Shepard Quest Mk VII, Age of Revy (ME/MCU)

Turn 22 2175-Q3 Tsunami (News, Political Review, PI, and ParSec)
Tsunami (News, Political Review, PI, and ParSec)
2175-Q3

News:

Turians
The Human company Paragon Industries has done it again. Soon after the release of the Peak Salarian Treatment, which is even now being distributed across Council space, the Turians were next to receive the treatment much to their surprise. The Relay 314 incident was only 18 years ago and many Humans still express their anger over the incident and their dislike for Turians. So the Turians were understandably surprised that the Humans had offered them something that would improve their people and combat abilities overall, ahead of even the Asari which are commonly held more favorably by the Humans. Perhaps this is a sign that the Humans are letting go of past grudges and signals the beginning of a more peaceful relation with the Turians?

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Politics (Laurence Freeman):
Terminus
Information has been obtained using the cracked Batarian Cipher. The Batarians and other Terminus factions are gathering en mass at planet Bekke in the Nemean Abyss in preparation for a massive assault on Council space in retaliation for the war declaration. The Systems Alliance and Council is aware of this and plans to strike them first.

Citadel
The Citadel Fleets shall be following in after the Alliance strikes first, using their admittedly superior ships as the tip of the spear to force the Batarians to focus on them only to be sandwiched between them the Council fleets. Their goal is to hopefully deal a decisive enough strike to force the Batarians and their Terminus allies to surrender.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
PI (Lindsey Bradley):
Again nearly a quarter of our production is being eaten up to fulfill our current contracts, with the new Citadel Market contract taking effect next quarter to begin supplying Citadel space with Gen II arc reactors for increased profit margins.

The System Alliance has not changed their priorities for production demands, ships, and better overall equipment for the troops.

I have taken the liberty of signing Paragon Industries up for the next Tech Expo in 2176-Q6, it has been quite some time since the last expo and I know you have been getting...antsy about not getting to properly show off your work. If you wish I can still cancel the booking?

[ ] Go to tech expo in 2176-Q3 (Mini Event)
[ ] Do not go (Regular Turn)

Starting Budget: $1,502,836,806,156 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 16,686,668.4 (All taken contracts have been automatically fulfilled with required production removed)
Excess Production exchange rate: 260,000 Credits/Production (All unused production points shall be converted at end of turn to be added to beginning of next turn.)


Colonial Construction Inc.: CCI has been getting plenty of experience in doing mass construction these days thanks to you. Thankfully they had completed that mass hiring cycle and had access to those VI controlled drones to help out or else they might have had some trouble keeping up with your demands. They have already began doing another hiring cycle in anticipation of future orders with many new hires being offered and accepting plug and play implants to get them ready sooner.
Work on:
[ ] Some Project not for Paragon Industry?

Paragon Industry Actions:
[ ] Build Things
-[ ] What and where
[ ] Produce items for in house use
-[ ] What and how many
[ ] Marketing/Ads
[ ] Lobbying (Spend money and try to convince politicians to do something)
[ ] Sand an expedition to Intai'sei (Prothean Box Treasure Hunt)
-[ ] Funds and other resources/preparation?
[ ] Apply for AI License
[ ] Upgrade security force equipment for your factories
-[ ] Upgrade all to Rookie hardsuits
-[ ] Upgrade all to Soldier hardsuits
-[ ] Upgrade all to legionary suits
-[ ] Upgrade all to spectre level weaponry
-[ ] Write in
[ ] Write-in

Spare Time (pick three):
[ ] Train
-[ ] Non Research Skill
-[ ] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
-[ ] Instructor?

Throw: Known by several names this technique allows the user to strike targets with blasts of telekinetic force. Most combat level biotics can send their targets flying giving this technique its name.

Lift: A useful technique that can be used to levitate targets. Well know or it combat use where the biotic leaves the target hanging "helplessly" in the air.

Yank: Often described as the opposite of throw this technique violently pulls a target to the user.

