There are three solutions for this:I think people here are forgetting something fundamental to this discussion; The Alliance is tiny. I discussed this earlier with my bit on human population but that applies to pretty much every aspect of the Alliance. It is really strong for it's size, especially with all the advancements we've been throwing at it, but it is still tiny. The Alliance can barely hold onto the territory it has already claimed. The Alliance's strategy of "fleets at major relay nodes" is less a matter of practicality and more a matter of necessity. They just can't afford to put ships, let alone fleets, in every sector they have claimed.
The Alliance has done the smart move in any 4X game; claim as much territory as you can as fast as you can and then develop it as you can. There are dozens of tiny colonies that mostly just exist to push the Alliance's borders outwards. In centuries they will be filled with people and represent massive economic boons but for now they are basically outposts depending upon government support.
In an ideal world the Alliance would take advantage of this war to claim as large a swath of Batarian territory as possible. More territory almost always better. Thing is that almost is there for a reason; if you can't hold your territory it becomes a net loss for you.
So my expectation is that the Alliance will go in; obliterate the Batarian's naval forces, cripple the Batarian's economy by smashing most their factors, rescue as many slaves as practical, and then leave. They just don't have the spaceships, let alone the raw manpower, to actually try to hold and occupy Batarian space. Especially since the Terminus has made it clear how they feel about the idea of land grabs:
Odds are the Alliances goals for this war are:
Every credit of work the Alliance can get out of the Batarians for free is one more credit that can be pumped back into helping expand the Alliance.
- Cripple Batarian naval forces to prevent future attacks and slave raids.
- Recover as many (primarily human) slaves as possible.
- Force as harsh reparations upon the Batarians as possible to exploit their larger manpower.
We are turning Earth into a forge world soon.Can the PI fund colonization as well? Earth is covered in slums filled with idle manpower.
AlsoThere are three solutions for this:
1) Aggressive automatization. We are already going down that route, but it is fraught with AI dangers, both political and actual
2) Aggressive transhumanism. Might only be possible with virtual aliens, but forking definitely solves the issue of manpower; plug and play skills also solve many issues with labor forces and definitely lead to an explosion of available workforce, if only because now anyone can have almost any profession quickly and on demand (and did we discuss child labor laws in light of this technology? I think we did at one point)
3) Aggressive uplifting and vassalization. Go out in the great beyond, find new uncontacted aliens, uplift them for labor force.
Actually, are we sure that the Reapers are going to invade around the same time as canon? The way I see it, the reapers might invade earlier or later than canon due to the influence of PI. Most likely earlier, unless the Reapers decide to delay their attack for a few more years for some reason.Also
4) Wait for a few decades/centuries.
The current plan however not one that we're going to be picking for Reaper/meta-knowledge reasons.
We do have some plans there related to offering people 50k, a skill chip with a useful trade, and a ticket, probably on a PI ship, to a colony world to promote immigration. That will certainly help by effectively increasing our GDP per capita, as will stuff like increasing automation, but ultimately the Alliance is constrained by it's comparatively minuscule population and there just isn't anything we can do to solve that in a useful timeframe.Can the PI fund colonization as well? Earth is covered in slums filled with idle manpower.
This isn't actually a big deal. As I laid out in this post:Or we prepare to hire all those soldiers that are no doubt left over after the war ends, depending on how much additional intake they get.
The Alliance has a large pool of retired soldiers to call upon already and there are good odds most of them will go back into whatever their previous line of work was after the war.12 million active personnel and ~348 million retired personnel as per:
Done.
Fun fact; Humanity has a population around 12 to 13 billion given Earths 11.3 billion and that most it's oldest colonies only seem to have a couple million.
So going with 12 billion at 3% service rate means roughly 360,000,000 people have serviced in the Alliance at any given time.
Now if we assume that 12 billion is spread evenly over the full 150 years a human lives that means each year 80,000,000 turn 18. Three percent of that is 2,400,000 so roughly that many people enroll every year.
The update says most people only stay in for a few years. Lets go with 5 years since IIRC the normal military contract is roughly four years with lifers dragging the average up.
