As a note you can also do as many times as you like per turn. Every 50 points means I roll the dice again. It's a high reward low chance deal. Better Prothean translating ability would increase rewards though, which might get better as you do this more...
That is nice, but still, earmarking 50 RP per turn for this should give us consistency on Protean stuff as well as a permanent presence and association Mars archive, enough that we may be considered a authority on it, enough that we may be invited or involved by default in any other new Prothean discoveries in SA and perhaps beyond.
Okay so I keep seeing people going hey let's do the suit. So, for those of you that really want the suit, I wrote up a lazy idea for a vote: [ ] Flawless black boxing/FRM [1,270.25]
[ ] Mk II Suit [500]
[ ] Generation II Arc-Reactor [400]
[ ] Brain Shield [348.25]
[ ] Light Cruisers (<500m) [47]
[ ] QEC [22.5]
The top three will be finished and the rest just get some points.
Or pick another 400 point tech instead of gen II arc-reactor, or reduce Brain Shield down to 148.25 and pick a 600 point tech instead of gen II arc-reactor. Or whatever.
Just saying, you can do that. Might screw with some people's plans if it passes, but hey quest.
They are being sold for about 2/3 of a normal frigate in their size and have a decent shot at soloing any dreadnought made by one of the normal ME races. Mind the dreadnought hits and it's not fun at all, but if the frigate gets into range to strip the dread's shield emitters with its lasers then the dread is the one not having any fun.
They are being sold for about 2/3 of a normal frigate in their size and have a decent shot at soloing any dreadnought made by one of the normal ME races. Mind the dreadnought hits and it's not fun at all, but if the frigate gets into range to strip the dread's shied emitter with its lasers then the dread is the one not having any fun.
Could be that they are, but another part of me screams they won't, if only to prevent us from saying: "No sales to the Salarian Goverment ever."
Next to that we'd be very capable of all but invading areas of a planet, holding it for a time while bombarding any army movements and keep some orbitals with what are essentially Proto-Dreads (though obviously not the Spinal MAC)
edit: I'm seeing that I've been partially ninja'd cause it means essentially the same.
edit 2: Once we can, we should build what is essentially a Mothership, doesn't need to be FTL capable (would be a nice bonus), just big enough to carry massive shipyard facilities combined with labs, housing for a good sized population, mining/refining area(for asteroid mining).
Its likely that this ship would be very much larger than a dreadnaught, more like a large ARK especially if we can give it FTL. Would be a nice mobile command center
General: 2,448.5 RP
-Flawless Black Boxing (1270.25)
-Bioforming (330)
-Light Crusiers (553)
-Prothean Data (50)
-QECs (245.25)
Total = 1270.25 + 330 + 553 + 50 + 245.25 = 2,448.5
ME/Dark Energy: 22.5 RP
-QECs (22.50)
Total = 22.5
Biotech: 70 RP
-Bioforming (70)
Total = 70
Ships: 10 RP
-Light Cruisers (10)
Total = 10
Improving/Developing Setting Tech: 37
-Light Cruisers (37)
Total = 37
So my reasoning here is pretty straight forward.
First up BB is a must. Any plan that doesn't involve us finishing it this turn is insane.
Next is Bioforming: The technology alone is incredibly valuable since it makes colonization easier, faster, and more accessible. On top of that is the advance of, as I mentioned earlier, it letting us tailor a world to the Quarian's needs so the whole "Must retake Rannoch" madness becomes less intense.
On top of the technology itself there are the social gains. We'd be spending a lot of time working closely with Mordin on one of his personal projects. This would likely serve to help bond Mordin to Revy, and by extension PI, which is pretty damn useful since he is a spy for the STG. Not only in that it decreases how much effort he's willing to put into spying on us but also because it means he'll be sending more favorable reports about us, which will hopefully help our relationship with the Salarians government.
Light Cruisers is the next step in starship technology and unlocks those block upgrades, which would be quite helpful to the Alliance in the case of war. That being said if anyone can actually put forth a sufficiently convincing argument, so "Because it's cool!" or "B-but Iron Man" don't count, I'd be willing to swing those points over the the Mk2.