Construct: A technique for producing simple objects out of biotic force fields. This level only produces weak objects of extremely simple geometries. (Cubes, Pyramids, Spheres) Many biotics develop their own personal advanced constructs or controllable ones based off of this technique. For example Gaver Dor's Biotic Hand technique.

Develop Biotic Technique: Invent your own technique or try to learn a technique you don't have a teacher for. Success depends on you mastery of biotics and the difficulty of the technique. [Hard, counts as two choices].
[ ] Spend Time With [Person(s)]
-[ ] Doing what?
[ ] Meet New People
-[ ] Around Landing
-[ ] Employees
-[ ] Write-In
[ ] Explore/Visit
-[ ] Landing
-[ ] Elysium
-[ ] Earth (Where?)
-[ ] Citadel
-[ ] Elsewhere
[ ] Study (Subject)
[ ] Headhunt a research hero (this will not necessarily come into fruition immediately).
-[ ] Specify area of expertise.
[ ] Install Wetware
-[ ] What?
[ ] Write-in


Vehicles:
[ ] Heavy Armor [1200] (Requires Military Design and Engineering Skill Rank B): Take the problems held by Medium Armor and scale them up. Larger, heavier, and slower, three things that existing combat doctrine hates. Fixing these issues will involve solving the same issues as with Medium Armor, but requiring much better solutions. These would require a ship bigger than a frigate to carry them on their underbellies and drop them from orbit to be transported.

[ ] Mammoth Tanks [1600] (Requires Heavy Armor tech, Military Design, and Engineering Skill Rank A): When you really want a giant moving fortress, the obscene size of these tanks would make any serious researcher wonder if they were even viable. But there's something about having an enemy soldier ask the question "Is that castle moving?" that appeals to you. Would require a dedicated transport craft or just make them into spaceships, either or.

[ ] 15 Meter Mech [800]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." You also had a shirt he got you that same year for your birthday that said "My robot is bigger than yours." Now, you will also have those as well.

Material Science:
[ ] Unobtainium [3200] (Requires Mass Effect and Physics Skill Rank A): There are materials even more advanced than your own superalloys. This cannot stand. The Unobtainable will be yours! Even if you have to reduce your self to jibbering madness to discover how to make them! (Does not include actual threat of jibbering madness unless you were already on the edge anyway, does allow insane combinations and levels of material properties. Up to what ever level the GM will let you get away with, maybe expensive)

Engineering:
[ ] Improved Arcologies [800]: When a civilizations advance far enough Arcologies are designed as a necessity for many people. After all after a point a planet can only sustain so many people before running into issue unless you have something in mind to handle them. Your goal is to improve upon the idea to take into account all your most recent technological innovations from power generation to modular tech to vastly improved materials. Your Arcology designs will not only be far more efficient in every category than anything else available but will also be as comfortable for the residents living there, self sufficient and will be designed for potential attacks as well.

Computing:
[ ] Advanced Hacking VI [800] (Requires Programming Skill Rank B): Now with data reports from your field agents utilizing your basic hacking VI against the mature Terminus E-Security you now know where you could do better with the next iteration in electronic warfare.

[ ] Basic Diplomacy/Legal Assistance VI [400]: A helper program similar to current VIs but with a larger knowledge base and increased versatility. Programmed with the knowledge of galactic legalese and cultural practices, now you too can fake being an expert on Vorcha greeting rituals.

[ ] Advance Electronic Warfare VI [92.5/800] (Requires Programming Skill Rank B): Taking the existing electronic warfare VI and making it better in every way. Truly the motto of Paragon Industries. But overturning existing knowledge and technologies is practical a normal Tuesday for Revy.

[ ] Advance Security VI [800] (Requires Programming Skill Rank B): As if Revy wasn't scary enough, she also uses what she has learned and makes her past projects better. Dissecting the rather anticlimactic death of the superbiotic, along with analyzing the more dangerous mech attack, along with inputting battlefield data from centuries of warfare, we can now create a security VI that would intimidate generals everywhere. Possible even replace them.