That gives the Alliance a standing military force of roughly 12,000,000. Of course some of these will be support staff but I imagine the percentage is a lot lower then modern militaries thanks to VIs.
If we assume that thanks to power armor, starships, and genemods humans remain competitive up until they turn 50 then we're probably talking around 64.8 million former military personnel who could be reactivated with minimal retraining.
As QM, I generally consider the source material more of an inspiration than hard and fast canon. I will change things if necessary. So use meta-knowledge at your own risk.Actually, are we sure that the Reapers are going to invade around the same time as canon? The way I see it, the reapers might invade earlier or later than canon due to the influence of PI. Most likely earlier, unless the Reapers decide to delay their attack for a few more years for some reason.
As the person who created and ran it from pretty much the beginning I'm up for any help you need here.My next step will be trying to understand the financial document. Dunno how long that's going to take. If someone can talk me through it, that would speed things up and be generally appreciated.
Basically this. It also offers limited comm interception capabilities, but that's not going to work against more elite forces with better encryption. There will be an advanced version you can upgrade to afterwards that is better at that, can do some remote hacking, and has voice mimicing software if you want to do some social engineering, but those features aren't on the most basic version.Remember the Geth Hoppers from ME1? The ones that scrambled your tactical radar so you had to rely completely on your visuals to detect enemies? I imagine our EW-VI does something very similar. It's not exactly groundbreaking or gamechanging in itself, but it has some *very* nice synergy with the mobility our PA offers.
To a degree, yes. Current mental image is that the feed looks like a giant P90 mag on the bottom of the arm.Forgothrax said:
Yes. The setting the yield higher will run into recoil and wear issues, but that won't stop some enterprising soldiers from trying it. And lower velocity is trivial to do.EDIT: Oh, and speaking of overkill - can't we trivially make the yield for the autocannon variable? it's a mass accelerator. Less current = lower yield.
Possibly. I've been giving some consideration to bringing other elements of the MCU in, and if I were to do so, Wormholes would definitely be a thing.Yog said:What about fiddling with wormholes? I mean, those should be possibly achievable with toroidal black holes and stuff like that.
I imagine there are plenty of companies that operate both in and out of the Terminus, and keeping a few Warships to protect one's holdings in the Terminus won't really draw much attention. Building a Carrier or Dreadnought will, as most Megacorps don't bother with anything heavier then Cruisers, but it is legal. Technically. Though a great many people may start asking rather pointed questions if you start amassing a fleet.LockedKeye said:Considering that the major mercenary companies have entire fleets...maybe. Said companies tend to operate out of the Terminus.
Oh, she's a complete sociopath, but she's a very professional sociopath.Uxion said:I just realized where that name is from.
She is from the first deus ex game and she is a psychopath. Do not trust her.
Yes, though not initially. Shepard will be able to earn certain bonus modifiers a bit further down the road, which may apply to only one category or all of them. "Hero" Researchers will typically have a specialty that they get a bonus to researching as well.I assume that special teams (like ourselves) will give bonuses/bonus dice. Or possibly modifiers for special project types?
Yes. I'm willing to allow you to break ground on the both of them at the same time, in which case Lab 1 would come online in 3 months and Lab 2 3 months after that. I just won't let you jump straight to 2 or build two 1s.Could we spend 120 mil to get Lab 2 straight in 2 turns/6 months? Or would it take 3 turns?
Biotic Armor is pretty much exactly that, though it's rather difficult to use by non-biotics, due to it mimicking biotics completely, i.e. the pilot needs to learn Biotic mnemonics and such from scratch.
The difficulty curve is about the same, it's just that practice is inherently more difficult, as it requires wearing a multimillion dollar suit and thinking in ways you aren't really used to using your brain. Natural biotics can practice easier, and without as many concerns of accidentally breaking the building. Also, can sync the suit to their own eezo network to get a little extra umph.Neat! Would you say that the artificial biotic armor is about as difficult to learn to control as natural biotics, or more difficult?
YesWould "Advanced Neural Interface" and the prosthetics branch improve the biotic armor's effectiveness?
