@Yog, I'm thinking another turn for lasers would be useful. Mimi energy weapons, UV lasers, and high GW lasers would collectively let our Pyndas outrange NACs, rather than risking getting hit like they do now, and give our Tigers, Legionarues and drones an unmatched advantage in offense, and for only 1200 RPs.
Any restrictions on size? I was thinking something like the following:You can build a lab into a ship. I'd be willing to count that. Usual lab rules apply if you want it to generate RP
Okay, have a few moments free, so a possible competing plan:Ok, great, thanks. So... let's see. Barring omake updates accelerating certain plans, I could see something like this for the next three turns:
Lasers are better than repulsor cannons for most things, being longer range even with IR lasers and more efficient in delivering energy to the target (remember that Repulsors are something like 1% efficient; the only reason they're any good at all is because they don't use propellant/fuel). The only reason to get repulsor weapons is for when an enemy has TIR shielding deployed, rendering lasers useless. In this way repulsor weapons are the new GARDIAN laser beams: a "knife range" ship weapon that can do crazy damage, but only when you're right next to the target.
So even uploading our mind and becoming an AI wouldn't allow us to run multiple QEC networked facilities?
How would a VI even become an AI? Is is self-modifying? If it can self-modify wouldn't it just be a shackled AI?
I mean, we still don't have really detailed rules for ship design/construction, but it seems to me that there is sufficient advantage to having labs that are not tied to a specific planet that we need to impose rules like this to prevent us from never building a planetside lab ever again.
but more importantly because gated behind this is Singularity Shields, which should provide laser protection to our ground troops (TIR will never help them)
Out of curiosity when might we expect the update. I'm only asking because finals week and all that.
Well sure, it's not going to do anything against the first X nanoseconds of the hit, and it's definitely not going to be the complete protection that TIR is, but it ought to be better than no barriers at all.Not by themselves they won't! How will they know the laser is coming?
I do have a laser shield tech in mind. Though I'm still hammering out the exact details of the rest Gaver (sp?) Dor's tree.
Tech tree should be updated FYI
Pretty sure it's closer to 60 billion. In fact we had a similarly gigantic cash reserve at the end of last quarter as well, which I'm regarding as a failure of imagination. If we're just going to keep sitting on billions of credits quarter after quarter we need to start an investment arm of our company, like Warren Buffet.Do we actually have 5 billion to spend? I thought we closed the quarter with a mere 3 billion to our name.
Ok, some comments:Any restrictions on size? I was thinking something like the following:
I mean, we still don't have really detailed rules for ship design/construction, but it seems to me that there is sufficient advantage to having labs that are not tied to a specific planet that we need to impose rules like this to prevent us from never building a planetside lab ever again.
- "Lab I"-sized (minimum necessary for TIR research; includes space for both applied and theory lab) - 200m or larger ship (Frigate tech required)
- "Lab II"-sized - 400m or larger ship (Light cruiser tech required)
- "Lab III"-sized - 600m or larger ship (Heavy cruiser tech required)
- Full "Lab I-III" stack - 1000m or larger ship (Dreadnought tech required)
- If placed in a ship of minimum size, the lab takes the place of the primary weapon system; if placed in a ship one "size category" larger then it takes the place of one secondary weapon system
Okay, have a few moments free, so a possible competing plan:
2174-Q3 (for delivery Q4)
QEC - 22.5+1456.75: Agreed that we need to get this, for strategic reasons.
Minaturized Energy Weapons - 400: Here's where I depart, however. The Mark II still isn't the biggest game-changer in the tech tree, but this is. Minaturized energy weapons applies to all aspects of the battlefield: on the ground by giving us high kilowatt/low megawatt-range laser weapons that we can attach to Legionaries, in the air by letting us upgrade our Tiger lasers to high megawatt/low gigawatt, and even in space by letting us turn those 5 GW lasers up to the maximum that @Hoyr will allow us for a 100m frigate (probably somewhere in the 20-35 GW range), which should get us closer to MAC-ranges. Combine this with high-GW lasers at some point and I'm thinking we could get up to 100 GW lasers into our "lite" frigates. With this tech the Batarians will get steam-rolled, all without pissing off H&K by going over their heads with a new armor before our first armor contract even runs out.