[ ] Advanced Combat Analysis VI [800] (Requires Programming Skill Rank B): Your basic combat VI is good enough that it will eventually tell you what you need to win, but eventually is a very long time on the battlefield, time which you would not have, solution of course is to make the VI better and improve its programming.

[ ] Advanced Construction Drones (Basic construction VI required) (Requires Programming Skill Rank B) [1600]: The construction drones have proven their worth ten times over in increasing workplace safety and efficiency, with a little bit more effort you bet you could make them prove their worth a hundred times over instead!

[ ] Blue Box AI [1600] (Requires Programming and Hardware Skill Rank A): Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)

[ ] Pure Software AI [3200] (Requires Programming Rank A): Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)

Biotech:
[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)

[ ] Advanced Prosthetics [800] (Requires Biology Skill Rank B): Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.

[ ] Human Converted Gene Treatments (Input race) [800] (Requires Biology Skill Rank B): You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari, Salarians, Turians. etc.

[ ] Eternal Youth [2500] (Requires Biology Skill Rank A) : Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).

[ ] Extremis (Locked) [2500] (Requires Prereq tech ???, Biology, Programming, Hardware, and Nanotech Skill Rank A): Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.

[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.

Energy Weapons:

[ ] High Gigawatt Range Lasers [800]: More power! There are totally justifiable uses for lasers that carve gaping holes in warship from hundreds of kilometers away. Like carving gaping holes in warships. You have to upgrade a lot of elements to make it work though. (Also what it says on the tin.)

[ ] X Ray Lasers [800]: Bah, what is a mere 300x the previous range of an IR laser? You're gonna aim for 1000x using X RAYS! With lasers like these you honestly might need better sensors just to aim your shots and see if you even hit your target.

[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.

[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.

[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.

[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!

[ ] Wireless Power Transmission [2000] (Requires Energy Skill Rank A): So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?

[ ] Quantum Power Entanglement [????] (Requires Energy Skill Rank S and Wireless Power Transmission): Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.

Ships:
[ ] Dreadnoughts [2400]: Take all the complications of making a heavy cruiser now make it bigger. Dreadnoughts, slow moving giant space fortress artillery that can destroy almost anything in space in a single shot of its kilometer long spinal cannon. Where these giants move entire fleets flee. Few are allowed to know the classified methods of their construction, now you will be among them.

[ ] Advance Aerospace (Insert Vehicle Type) (400): The Gladius fighter is a brilliant ship, but it can be better. With advancements in the design of frigates and other vessels, along with the emergence of common energy weapons, the fighter class would benefit from a redesign. (Fighter, Shuttle, Gunship)

Missiles:
[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles. Counts as Mass Effect/Dark Energy)

[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)

Arc-Reactor:
[ ] Thermal Compensator [1600] (Requires Engineering and Energy Skill Rank B): Current existing power conduits and transmission systems were never meant to channel the sheer amount of power that your Arc-Reactors could output. They definitely would not be able to handle any future iterations of your magnum opus, especially with the amount of heat that would be generated from the amount of power flowing through them. Sounds like something you are going to have to work on if you ever want to make full use of the bounty provided by your Arc-Reactors in the future. Idea could be used for other things now that you think about it.

Mass Effect/Dark Energy:
[ ] Basic Artificial Biotic Caster [1200]: Now that you proved that biotics could be 'cast' by machines, now it was time to make to smaller and more rugged so that simply moving the machine does not require a forklift and a recalibration every time so much as sneezes in the same room.

[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.

[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)

[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)

[ ] Anti-matter Production [1600] (Requires Energy Skill Rank B): Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)

[ ] Total Internal Reflection Systems [1600] (Requires Exotic and Mass Effect Skill Rank B): Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).