Pretty much, though syncing requires hardware adjustments. The suit's eezo network needs to be adjusted to match the biotic's.And what happens if you stick a natural biotic user in an artificial biotic armor suit? Is it easier for them to sync with it? Does it boost their biotic power?
That sort of thing is under the middle material sciences tier.
No. Canon!Shepard is a player character, and no NPC can ever replace that. His "where are you in 11 years" dream looks very much like canon!Shepard, though.
Your legal team should be able to swing things so that if you spend at least 50% of your production on Arc Reactors, and take steps to step up your production to meet demands, you won't get into too much trouble. The rule is there to prevent you from sitting on a tech that could be useful to everyone, not to fuck over small companies with good ideas.What sort of production are we expecting to need to avoid been forced into a licensing deal?
You'll get your own upgraded kind of frigate. Not the Normandy, of course, but your own thing that's certainly different than what everyone else can build. It will also open up shipyards for your producing pleasure.So would this research give Revy her own superior Frigate design using existing (non-PI) tech or is it like the basic ground vehicle option in that it simply gives her the knowledge needed to make designs that incorporate PI Tech?
Your vehicle (tanks/ships/mechs) techs give you a working chassis. Adding stuff to that is extra, so if you get basic weapons, you can add the weapons you have developed. For larger chassis, you may be able to scale up your weapons (bigger missiles!), but if you want something that takes advantage of being stuck to a cruiser on a fundamental level, you need to research new (cheap) tech.That actually reminds me; how are fairly broad research topics like Basic Biotec, Ground Vehicles, and the like, treated compared to more specific ones like our power armor, where we had to research the armor, then various sub-systems (ie, wrist-mounted smg, micro missiles, etc)?
For example, in regards to the bit about Revy primarily being a weapons manufacturer, let's say that at some later point she goes and gets the techs for cruiser-sized ships, and decides to put her prodigious science and engineering skill to use, and design a hyper-efficient combination of asteroid mining ship and mobile refinery, or use the superdreadnought-tech to design a mobile shipyard, or gene modding to extend the natural human lifespan to asai or krogan levels of longevity.
Things like that.
Yes, it's scaleable up to fighter sized crafts, and that includes gunships and weapons turrets.Does this include Spaceships?[ ] The invisible man (400): The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)
This would also be great for those gunships that pop-up in ME2 and ME3. Powered by an arc reactor with silent electric engines and flying low to the ground they would make great sneak attack weapons.
Also useful for us putting up weapons emplacements on our buildings. Imagine a group of Baterian or even Eclipse raiders showing up only to get mowed down by invisible guns.
1) 500m. See below1)What is the maximum range of a Repulsor as a weapon? In and out of an atmosphere if it's effected by that.
2)Is it effected by the amount of available energy?
3)If the answer to 2 is yes then what sort of range would one have connected to a 150GW ISAR reactor?
6)How are repulsors effects by been fired down into an atmosphere compared to firing up out of one? (IE kill-sat vs. ground based anti-starship).
7)What is the average and maximum RoF for a repulsor? Does it vary with size?
4) Pretty damn powerful. I don't want to give hard numbers for tech 150 years in the future.4)What sort of capacitors are there available on the market?
5)Can Revy build super-capacitors?
8) They blow up people's heads without blowing up the human shield's head, though some bone and brain spatter may occur.8)How damaging are Micro-Missiles?
9)What is the maximum range for a Micro-Missile?
10) A flat no. They have orbital superiority and they are not OK with anything that could potentially threaten this. That said, if you were to donate some sattelites to them, they could probably be persuaded to have them in orbit over Mindoir.10)What is the Alliance's policy on privately own anti-ship satellites over Alliance planets. Say Mindor for instance.
11)Are QEC something Revy would be able to develop on her own or would she need an appropriate tech hero?
Ah. Right.Codex/Technology
It describes both the existing method of comm buoys (which should be extremely expensive), as well as QEC.