Reactive Barriers - 200: This is partly because it's another upgrade to shields, which we don't specifically need but is always nice to have, but more importantly because gated behind this is Singularity Shields, which should provide laser protection to our ground troops (TIR will never help them), something we're going to need eventually. Remember that the basic level DEW tech was only 200 RPs; we in fact bought it outright, and we have since let our Advanced Materials tech proliferate while we move on to Superalloys. That's the tech that resulted in tanks with laser turret main guns, and in principle just about anyone else can co-develop it. That implies we are going to have to face such a threat ourselves someday, and having shields that can even partially lens away laser effects should help out a lot.
Mind shields - 70+16.75
Omni-tool upgrades - 37
Light Cruisers - 10: Same reasoning as yours.
2174-Q4 (for delivery 2175-Q1)
Singularity Shields - 941.25+22.5: Or whatever Level 3 of Gaver Dor's shielding tech turns out to be. I'm anticipating it only costing 800 RPs, so we should be able to finish it this quarter. We need to start looking for something other than TIR that can provide protection against energy weapons.
Advanced xenobiology - 800
Mind shields - 70+243.25
Omni-tool upgrades - 37+89
Light cruisers - 10: Again, same reasoning as yours.
2175-Q1 (for delivery 2175-Q2)
Mark II: 500 - Now that our original H&K contract is nearing completion, we can think about implementing the Mark II with a clear conscience.
TIR - 22.5+1577.5
[Some Biotech] - 70
Light cruisers - 10+69.75+94.25 = 204/600: Same reasoning as yours, but also I want to get Light Cruiser tech implemented, both for the Hanar and for the Alliance. Our Space Factory IIIs should start coming online within 2-3 quarters at this point, and we need to be building something larger than a frigate to take advantage of them.
Later priorities in 2175 include the rest of the core Cabira techs--multi-core eezo, grav wave detectors, UV lasers, high GW lasers--as well as blue box AIs if we can get them, and the Invisible Fighter/Frigate techs, just to complete the Cabira's stealth profile.
Lasers are better than repulsor cannons for most things, being longer range even with IR lasers and more efficient in delivering energy to the target (remember that Repulsors are something like 1% efficient; the only reason they're any good at all is because they don't use propellant/fuel). The only reason to get repulsor weapons is for when an enemy has TIR shielding deployed, rendering lasers useless. In this way repulsor weapons are the new GARDIAN laser beams: a "knife range" ship weapon that can do crazy damage, but only when you're right next to the target.
We'll need to develop them eventually, but only after TIR tech proliferates. Until then, it's a waste of RPs.
In fact we had a similarly gigantic cash reserve at the end of last quarter as well, which I'm regarding as a failure of imagination.
That is nothing for this quest. Serious look here. That link will take you to a tally so large it had to be split across three posts to successfully post.
All put together they had a total word count of over fifteen thousand words (15,684 to be exact).
For one, now that we have Repulsors integrated into the suits they can do powered re-entry, like the Tiger does, and can do it more quickly than if we had bothered with that 50-point heat shield tech. For another, the only technologies so far that we have that the Legionary can't mount is either vehicle/starship sized, Invisible Man, or Superalloys. We're not even looking at the stuff we need the Mark II/III for yet (Swarm Networking, Repulsor Cannons, Black F*cking Gun, maybe Thermal Compensator and Artificial Biotics), because in terms of weapon systems we still need to be looking at starship weapons first, since we're still behind the State Of The Art there (Salarians have UV lasers; Geth have X-ray).1) On lasers vs. Mk2 - mk2 is more of a gate tech in terms of how much of our tech can be implemented. Lasers (miniaturized DEW) put advanced laser weaponry in our soldiers' hands (because simple construction lasers just need Mk2 reactors for a power source, really). Mk2 allows integration of a lot of advanced tech in our suits. Plus, Mk2 suits are capable of reentry, flight and lots of other tactical tricks. Basically, Mk2 is more versatile than laser weaponry. Laser weaponry is, well, weaponry. Mk2 is a weapon platform.
That's probably accurate. I guess it just seems weird that a company like ours, which is still in super-exponential growth territory, is constantly in positive cash, rather than taking out all the loans it can beg, borrow, or steal, though that seems to be mainly due to game balance reasons.Actually it's the result of playing safe. I'd have to double check to be sure but I'm pretty sure that 60 billion, or at least the vast majority of it, came from the difference between the estimated income from selling kits to CHA, I used the minimum figures to be safe and avoid going over budget, and the actual income.