Prothean Data is just 50RP which is small enough it's worth dropping at least one load in every quarter both for the off chance of success and because it familiarizes Revy with Prothean which will probably come in useful in the future.
Finally the rest went into QECs to free up RP next quarter.
1) Flawless blackboxing - this is something we all want and we all agree on, so it goes without question
2) Invisible Man - I refuse to let it slip past our fingers. I absolutely refuse to let asari develop it before us, cheating us, and Conrad, whom I honestly like, out of a discovery. We hired him in part for this. We haven't developed a signle tech of his. Asari already have something like this. We need to get it out. Now.
3) Light cruisers - we don't need them at the moment, so might as well just let the specialized points tricle in. This is a big thing actually - we can allow things to just slowly accumulate in the background, we don't need to develop everything in a single turn. It's inefficient as hell.
4) Colonization package - cheapest of the interesting biotechs. Allows us to approach both quarians and drells with some very nice offers, and hanar might pay us for this. A lot, if they are interested in drell's wellbeing.
5) QEC - gets us more than a third into the development. We finish it next turn.
6) Omni-tool upgrade. Something to spend points on, Improving/Developing Setting Tech unless they can be used for the relay code tech. In which case, I'll switch to that, take 63 points out of QEC, and mess with hanar's relay - they should allow it, and it would promote our status as a saint.
Depends on if the Crucible even exists in this iteration, or that its not a knife in the back by the Reapers just incase a race is successfully stalemating them.
General: 2,448.5 RP
-Flawless Black Boxing (1270.25)
-Bioforming (330)
-Light Crusiers (553)
-Prothean Data (50)
-QECs (245.25)
Total = 1270.25 + 330 + 553 + 50 + 245.25 = 2,448.5
ME/Dark Energy: 22.5 RP
-QECs (22.50)
Total = 22.5
Biotech: 70 RP
-Bioforming (70)
Total = 70
Ships: 10 RP
-Light Cruisers (10)
Total = 10
Improving/Developing Setting Tech: 37
-Light Cruisers (37)
Total = 37
So my reasoning here is pretty straight forward.
First up BB is a must. Any plan that doesn't involve us finishing it this turn is insane.
Next is Bioforming: The technology alone is incredibly valuable since it makes colonization easier, faster, and more accessible. On top of that is the advance of, as I mentioned earlier, it letting us tailor a world to the Quarian's needs so the whole "Must retake Rannoch" madness becomes less intense.
On top of the technology itself there are the social gains. We'd be spending a lot of time working closely with Mordin on one of his personal projects. This would likely serve to help bond Mordin to Revy, and by extension PI, which is pretty damn useful since he is a spy for the STG. Not only in that it decreases how much effort he's willing to put into spying on us but also because it means he'll be sending more favorable reports about us, which will hopefully help our relationship with the Salarians government.
Light Cruisers is the next step in starship technology and unlocks those block upgrades, which would be quite helpful to the Alliance in the case of war. That being said if anyone can actually put forth a sufficiently convincing argument, so "Because it's cool!" or "B-but Iron Man" don't count, I'd be willing to swing those points over the the Mk2.
Prothean Data is just 50RP which is small enough it's worth dropping at least one load in every quarter both for the off chance of success and because it familiarizes Revy with Prothean which will probably come in useful in the future.
Finally the rest went into QECs to free up RP next quarter.
General: 2,448.5 RP
-Flawless Black Boxing (1270.25)
-Bioforming (330)
-Light Crusiers (553)
-Prothean Data (50)
-QECs (245.25)
Total = 1270.25 + 330 + 553 + 50 + 245.25 = 2,448.5
ME/Dark Energy: 22.5 RP
-QECs (22.50)
Total = 22.5
Biotech: 70 RP
-Bioforming (70)
Total = 70
Ships: 10 RP
-Light Cruisers (10)
Total = 10
Improving/Developing Setting Tech: 37
-Light Cruisers (37)
Total = 37
So my reasoning here is pretty straight forward.
First up BB is a must. Any plan that doesn't involve us finishing it this turn is insane.