I'm thinking it's similar to how airspace is handled irl. There are central control towers that handle what you can do in populated areas, but on colony worlds like Mindoir, there are large stretches of land where you can do pretty much whatever you like.One thought I had was, 'what is the policy on most planets and colonies for de-orbit and landing'?
1) Yes.@Ebsilon - do repulsors have a momentary charge time before firing as sometimes seen in the movies?
Edit - also, just to clarify...we can have a laser primary weapon as things are right now, but need the miniaturized tech for a laser point defense system.
I'm gonna pull the number 10 out of my security-recommendation-hat.How many security teams do our security people recommend for full coverage once the new facilities are online?
Yes. At least of the designs that are in progress.hmm a thought just occurred to me,
@Esbilon does our lab have non-FRM versions of our tech?
Yes, but you won't be able to vet their buyers. There is a beautiful quote about this in the an episode of Yes, Minister (The Whisky Priest, series 3, episode 6), but it sadly does not seem to have made its way to the Internets.
Yup, rotating black holes can be traversable. But the space-time you exit into is not the same as the one you entered from.I've heard that taking a black hole and getting it to rotate at a large percentage of c would have the mass inside the hole "move" towards the hole's edges, which would expose the singularity and reduce lethal tidal effects, resulting in possibly a traversable wormhole if you could get it to work right.
In theory, though. Haven't read anything on this that supports the idea, but it does sound cool.
Oh, this is great. Thank you very much. Seriously, this is really nice.As the person who created and ran it from pretty much the beginning I'm up for any help you need here.
Also while I never got around to finishing it I did start a compilation of all the WoGs from across the various threads. I only finished the first 4 threads but here it is and compiled the first but here is what I have:
So my expectation is that the Alliance will go in; obliterate the Batarian's naval forces, cripple the Batarian's economy by smashing most their factors, rescue as many slaves as practical, and then leave. They just don't have the spaceships, let alone the raw manpower, to actually try to hold and occupy Batarian space. Especially since the Terminus has made it clear how they feel about the idea of land grabs:
Which is a good project, but ultimately not going to really move the needle on poverty because PI factory complexes don't really employ all that many people (and, for the moment, only pay good wages to the researchers; security personnel make less than 50K a year salary which is fine for a remote rural community like Mindoir used to be but is a pittance in a city). Project Via's going to be a bigger draw in that regard: by lowering the setup and breakdown costs and time for mining colonies it becomes possible to take on more marginal claims, massively expanding the number of people that can be employed in that sector.
One of the last times we did hear from @Hoyr was when he proposed a new, streamlined, more hero-based research system. It was sort of rough at the time and I'm not quite sure it checks all the boxes you're thinking of, but it's worth a look I think.I'm also thinking about the research system. I'm worried that it just doesn't work for the scale we've reached, and how it's going to work out in the future. I'll spent some time on how I want to deal with that. If you have thoughts on the matter, let me hear. Depending on the results of that, I may also take another look at the tech tree, and switch things up there. Still, that whole things is still in it's infancy.
On one hand, yeah the full SR4-style character sheet is probably unnecessary. On the other, we probably should see Revy get into fights personally every once in awhile, at the very least because we've already invested a lot of time and mindshare in Peak Human treatments and biotic training. Glorious face-punching isn't a primary focus of the Quest, but we do know that there are a number of very powerful groups who are personally interested in Revy, so it's inevitable she's going to find herself confronted outside of the lab and corporate boardroom.Finally, I'll probably kick out the explicit skills/ratings for Revy. The quest already has enough numbers, and those don't add much. Revy getting into fights personally isn't what the quest is about.
We can wait, I think, unless this causes you to burn out.
Some thoughts from what i remember (and think of now):I'm also thinking about the research system. I'm worried that it just doesn't work for the scale we've reached, and how it's going to work out in the future. I'll spent some time on how I want to deal with that. If you have thoughts on the matter, let me hear. Depending on the results of that, I may also take another look at the tech tree, and switch things up there. Still, that whole things is still in it's infancy.