[ ] Improved Quantum Entanglement Communications [2400] (Requires Mass Effect Skill Rank B): Now that you have QEC's working the next step is to see if you can make it better, how to make it smaller, more compact instead of just leaving it as a needing an entire room's worth of hardware in order to get it to work. Let's shrink it down so it only takes up an entire room, hardware and guests included. While we are at it let's improve the resolution and sound quality so that it is a life like projection you are talking too. It'll be so good you would think the other person was actually in the same room as you.

[ ] Ultra-Compact Core Design [1600] (Requires Mass Effect Skill Rank A): Eezo cores are proportional to the size of the ship in many cases. Scaling them down won't be an easy process, but improvements in power generation, knowledge of mass effect theory, and improved materials should allow for a major size decrease.

[ ] Eezo Production [3200] (Requires Mass Effect Skill Rank A): Artificial Eezo is the holy grail for civilizations across the galaxy. While you're unlikely to reach such a lofty goal, supplementing production with a variety of improvements should be possible for you. And perhaps, if you're lucky and skilled enough, you may be the one to find that holy grail.

Space Stations:
[ ] Very Large Space Stations [1600] (Requires Engineering Skill Rank B): People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)

Mass Accelerator Weapons:
[ ] Advanced Vehicle Scale Weapon Mods [600]: With existing weapon mods scaled up to vehicles, more advanced modifications can be introduced, ones that are more suited to the purpose of vehicular weapons.

[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)

[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.

[ ] 800m MAC [1600]: At this point you are getting to be an old hand at this, rejigger this, replace this with better, reprogram this, ignore the mutterings of your underlings, and voila soon you will have a much better MAC in every way that can easily replace the old one!

Conrad's Special Projects:
[ ] The Invisible Tank [200]: Now that you had perfected the means to cloak people, obviously the next step is go bigger! A invisible hyper Kasumi was already a nightmare, so what could be better than a invisible hyper tank! You would have to improve the VI required to properly process the increased amounts of fluctuating variables to maintain stealth effectiveness. As well as improving the sound, thermal, and radar capabilities of the system to handle the amount generated from a massive vehicle running at reduced or even full power compared to that of a singular person, but you've had harder challenges and at least you had the groundwork done already.

[ ] The Invisible Fighter [600]: From the very beginning of flight people have always dreamed of invisible planes. In movies, comics, and tv they are there. The same held true for even the military, for who wouldn't want a invisible war machine undetectable by the enemy. Now you were going to take a shot to apply the concept of your invisible suits on a much larger scale, with equally larger problems to overcome. Bring it on.

[ ] The black fucking gun [1600] (Requires Exotic Skill Rank A): Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like. Counts as Mass Effect/Dark Energy)

[ ] Time is an illusion [???] (Requires Exotic Skill Rank A): Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs. Counts as Mass Effect/Dark Energy)

Gaver Dor's Projects:
[ ] Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy mêlée weapon, so that's what I got. (Counts as Mass Effect/Dark Energy)

[ ] Stasis Plate [800/1600] (Requires Mass Effect Skill Rank B): Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt. (Counts as Mass Effect/Dark Energy)

Mordin Solus' Projects:
[ ] Improved Colonization/Bioforming Genetics Package [800] (Requires Biology Skill Rank B): Increase the speed of safe bioforming and amount of types of worlds that could be changed to be habitable, bringing down the timeline from centuries to mere decades. Would open up much greater range of worlds the package could apply to. (Biotech)

[ ] Omni-tool Upgrades [37/200]: More power, better omni-tool functions. Improvements to both fabrication and assorted "tech" applications. Only regret, lack of small arc-reactor to install directly.

[ ] Brain Shield MKIII [1200] (Require valid reason for Mordin to work on this): Why would Shepard even request such a thing? No logical reason to put this as a priority project, will continue work on other projects first.

