Hahne-Kedar:
[X] Sure, we can quadruple our output (100,000 arc-reactors per quarter at 120%) and sell 400,000 repulsor units @ 250% as part of the MK 1.75b. But we want 75,000 per suit commission. (Warning: in total consumes ~10% of current free production!)
With 1.5pr per suit and a profit of 385,000cr per suit we'd be making 256,666.66cr/pr. Which while it does mean an effective loss compared to what we could have gotten for the same production it's actually not that bad.
Currently we make:
142,500pr @ 260,000cr = 37,050,000,000cr
+
7,500pr @ 200,000cr = 1,500,000,000cr
=
37,050,000,000cr + 1,500,000,000cr = 38,550,000,000cr
Where as with this deal we'd be making:
150,000pr @ 256,666.66cr = 38,500,000,000cr
A quarterly loss of 50m is nothing. Especially considering what it means for the Alliance military.
Missiles and Block Upgrades:
[X] License Missiles
-[X] To Colony Based companies (2 billion/quarter)
[X] License Block Upgrades
-[X] To Colony Based companies (4 billion/quarter, requires contract for 4,000 arc-reactors and 22,700 repulsors/quarter)
--[X] Agree to a contract for 3,337,500,000cr/quarter to sell them the Arc Reactors and Repulsors.
4,000 Arc Reactors = 200,000,000cr + 1,200pr
22,700 Repuslors = 1,135,000,000cr + 6,810pr Total = 1,335,000,000cr + 8,010pr
PI-SDC-02A
Role - Anti-Personnel and Anti-Vehicle duties
Weaponry
6x 800kN Repulsors
6x Containment Foam Sprayers
Containment Foam (700L)
Defensive Systems
6x 800kN Repulsors
Power System
1x Paragon Industries Arc Reactors (25GW)
Engine System
6x 800kN Repulsors
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Cost - 1,700,000cr Production - 11pr
Description:
Designed to harmlessly incapacitate enemy combatants with Paragon Industries' revolutionary Containment Foam the Tribulus is the solution to the age old question of how to morally fight a conscript army. At the same time the Tribulus is so much more. From stopping vehicles in their tracks, to creating makeshift barriers, to safely containing violent mobs the Tribulus is one of the most versatile drones in existence.
I had to do a bunch of messing around with numbers to get the current set but I'm quite happy with it.
Mass:
A 25GW Arc Reactor is 5 times more powerful then a normal Arc Reactor which means 5x the volume and hence 5x the mass so with a 5GW Arc Reactor massing 1kg a 25GW one masses 5kg.
Similarly a 800kN Repulsor is 32x larger then a 25kN Repulsor for 32x the mass. Giving us 32kg per Repulsor or 192kg in total.
With some googling I found an expanding foam with a density of ~0.9kg/L so at 700L we get exactly 625kg.
All Combined we get 822kg.
Acceleration:
Force = Mass * Acceleration
Acceleration = Force / Mass
I think being able accelerate almost as fast as a Sprint Missile is more then enough for a dodge based vehicle.
Volume:
So I went with a one cubic meter volume since I wanted to ensure there was sufficient carrying capacity for the Tribulus to have some combat endurance. With normal Repulsors and Arc Reactors each having a volume of 0.000524m^2 the larger versions here would have volumes of 0.016768m^3 and 0.00262m^2 respectively.
That gives all six Repulsors plus Arc Reactor a volume of 0.103228m^2 leaving 0.896772m^2 for other stuff. I figured that with sprayers, tanks, pipes, electronics, ect about 80% of the remaining volume could go to the actual containment foam.
That gives us 0.7174176m^3 or 717.4176L which I rounded down to 700L.
Cost:
The Repulsors and Arc Reactors were the easy bits. Repulsors are each 32x the base (1,600,000cr + 9.6pr) and the Arc Reactor is 5x the base (250,000cr + 1.5pr) for a combined cost of 9,850,000cr + 11.1pr. That left the question of the Containment Foam and Sprayers.
I figured my best bet was going with the numbers for the Flamer. Six Flamers comes to 30,000cr + 0.5pr. Added in to the Repulsor + Arc Reactor cost gives 1,630,000cr and 10.1pr. I figured upping it to 1,700,000cr and 11pr would cover any Containment Foam not already covered in the cost of the Sprayers.