Hopefully knock-on effects, such as people employed in transporting materials and goods to and from the factories, people employed in sales, etc will help at least a bit.Which is a good project, but ultimately not going to really move the needle on poverty because PI factory complexes don't really employ all that many people (and, for the moment, only pay good wages to the researchers; security personnel make less than 50K a year salary which is fine for a remote rural community like Mindoir used to be but is a pittance in a city). Project Via's going to be a bigger draw in that regard: by lowering the setup and breakdown costs and time for mining colonies it becomes possible to take on more marginal claims, massively expanding the number of people that can be employed in that sector.
That is in the direction of what I was thinking.One of the last times we did hear from @Hoyr was when he proposed a new, streamlined, more hero-based research system. It was sort of rough at the time and I'm not quite sure it checks all the boxes you're thinking of, but it's worth a look I think.
Ahh, to be clear, I don't intend to complete remove her character sheet. I'll just turn it into a more narrative, trait-based thing. So training and so still matters, I just won't put hard numbers on that.On one hand, yeah the full SR4-style character sheet is probably unnecessary. On the other, we probably should see Revy get into fights personally every once in awhile, at the very least because we've already invested a lot of time and mindshare in Peak Human treatments and biotic training. Glorious face-punching isn't a primary focus of the Quest, but we do know that there are a number of very powerful groups who are personally interested in Revy, so it's inevitable she's going to find herself confronted outside of the lab and corporate boardroom.
something like mazrick's one piece quest character system?That is in the direction of what I was thinking.
To elaborate on my ideas for the research system: You have different categories of tech, and different hero levels. So you need Revy to create the amazing super tech. I'd also have creating a new design for a ship/weapon whatever as a research task, which can be handled by less skilled people. I would like to cut down on mostly irrelevant technologies, and have it so you focus on only a few that actually matter each turn.
On the categories: I'd probably would be something like Future Tech, Laboritories, High-tech, Common Use. It would be possible to do research to drop a tech down a level, making it more broadly available/usable/understood.
Ahh, to be clear, I don't intend to complete remove her character sheet. I'll just turn it into a more narrative, trait-based thing. So training and so still matters, I just won't put hard numbers on that.
Yeah, though it's not like it's unique to him.
It is worth noting this has kinda always been the case. It's just designs have generally speaking been 50RP projects and omakes, barring other special rewards, generally gave 50RP so player created designs, which could involve a lot of work, were generally treated as omakes towards completing the R&D on the project.I'd also have creating a new design for a ship/weapon whatever as a research task, which can be handled by less skilled people.
What exactly do you mean by this? We've basically never researched a superfluous technology due to how limited our research budget is. What sort of technologies are you thinking are irrelevant?I would like to cut down on mostly irrelevant technologies, and have it so you focus on only a few that actually matter each turn.
Hmm, I had more of the early game in my mind. The current tech tree is pretty much already reduced. Though it doesn't really leave much room before you completely leave the realm of hard scifi. Which I don't have a problem with in principle, it just might screw with the tone.What exactly do you mean by this? We've basically never researched a superfluous technology due to how limited our research budget is. What sort of technologies are you thinking are irrelevant?
Good point. I don't want to discourage people from making designs. That said, it feels like putting a dreadnought together should be a lot of work, by sheer size alone, even if the components are well understood. Hmm.It is worth noting this has kinda always been the case. It's just designs have generally speaking been 50RP projects and omakes, barring other special rewards, generally gave 50RP so player created designs, which could involve a lot of work, were generally treated as omakes towards completing the R&D on the project.
I think the thread has heard every opionion from they're on there way in NOW before we derail anything to far, to, if we create or seem that we will create a superior solution to their primary purpose then they just won't. So expect the invasion literally any time between immediately and never.Actually, are we sure that the Reapers are going to invade around the same time as canon? The way I see it, the reapers might invade earlier or later than canon due to the influence of PI. Most likely earlier, unless the Reapers decide to delay their attack for a few more years for some reason.
I personally despise Discords for separating thread discussion between two different places however yes there would probably be enough interest.EDIT: Discord servers seem to be the hip new thing for popular quests. Is there enough interest for me to open one?