Starship Block Upgrades:

[ ] 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) (Requires Military Design Skill Rank B): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)

[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP) (Requires Military Design Skill Rank B): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)

Minor Projects:
[ ] Relay Codes (100): Turns out some of the stuff Liara got at her first dig were mass Relay codes of some sort. You'll need a ship and a Relay to test them though. Hopefully they're not the self-destruct codes. (Restricted until you have permission to screw around with a Relay)

[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)

[ ] Unknown Mech Analysis (75 RP): remains of the unknown mech that assaulted you, who knows what you could learn from this.

[ ] Regenerating Armor Study (50 RP): The unknown mech was shown to be able to rapidly regenerate minor damage inflicted upon its armor, though not much was scene of its further capabilities as it was quickly destroyed

[ ] Unknown Equipment 2 Analysis (50 RP): The equipment of the unknown mech, what is left of them anyways.

[ ] Any other research project not listed, or is on Tech Tree but not in update

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

ParSec (Andrew Nicolas):
Status:
  • Commander: Andrew Nicolas
  • Secondary Commanders: Jelica Eveliina, Ithix
  • 9000 Troops in Elite Centurion Armor
  • 692 Un-manned Legionaries
  • 51 Tiger IFVs
  • 4,885 Accipiter "Atmospheric Edition" Drones
  • 60 Gladius (Type C) Fighters and pilots and crew to match
    • Small Anti-ship Missiles
    • Standard Anti-ship Missiles
    • Large Anti-ship Missiles
    • Hydra Cluster Missiles
  • 5 Lite Laser Pyndas
  • 4992 Tribulus Drones
  • 1 Quadriga Troop Transport
  • 5 Quadriga Troop Transport (Cargo Variant)
  • 991 Sagittarius Drones
  • 790 Aspidai Drones
  • 1 Upgraded Troop Transport "Dragon Lady"

Reputation:
High Tech
Quick Results
Extremely Powerful
Morally Good
Sees Things Through

ParSec Intelligence
[ ] Investigate
-[ ] Write in
[ ] Setup a Spy Network to gain access to rumor mill
-[ ] Write in

ParSec Deployment 2175-Q3:
It is time, the Systems Alliance has called in all their PMC contracts. Now is time for the Counter Attack and you Rebecca Shepard were not going to miss a chance to pay back those four eyed bastards for what they did on your homeworld all those years ago. Even though you could not physically go yourself that did not mean you could not be there figuratively and somewhat literally. One quick order and one of your laser pyndas was now heading towards the nearest drydock for some emergency maintance which would cover the installation of a brand new QEC system which would allow you to remote control various suits you would load onboard. With the QEC system you could use the full VR setup personally take full control of the suits as if you were there in the flesh. No one will deny you your pound of Batarian flesh. No one.

Operation Tsunami is a Go.

Predicted Alliance Assets
Alliance 3rd, 4th, and 5th fleet
3 dreadnoughts
189 upgraded cruisers
706 upgraded frigates
80 laser pyndas
400,000 ground troops in legionary armor
91 hammerheads
other supporting vehicles like IFVs

ParSec
9000 Elite Centurions
260 hammerheads
5 upgraded laser pyndas
60 Gladius fighters
80000~ drones
5 QTT cargo variant
1 QTT
1 dragon lady

Predicted Council Assets
Turian 7th, 10th, 23th, 24th, and 30th fleet
5 dreadnoughts
500 cruisers
5000 frigates
500,000 soldiers
supporting vehicles and artillery

Predicted Batarian + Terminus Assets
300~ Terminus custom ships (unregistered ship designs, maximum cruiser sized)
2 dreadnoughts
800~ cruisers
3000~ frigates
Millions of ground troops
1 orbital station

_______________________________________________________________________________________________________________
[ ] Shepard's Centurion Loadout
-[ ] Arm 1 Right: (???)
-[ ] Arm 1 Left: (???)
-[ ] Arm 2 Right: (???)
-[ ] Arm 2 Left: (???)
-[ ] Shoulder 1 Right: (???)
-[ ] Shoulder 1 Left: (???)
-[ ] Shoulder 2 Right: (???)
-[ ] Shoulder 2 Left: (???)
-[ ] Carried Weapon: (???)
-[ ] Armor Mod: (???)
-[ ] Additional backup suits (Pick 6)