Next is Bioforming: The technology alone is incredibly valuable since it makes colonization easier, faster, and more accessible. On top of that is the advance of, as I mentioned earlier, it letting us tailor a world to the Quarian's needs so the whole "Must retake Rannoch" madness becomes less intense.
On top of the technology itself there are the social gains. We'd be spending a lot of time working closely with Mordin on one of his personal projects. This would likely serve to help bond Mordin to Revy, and by extension PI, which is pretty damn useful since he is a spy for the STG. Not only in that it decreases how much effort he's willing to put into spying on us but also because it means he'll be sending more favorable reports about us, which will hopefully help our relationship with the Salarians government.
Light Cruisers is the next step in starship technology and unlocks those block upgrades, which would be quite helpful to the Alliance in the case of war. That being said if anyone can actually put forth a sufficiently convincing argument, so "Because it's cool!" or "B-but Iron Man" don't count, I'd be willing to swing those points over the the Mk2.
Prothean Data is just 50RP which is small enough it's worth dropping at least one load in every quarter both for the off chance of success and because it familiarizes Revy with Prothean which will probably come in useful in the future.
Finally the rest went into QECs to free up RP next quarter.
Iron Man/Mk 2 is useful in outclassing other PA system to such a ludicrous degree that PI becomes The Name in defense and high tech, so it is a major optics coup if they send some of the turian or other PA systems as loans to mercs for the Batarians to live firetest them for a engagement or two, especially if we disable and capture them in a 1 on 1 duel that seems more like a preteen trying to beat up a adult, instead of having to rely on our massive numeric superiority and potentially killing the operator.
But getting them next turn when we do the Cruiser Upgrade is nice too provided we do not expect the war to break up next quarter and having to make do with what we have.
Next turn I really want Mk 2 and Mind Shield done with the Block 4 refit, because the Batarians will delve deep into the Leviathan of Dis reaper corpse to try and come up with a answer to PI boosted SA and ParSec. I would allso like to do the Dream Drugs, because I expect them to be great to not only entertainment enhancement but also treatment of psych conditions and potentially may have a synergy with mindshield in their next iteration by providing a predisposition towards mental stability perhaps.
1) Flawless blackboxing - this is something we all want and we all agree on, so it goes without question
2) Invisible Man - I refuse to let it slip past our fingers. I absolutely refuse to let asari develop it before us, cheating us, and Conrad, whom I honestly like, out of a discovery. We hired him in part for this. We haven't developed a signle tech of his. Asari already have something like this. We need to get it out. Now.
3) Light cruisers - we don't need them at the moment, so might as well just let the specialized points tricle in. This is a big thing actually - we can allow things to just slowly accumulate in the background, we don't need to develop everything in a single turn. It's inefficient as hell.
4) Colonization package - cheapest of the interesting biotechs. Allows us to approach both quarians and drells with some very nice offers, and hanar might pay us for this. A lot, if they are interested in drell's wellbeing.
5) QEC - gets us more than a third into the development. We finish it next turn.
6) Omni-tool upgrade. Something to spend points on, Improving/Developing Setting Tech unless they can be used for the relay code tech. In which case, I'll switch to that, take 63 points out of QEC, and mess with hanar's relay - they should allow it, and it would promote our status as a saint.
Depends on if the Crucible even exists in this iteration, or that its not a knife in the back by the Reapers just incase a race is successfully stalemating them.
QE is important, but we ought to get ready for a Batarian War, with the cruisers, Mk2, potential treatment and head protection and prevent Leviathan of Dis shenanigans (because they will delve deep in it)
QE is a vital anti-pirate tool. The first step in any pirate invasion is to take out the comm buoys. Deploying fast reason forces to any place undergoing comm disruption is the obvious counter, made much more effective with our super fast Pyndas, but that will just encourage the pirates to take out buoys in multiple systems to scramble our forces.
QE turns all of that on its head, by making it impossible to disrupt comms without already invading the planet, giving colonists plenty of time to call for help. It's a huge strategic advantage, in addition to the obvious benefit being able to dominate yet another market sector.