I might have missed it - when did we fully integrate repulsors into Mk 1.75? have to say I disagree. Mk 2 is still a qualitative leap forward. It changes the ground and air combat, and, in some ways, even space combat (boarding action might become viable). Integration of Invisible Man is quite a big thing. If QEC could also be integrated into it... Well, that's another leap forward. Basically, more technology can be integrated into Mk 2, than comes out of miniaturized lasers.For one, now that we have Repulsors integrated into the suits they can do powered re-entry, like the Tiger does, and can do it more quickly than if we had bothered with that 50-point heat shield tech. For another, the only technologies so far that we have that the Legionary can't mount is either vehicle/starship sized, Invisible Man, or Superalloys. We're not even looking at the stuff we need the Mark II/III for yet (Swarm Networking, Repulsor Cannons, Black F*cking Gun, maybe Thermal Compensator and Artificial Biotics), because in terms of weapon systems we still need to be looking at starship weapons first, since we're still behind the State Of The Art there (Salarians have UV lasers; Geth have X-ray).
On the other hand, better lasers seriously change the game, both on the ground and in space. It may "just" be a weapon, but it's a weapon that, like the Pilium three years ago, fundamentally changes the nature of warfare, and unlike the Pilium it does so across all theaters of war. In contrast, the Mark II changes the ground game, sure, but we've already won there, and we don't have the follow-on techs to make the Mark II really useful anyway, not yet.
Next week is hell week for me, but it not looking to bad, if I don't encounter a writer's block. Those things are vicious. I may get it done very soon indeed.
It's where the "b" came from in "Mark 1.75b". They're not integrated into hands and feet yet, and frankly that's a silly place for a non-daredevil to put Repulsor engines anyway; for flight purposes you're better off keeping them near center-mass, which incidentally the more combat-oriented Iron Man armors do (see the Mark VII armor at the end of Avengers, with Repulsors integrated into a "backpack" and "shoulder harness").I might have missed it - when did we fully integrate repulsors into Mk 1.75?
I sort of agree, except that we don't really have any guarantee that we'll even be able to scale up black hole guns to starship-scale, let alone how much it'll cost in RPs.Basically - laser weaponry revolution is likely to come even without us, and I like that, and am fine with that - we are ultimately working against Reapers, so we don't need to work on everything ourselves. I'd rather work on stuff others won't be able to do. Black hole gun seems like a good investment there.
So, yeah, I think that black hole guns would be a better investment than miniaturized energy weapons for ground combat, and I am fine with allowing Salarians to have that breakthrough on their own. I also think that Mk 2 platform is important enough to be put out soon, especially in the event of a war.
It means don't harass the QM for an update; that's very rude.
hand and feet is actually a great place for secondary repulsors, where they can be used for stabilization and maneuvering.It's where the "b" came from in "Mark 1.75b". They're not integrated into hands and feet yet, and frankly that's a silly place for a non-daredevil to put Repulsor engines anyway; for flight purposes you're better off keeping them near center-mass, which incidentally the more combat-oriented Iron Man armors do (see the Mark VII armor at the end of Avengers, with Repulsors integrated into a "backpack" and "shoulder harness").
Hmm, you are right. I missed some things about miniaturized energy weapons. How about this?It's where the "b" came from in "Mark 1.75b". They're not integrated into hands and feet yet, and frankly that's a silly place for a non-daredevil to put Repulsor engines anyway; for flight purposes you're better off keeping them near center-mass, which incidentally the more combat-oriented Iron Man armors do (see the Mark VII armor at the end of Avengers, with Repulsors integrated into a "backpack" and "shoulder harness").
I sort of agree, except that we don't really have any guarantee that we'll even be able to scale up black hole guns to starship-scale, let alone how much it'll cost in RPs.
On one hand, UV laser/mini-energy weapons/high-GW lasers techs cost a total of 1200; we know they all exist, that they all stack with each other, and that when all three are combined they fully trump everything in space, up to and including dreadnought weapons. This was one of the core observations of the Cabira techs in the first place: that we can, within 9-12 months, put together frigates that can reliably out-range and take down Batarian dreadnoughts, which we are sure to see in combat if the Batarians declare war like we're expecting.