Theres a quest in ME1 where you have to talk down an ex batarian slave Talitha remember that slaves may have lived their entire life being abused and broken down by a civilization that has spent millenia perfecting the craft. And also that Batarians don't really use slaves for labor anyway, generally industrialisation (especially in the sci fi future) kinda makes them semi obsolete, so they don't necessarily come with the skills to make themselves useful. The slaves would probably be more of a burden on society in the short or even medium term, this harsh truth is probably why the Batarians get away with it, because no council race wants to go through the process of deprogramming millions or even billions of brainwashed victims.Free the slaves and make them SA citizens? That might help solve the manpower problem?
We dragged this from soft to hard before and we'll do it again. Don't underestimate us!Though it doesn't really leave much room before you completely leave the realm of hard scifi. Which I don't have a problem in principle, it just might screw with the tone.
Separate technology intoAnyway, I was also thinking stuff like: Ok, you have researched advanced biotechnology. Now actually put it to use. And so you'd have a research task to actually create technology from that. Though that might be a bit boring. You could have that as making the technology more useable, thereby changing it's category, but then I have to keep track of a whole bunch more stuff.
Good to know and I agree with Dark as Silver; we can totally make surprisingly soft stuff hard.Hmm, I had more of the early game in my mind. The current tech tree is pretty much already reduced. Though it doesn't really leave much room before you completely leave the realm of hard scifi. Which I don't have a problem in principle, it just might screw with the tone.
Since you reminded me of it by mentioning dreadnoughts I thought I'd link you to the Starship Designer I put together way back when designing the Pynda. It's not linked anywhere on the front page as far as I can tell for some reason.Good point. I don't want to discourage people from making designs. That said, it feels like putting a dreadnought together should be a lot of work, by sheer size alone, even if the components are well understood. Hmm.
Frigates were low enough that just a single omake reward was enough to cover the upgrade, and both Frigates were in fact researched via omake, while the others were more challenging. It seems reasonable to me to keep the current design omake = new design for things of Frigate size/complexity and smaller/simpler while having larger projects, like Cruisers and up or space stations, requiring proper R&D.Huai-Hai Class Frigate Block 6 Upgrade (50 RP): The oldest and most numerous of the SA's ships. 200 million credits development money. (Requires Frigates)
Waterloo Class Frigate Block 3 Upgrade (50 RP): SA's newer frigate deployed 6 years after the first contract war. 150 million credits development money. (Requires Frigates)
Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)
Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)
Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
Well generally each research item is directly connected to some piece of technology. So requiring us to then research a task is really just making the initial research longer. Besides what is the point in basically researching the same item on the tech tree twice?Anyway, I was also thinking stuff like: Ok, you have researched advanced biotechnology. Now actually put it to use. And so you'd have a research task to actually create technology from that. Though that might be a bit boring. You could have that as making the technology more useable, thereby changing it's category, but then I have to keep track of a whole bunch more stuff.
If you need more ideas for hard scifi, I suggest taking stuff from Sid Meier's Alpha Centauri. It had some of the hardest science (and hardest soft science, for that matter!) in all of 4X gaming.Hmm, I had more of the early game in my mind. The current tech tree is pretty much already reduced. Though it doesn't really leave much room before you completely leave the realm of hard scifi. Which I don't have a problem with in principle, it just might screw with the tone.
Well, I guess I'll look forward to that then.Good to know and I agree with Dark as Silver; we can totally make surprisingly soft stuff hard.
Sounds like a plan.Since you reminded me of it by mentioning dreadnoughts I thought I'd link you to the Starship Designer I put together way back when designing the Pynda. It's not linked anywhere on the front page as far as I can tell for some reason.
I definitely agree that large projects should probably take some heftier research. If we look back to when we were given options to perform block upgrades on the Alliance's existing starships:
The idea is that at some point, it won't matter how good a single ship is, if you can't make enough to actually matter, and it doesn't matter if Revy has a totally amazing idea for a weapon, if she's the only one that understands it. This would basically be a measure of how much of the population can actually be mobilized to make use of it. Just PI, just the Mega-Corps or Military, or general use tech. Like the development of computers or even planes.Well generally each research item is directly connected to some piece of technology. So requiring us to then research a task is really just making the initial research longer. Besides what is the point in basically researching the same item on the tech tree twice?