-[X] Construct 4 Quadriga Troop Transport - 109,469,316,000cr + 220,558.84pr
Credit Cost: 27,367,329,000.00cr Production Cost: 55,139.71pr
Construction:
[X] Build 1 Space Factory II over Benning - 100,000,000,000cr
Total Fiscal Impact:
Guaranteed Budget: 115,086,655,064cr
Cord-Hislop Aerospace: 92,175,000,000cr
Hahne-Kedar: 37,000,000,000cr
Missiles: 2,000,000,000cr
Block Upgrades: 6,002,500,000cr
Tax: 27,435,500,000cr
Pre-Production Budget: 224,828,655,064cr
Current Production: 1,501,131pr
Cord-Hislop Aerospace: 340,500pr
Hahne-Kedar: 142,500pr
Block Upgrades: 8,010pr
Resupplying ParSec: 3,364pr
Reinforcing ParSec: 642,625.7pr
Remaining Production: 364,131.3pr
Pre-Production Budget: 224,828,655,064cr
Production Profit: 94,674,138,000cr
Resupplying ParSec: 932,000,000cr
Reinforcing ParSec: 216,665,961,000cr
Construction: 100,000,000,000cr
Closing Profit: 1,904,832,064cr
@Hoyr - Something that just occurred to me: Is there actually any need for more troop transport for ParSec? Because if we drop it down to just one additional transport we can afford a second Space Factory II.
Something that just occurred to me: Is there actually any need for more troop transport for ParSec? Because if we drop it down to just one additional transport we can afford a second Space Factory II.
I think we should only build one transport any ways. ParSec can live with 2 transports for a while. They are already able to transport a large amount of our troops. Building the space factory is more important then the extra transports. We need them as we start to make spaceships. ParSec can already move 75 percent of its forces with its current transport so one more will tide us over till we build ParSec its own Dreadnought/mobile base.
Also do we want to build up a back supply of Missiles for ParSec. I expect that we will burn though them as ParSec gets into bigger fights and having extra missiles is never a bad thing.
Revy can start building her superteam(A-team) now. Kasumi and Jack are elite team with Misaki as control. We even have Joker to fly the ship we will build them.
I think i may have missed out on a discussion or forgot about it because i cant recall what the block upgrades entail.
Also regarding the hanar we could start with a frigate that can go submarine. They also do not have any issue with filling it up with ambient water. However the extra mass may be something they want to get rid of in space. Still surprise frigate fleets emerging out of large bodies of water or gas giants for a ambush is something the hanar would appreciate a lot considering their predilection towards ambush and constriction. We can also contract to work on a cruiser too, but they would first start with frigates for testing.
Also YES to adopting jack and the kitteh. Not only are they awesome and Revy is attracted to and attracts awesome but it gives us further incentive to consider transhuman and posthuman development like extremis, ai , ai symbionts, etc.
Well. Um. I was not expecting that. I mean re-reading over the section is makes sense given that Revy has; the desire and resources to see that Jack is cared for in the best ways possible, sufficient security to ensure she can't be stolen away by whatever group created Jack, and sufficient military power to prevent Jack from going on a murder rampage if worst came to worst.
Revy is also one of the few positive external connections Jack has that can effect diplomacy on her. Revy made the Magi amp (with help mind) and that amp is the reason Indigo is real.
Construction and Production Budget:
Guaranteed Budget: 115.086 Billion Credits Free Production: 1,501,131 Production exchange rate: 260,000 Credits/Production Max Budget: 427.321 Billion Credits
Now presumably our Arc Reactor profit is fixed but it's a good number so no worries there. For the kits however the bare minimum we should go is 208% but we should try for 250%. While that is a large margin we're talking about make their fighters basically immune to missiles, harder to OHKO by lasers, and around four times faster. It's a big enough jump that I feel a 2.5x markup is quite justifiable.
@Hoyr - Something that just occurred to me: Is there actually any need for more troop transport for ParSec? Because if we drop it down to just one additional transport we can afford a second Space Factory II.
You don't need any additional transports. More would be good to run other ops at the same time, but the Dragon Lady is just big enough to cover all of ParSec right now. Though the fighters need to fly along or be packed in a non-launchable state for the most part.
Andrew was saying that any further ParSec units should have ships like that because close air support is nice and because the reactions of enemies to a 200m ship running NOE up to their fortifications is hilarious. Not that he said that exactly but that's more or less what he meant.
On that note the design could use one or two "support weapons" if meant to be used that way.
Block upgrades were the SA requesting that PI design upgrade packages for their older ships. PI redesigned two frigate designs, players were looking into outsourcing the production of the designs.
I would personally prefer to build 1 transport and 2 factories, as well as license Block Upgrades to Earth-based companies. Otherwise it's a good plan.