I really think we should also consider perhaps Gravimetric Sensors. QEC are great, but with Grav sensors things are going to be way more interesting...
QE is a vital anti-pirate tool. The first step in any pirate invasion is to take out the comm buoys. Deploying fast reason forces to any place undergoing comm disruption is the obvious counter, made much more effective with our super fast Pyndas, but that will just encourage the pirates to take out buoys in multiple systems to scramble our forces.
QE turns all of that on its head, by making it impossible to disrupt comms without already invading the planet, giving colonists plenty of time to call for help. It's a huge strategic advantage, in addition to the obvious benefit being able to dominate yet another market sector.
True but their implementation would be only in three turn at the earliest, four or five on a more realistic pace.
MK2 we can build the next turn it is done to show of on a potential proxy fight with other PA suits, and the Cruiser Refits need a extra turn after we research them to lease the upgrades to someone who has the dock space for a few hundred cruisers.
@Hoyr I am not sure what we can and cannot spend Improving/Developing Setting Tech points on. If we can spend those on ships, we might want to do that, but I think grabbing some low-level techs from several fields should be useful. Thus, omni-tool upgrade. I am a bit leery about messing with Mass Relays, as it might attract (more) Reaper attention.
My main disagreement with @UberJJK and @TheEyes is the need for cruisers to be developed this turn. We already have frigates and are ramping up. We can delay until the next quarter, or even one after that (to squeeze in P&P skills, for example, or Mk2) to go to cruisers. Quarter is only a quarter of the year, right? Think about perspectives.
So, I guess I'm fine with @Yog 's plan, just, weren't there other things planned out to be researched for the Cabira concept? Or is the consensus that we're going to delay the full research and implementation of the Cabira?
[X] Flawless black boxing/FRM [1,270.25]
[X] Light Cruisers (<500m) [10/600]
[X] Generation II Arc-Reactor [400]
[X] The invisible man [300]
[X] Reactive Barriers [200]
[X] Omni-tool Upgrades [200]
[X] Brain Shield [207.75/400]
Behold! A plan!
I actually made one this time!
I'm... fairly sure it adds up.
There's a lot of things I wanted but didn't include because they were Really expensive, figured I'd sweep the board clear of cheap things and stuff we already started on. note that the number in [] is how much we spend this turn, anything with only one number is completed, things with a / aren't complete at the end of this research step.
Reasoning: Arc Reactor upgrade is obvious, and if we're doing that the omni-tool upgrades are kind of a must in that they give us a product which uses the things right off the bat, as well as being generally useful. Brainshield, I'll admit, is because the odd number of points left over after i chose other things included biotech specific ones, and it counted. Likewise why the light cruisers got any points at all. They'd be very nice to have, but are a bit questionable without the accompanying MAC tech, which... really didn't fit in the budget.
Invisible man is, obviously, awesome stealth. one of the many techs we want on the second generation suit, and to adapt to other uses. the sooner we get it, the sooner we can do that. reactive barriers just looked really nice, again, useful for next gen suit, again, use specialist points that'd just be sitting around otherwise. and they're cheap.
finally, flawless blackboxing.
Ok, to be honest, i don't personally think we'll need this, but given the fuss that's been made over it i doubt a plan which Doesn't include it would get much traction (or if it did, trying to Sell our new shiny tech would cause another round of debate over the damn thing.) it's the big points sink which is the reason, say, cruisers + MACs weren't going to fit in the budget no matter what i did, at least, not if we wanted Anything else. Lots of nice shiny medium cost stuff would fit if we tossed this out. that said, it was already over half done, and getting it out of the way is good.
so, yeah, clearing the decks of expensive partially completed techs, picking up a bunch of cheap tech which will sell nicely and can be applied to our ground forces and future suit.
made with absolutely no reference to what the ongoing long term plan was, mind you. beyond recalling that most of what we'd want for that was in the "too expensive to do more than one or two at a time, with nothing else" category. (and a couple of things that would take multiple turns to complete individually with no other projects ongoing.)