If so, could PI do a major project to increase the general intelligence of Humanity through its genetherapy clinics? A long-lived race where everyone is born genius would be interesting to play.The idea is that at some point, it won't matter how good a single ship is, if you can't make enough to actually matter, and it doesn't matter if Revy has a totally amazing idea for a weapon, if she's the only one that understands it. This would basically be a measure of how much of the population can actually be mobilized to make use of it. Just PI, just the Mega-Corps or Military, or general use tech. Like the development of computers or even planes.
When you think about it, both Mass Effect and Iron Man are decidedly soft-SF universes which we in the thread have analyzed, broken down, and rebuilt to be as close to hard-SF universes as the source material allows (see: Mass Effect magic hacking beams and biotics, or, well, basically everything that happens in Marvel). What we've done is essentially make Eezo and Arc Reactor/Repulsor techs into sort of fantasy Macguffins that do what they do "because Science" and built the rest of the world's physics using those as axioms; most of the more out-there stuff on our tech tree like "TIR (Total Internal Reflection) shields" and "Thermal Annihilator" come from people like @Yog working out exactly how those initial axioms would be able to create some spectacular effects.Hmm, I had more of the early game in my mind. The current tech tree is pretty much already reduced. Though it doesn't really leave much room before you completely leave the realm of hard scifi. Which I don't have a problem with in principle, it just might screw with the tone.
We dragged this from soft to hard before and we'll do it again. Don't underestimate us!
Funnily, you mention two techs that kind of disprove your case. How many people use a computer, or a plane, or a smartphone, as opposed to those who really understand how they work? That's one of the things that differentiates technology from magic: technology is democratized in that you don't have to know the secret rituals that let you manipulate the universe to do your bidding; someone else has done all of that for you.The idea is that at some point, it won't matter how good a single ship is, if you can't make enough to actually matter, and it doesn't matter if Revy has a totally amazing idea for a weapon, if she's the only one that understands it. This would basically be a measure of how much of the population can actually be mobilized to make use of it. Just PI, just the Mega-Corps or Military, or general use tech. Like the development of computers or even planes.
but that kind of thing is more of an explicit exception, made because I kind of want Unibeams to be a sort of magic-like effect that requires the presence of one of our Research Heroes to work right for narrative reasons, not because technology actually works that way IRL.Although, speaking of energy weapons that I want to integrate into the suit, I'd very much like to have a unibeam put somewhere on our tech tree. The way I'd distinguish them from our other weapons techs:
Repulsor Cannon/Particle Beam/Go Away beam (existing tech tree)- These are basically range improvements on the original Repulsor's weapon system, which is a linear quark plasma beam, using a thermal laser pump. Normally that doesn't make sense because plasma expands, and just adding heat would just make it expand faster, but it works in this case because of the exotic origin of a Repulsor's particle source (the same weird zero-point energy source that Arc Reactor energy comes from)
Unibeam/Unibeam Cannon/Unibeam Projector (new tech tree)- Rather than exciting the decayed quark plasma, the Unibeam fires a laser through the center of the Repulsor blast as it's firing, essentially projecting out the exotic extra-dimensional particle stream that normally only exists inside the Arc Reactor/Repulsor. The unibeam is ridiculously powerful and deadly, but it creates a problem in that literally every time you fire it you're bringing particles into this universe that operate under entirely different universal constants, which means you need a very well-read theoretical physicist around, monitoring the output in real-time with an advanced ANI, just to keep the output from indiscriminately ravaging everything within a light-second of your position.
TLDR: Repulsor cannons let us put plasma beam main guns on our warships, sort of our answer to the wide-scale deployment of TIR shielding. Unibeams are much stronger than Repulsor cannon tech, but you need a very smart high-energy theoretical physicist in the cockpit (eg. a research hero like Revy, Gaver Dor, Conrad, etc) to actually use it in a fight without dooming your own ship, and possibly the surrounding star system.