Mount Options:
Hasta-S (30cm)
Hasta-L (60cm)
Pilum Launcher (3 Rounds)
Micro Missile VLS Strip (Around few hundred shots)
SMG AMS Turret (Shoulder Mounts Only)
Repulsor Turret (Shoulders)/Blaster (Arms)
Guardian Angel Shield Projector (Shoulder Mounts Only, uses one on each side)
Non-Lethal Take Down Package (Sonic, Electrotaser, Etc)
20 mm Grenade Launcher
Omni-tool/Omni-Blade
Flamer
Laser rifle
Laser pistol

Heavy Weapons (Carried):
Plasma Ball Gun
Electro-Laser Cannon
Proton Cannon
HEAP Autocannon
Mass Accelerator Cannon
Hasta-R
Micro Missile Cannon
Repulsor Cannon
Hand Held Pilum Launcher

Armor Mods:
Stealth Mod
Warp Barriers Mod
Any ME Canon Mod (Don't worry about grade)
  • Hasta-X: Basically an autocannon. A MAC weapon with high rates of fire and decent per shot power. Size S (30cm), L (60cm), R (~90cm) affects firepower.
  • Pilum Launcher: Powerful anti-tank weapon, currently on Mark II. Has shield bypass ability, but will fail against stronger shields (Stronger than a pre-PI MBT's shields mind). Most launchers carry three rounds.
  • Micro Missile VLS Strip: One hit one kill vs most unarmored or lightly armored infantry. Medium and stronger hard-suits provide reasonable defense. Contains hundreds of shots.
  • SMG AMS Turret: While the 30cm Hasta-S can work as a reasonable AMS weapon this device is optimized to provide maximum AMS ability.
  • Repulsor Weapons: Eats power (14% of max power each) and has short range but is quite effective. The Legionary can usually fire 6 at once, but flying reduces that to 1-2 depending on level of flight use.
  • Guardian Angle Shield Projector: Increases shields to 250% of normal and allows projection of shields. Uses two shoulder mounts one on each side.
  • Non-Lethal Take Down Package: Bunch of non-lethal weapons, not effective against most armored infantry.
  • 20 mm Grenade Launcher: Grenade Launcher, uses PI improved warheads and has Smart Detonation abilities.
  • Omni-tool/Omni-Blade: More of an excretion for the wearer's omni-tool as the suit would normally get in the way.
  • Flamer: Comes in both plasma flame and jelly forms.
  • Plasma Ball Gun: Fires balls of plasma much like the ME2 omni-tool power Incinerate, just stronger. Short range, great for anti-armor work, poor against shields. Also good vs Krogan and Vorcha.
  • Electrolaser Cannon: Uses a laser to Ionize a path and then fires a high powered bolt of lightning down the ionized path. Best for in atmosphere use. Long range, good anti-shield functionality, mediocre power.
  • Proton Cannon: Fires bolts of Protons. Decent range, good power, good anti-shield functionality.
  • HEAP Autocannon: Fires High Explosive Armor Penetrating shells from a MAC. Rapid fire, good vs armor, high damage, ammunition limited. Low quality ammunition may be made with omni-gel and an omni-tool, though not fast enough to sustain fire. Usually has a few hundred rounds
  • Mass Accelerator Cannon: Large MAC weapon usually high caliber with low fire rate.
  • Micro Missile Cannon: Fires a micro-missile from a MAC. Ammunition limited, usually has a few hundred or more rounds.
  • Hand Held Pilum Launcher: Larger launcher for pilum missiles has acceleration coils to increase launch speed.
  • Warp Barriers Mod: A modification to an armor's barriers to create warp effects. Provides anti-missile and melee bonuses.
  • Stealth Mod: A modification to an armor giving it a layer of adaptive camouflage and other stealth effects. Bonuses to hiding and evasion.
Thresher Buster-A large suit meant to be put on top of the Centurion suit to provide greater protection and firepower
Revy Centurion Suit-provides backup parts or suit in case main one is damaged or outright destroyed
Stealth Centurion Suit
Write in Custom suit idea
_________________________________________________________________________________________
AN: Not actually back yet, I failed, next test is in February of next year, if all goes well, quest starts up again in March. Studying now.