[X] Flawless Blackboxing: 1270.25
[X] The invisible man 300
[X] Light Cruisers (<500m) 10 from Ships
[X] Colonization/Bioforming Genetics Package 70+330
[X] Quantum Entanglement Communications 22.5 + 498.25
[X] Omni-tool Upgrades 37
[X] Prothean Data 50
As I said, this (including omni-tool upgrade) is geared towards approaching quarians, drells and hanar. Next turn we ramp up and finish QEC, which is of strategic value. Then TIR and gravity wave sensors. After that multi-core drives.
So, I guess I'm fine with @Yog 's plan, just, weren't there other things planned out to be researched for the Cabira concept? Or is the consensus that we're going to delay the full research and implementation of the Cabira?
I am thinking one or two Cabira projects per turn, with diversification into other fields, mainly into research boosters (omni-tool upgrade is a very minor one, probably; P&P skills will be one next turn, I think), politically motivated research (colonization package now, advanced xenobiology some time soon, P&P skills some time soon) and stuff we have to grab (invisible man, mark 2 if people really want it). For Cabira tech, I propose the following sequence:
QEC->TIR->grav wave sensors->multi-core drives
6) Omni-tool upgrade. Something to spend points on, Improving/Developing Setting Tech unless they can be used for the relay code tech. In which case, I'll switch to that, take 63 points out of QEC, and mess with hanar's relay - they should allow it, and it would promote our status as a saint.
@Hoyr I am not sure what we can and cannot spend Improving/Developing Setting Tech points on. If we can spend those on ships, we might want to do that, but I think grabbing some low-level techs from several fields should be useful. Thus, omni-tool upgrade. I am a bit leery about messing with Mass Relays, as it might attract (more) Reaper attention.
I made a list of techs that I'd be fine with using it for this turn. If you want to argue for a tech go ahead, but this is my thoughts.
Here is the list again: Medium Armor -Exists in some form already 5 Meter Mech - Eh borderline next level will not count for sure Blue Box AI - Borderline as well but blue box computing exists in ME so meh? Adrenal Implant - Pretty sure this already exists in some form at this time. UV Lasers - Oddly enough this technically counts as the Salarians use them and other race could if they wanted to. Light Cruisers (<500m) - Exists already Dark Energy Warhead - Disruptors they're a thing Comm Buoy Construction - Exist already Anti-matter Production - Antimatter producers exist already you'd just be making them smaller Very Large Space Stations - Exists already Basic Vehicle Scale Weapon Mods - Hwan's own project, also just expanding the scope of an ME tech with out doing new things Small Ship Scale Mods - As above Advanced Ammo Mods - As above 500m MAC - Exists already Omni-tool Upgrades - A pretty straight forward upgrade to an existing ME tech Geneva Class Cruiser Block 4 Upgrade - Upgrade to existing ship design (Locked though) Tokyo Class Cruiser Block 3 Upgrade - Upgrade to existing ship design (Locked though) Everest Class Dreadnought Block 7 Upgrade - Upgrade to existing ship design (Locked though) Kilimanjaro Class Dreadnaught Block 2 Upgrade - Upgrade to existing ship design (Locked though)
@Hoyr what would the colonization package be? Would people come to us , say what planet they want terraformed, we then give them a price and come up with a plan for them to enact? Or would this be a plan that can be applied to any planet to produce uniform results.
put forth a sufficiently convincing argument, so "Because it's cool!" or "B-but Iron Man" don't count, I'd be willing to swing those points over the the Mk2.
How about the fact we've got an unknown group(s) of covert infiltrators running around trying to fuck us up? Warships Aren't helpful against an operative in our bas, plus the fact that we actively participated in the previous fight and will likely do so again in future so ensuring our survival is worth at least 500 rp, then there's the fact that N7 and spectres will get massive bonuses from the mark 2 aiding in covertly dealing with pirates and raiders slowing the escalation of the war.
We have plenty of heavy direct and large scale tech, what we lack is something small personal and subtle, plus it would revolutionise ground warfare again and would probably get the other council races to want to meet with and work directly with us, the spectres would also likely end up directly procuring some which would give us the oppotunity to get contacts there.