The black hole version, on the other hand, takes 1200 RPs just for the missile version (Black F*cking Gun + Dark Energy Warheads), which are both super-expensive and questionably reliable. The MAC version? We don't even know how much it'll cost, but at the minimum it'll require 1800 RPs (Black Gun, Advanced Ammo Mods, Small Ship mods), plus whatever follow-on techs are required to integrate the two, all without really knowing how effective it'll be. Oh, and let's not forget that we need to pick up Miniaturized Energy Weapons anyway because the Repulsor Cannon techs are gated behind it; we'll need those to adapt our short-range GARDIAN defenses if and when TIR shielding becomes more common.
All in all, ship-scale laser weapons are faster and more reliable an upgrade path, and we need that right now in anticipation of a Human-Batarian war, the worst of which is going to be fought in space, where humanity is currently out-gunned, as opposed to on the ground where we already have superior weapons tech and drones as backup.
It means don't harass the QM for an update; that's very rude.
The assumption that TIR is unusable to troops on the ground... @Hoyr could you confirm or deny this?
I might have missed it - when did we fully integrate repulsors into Mk 1.75?
On one hand, UV laser/mini-energy weapons/high-GW lasers techs cost a total of 1200
We don't even know how much it'll cost, but at the minimum it'll require 1800 RPs (Black Gun, Advanced Ammo Mods, Small Ship mods),
Oh, right, herp derp.
The reasoning there was that the black hole gun would itself be considered a mod of the normal frigate-sized MAC, however...The mods are only if you want the gun to shoot other things... you don't need them if it only shoot pseudo-singularities or normal singularities.
If we're going this route, where upscaling the Black Hole gun is its own hidden tech series, all that goes out the window.I will say that there will probably be an expensive tech that allows Darkstar like weapons and series of techs that upscale the BFG.
The GM offers no guarantees any of the following will be true (I'm just pointing out what I like to do):
Analyzing my previous habits the size up will probably follow this pattern.
Infantry>Vehicle/Fighter>Starships
And will probably double each jump.
The thing that worries me is that, in atmosphere or on the ground, you'll have the atmosphere interacting directly with the FTL-quality TIR field. I'm not sure what that will do, exactly, but it probably involves spewing Cerenkov radiation everywhere, both inside and outside the field. I'm also not sure we can easily build FTL-quality fields around infantry-scale suits without the Ultracompact FTL drives tech.TIR can be used in atmosphere or on the ground, it just not ideal for units in those areas.
So, TIR is usable to at least generate some laser protection. That's good. Are grav. wave sensors usable in atmosphere and can they be scaled to fit into power armor? To see through walls and TIR shields.I don't recall commenting on it one way or another. TIR stealth isn't useful though as you turn into a black light-hole or act as a giant mirror. TIR shielding for lasers is it's own mess.
Okay so as we have talked about their are two types or TIR which I will label "Black" and "Mirror" for their physical appearance.
Black involves mass increasing fields, but the strength is consequently detrimental to anything near the unit and possibly the unit (it may be possible to shield the unit from this). It basically would involve surrounding the unit in a psuedo-singularity. The unit is nearly blinded as usual.
Mirror has few problems A) the unit can bake in it's own heat, B) if you use a high powered FTL to prevent that field the unit will partially phase, have no mass to resist impacts and be nearly blinded as usual. Oh and be an easily targeted giant mirror.
Interesting partial effects could be used to reduce laser effectiveness, your basically producing "laser cover" not laser shielding. Also short duration uses to close distance after collecting data would be possible.
TIR can be used in atmosphere or on the ground, it just not ideal for units in those areas.
Well, we are unlikely to use ship-scale ones, as they would run counter to TIR stealth (if enemy has grav wave sensors).The mods are only if you want the gun to shoot other things... you don't need them if it only shoot pseudo-singularities or normal singularities.
I will say that there will probably be an expensive tech that allows Darkstar like weapons and series of techs that upscale the BFG.
The GM offers no guarantees any of the following will be true (I'm just pointing out what I like to do):
Analyzing my previous habits the size up will probably follow this pattern.
Infantry>Vehicle/Fighter>Starships
And will probably double each jump.
Wait, what? What weapon are you planning on using then? You're already dismissing lasers; Repulsors are way too short range; are you suggesting we use regular un-upgraded MACs as the primary weapon for TIR-stealth ships?Well, we are unlikely to use ship-scale ones, as they would run counter to TIR stealth (if enemy has grav wave sensors).