Please tell me if I missed any Revy loadout items, research projects, or buildings that I forgot to add to the building list on the thread and excel sheets

Next Update will be beginning of the Mini Event
 
Last edited:
It is time, the Systems Alliance has called in all their PMC contracts. Now is time for the Counter Attack and you Rebecca Shepard were not going to miss a chance to pay back those four eyed bastards for what they did on your homeworld all those years ago. Even though you could not physically go yourself that did not mean you could not be there figuratively and somewhat literally. One quick order and one of your laser pyndas was now heading towards the nearest drydock for some emergency maintance which would cover the installation of a brand new QEC system which would allow you to remote control various suits you would load onboard. With the QEC system you could use the full VR setup personally take full control of the suits as if you were there in the flesh. No one will deny you your pound of Batarian flesh. No one.
Jes, Revy.
Alright, I think we need to book in a therapist at some point because that attitude isn't good.


[ ] Go to tech expo in 2176-Q3 (Mini Event)
obviously but also what else?
 
Hoh; I wasn't expecting to see this update again. I'll probably have a plan put together later today once I get a chance to read over things again to refresh my memory. As always suggestions are welcome.

For reference on the Research side of things, I know people love to argue there, we roughly speaking have:
  • Conrad: 800RP
  • Gaven Dor: 800RP
  • Mordin: 800RP
  • Shatom: 800RP
  • Hwan: 400RP
  • Revy: 1412.5RP
There is some wiggle room to suck RP from one researcher to another (or Revy) for optimization but four lots of 800RP one lot of 400RP and 1,412RP of freely distributed RP is a simple way of looking at things. As an alternative we could probably drop Gaven Dor down to 400RP to bump Revy up by 305RP (there is a degree of rounding here which results in the "lost" RP) so three lots of 800RP, two lots of 400RP, and 1,717RP to freely distribute could also be done.


Never mind I forgot to check and we did just unlock a research upgrade that throws all these numbers out of whack. Give me a bit and I'll pull together something that should give people a starting point to see what technologies are within our grasp.
 
Last edited:
Here is an armor build:
Crowd control:
2x hasta L. 2x laser rifles, 2x smg AMS turrets, 2x micromissle straps. Handheld pilum launcher, warp barrier mod.
 
The current breakdown of our Researching infrastructure is:
Mindoir:
Revy: 2,050RP
Conrad: 300RP
Gaven Dor: 150RP
Mordin: 300RP
Shatom (I think he's on Mindoir anyway): 150RP

4 x Lab III: 1 x Hero RP + 300RP
1 x Lab II: 1 x Hero RP + 200RP

Elysium:
Hwan: 150RP

2 x Lab I: 1 x Hero RP + 100RP
1 x Lab III: 1 x Hero RP + 300RP

Benning:
1 x Lab III: 1 x Hero RP + 300RP

Demeter:
1 x Lab III: 1 x Hero RP + 300RP

Heroes can only be assigned to Labs present on the same planet as them but that is a fairly minor limitation. Looking over the Research Projects they are almost all multiples of 400RP so that is the sweet spot to aim for.

With that in mind a generally optimized build would be:
  1. Conrad: 300 (Base) + 600 (Lab III: 300 Hero + 300 Base = +600) = 900RP
  2. Gaven Dor: 150 (Base) + 450 (Lab III: 150 Hero + 300 Base = 450) + 200 (Revy) = 800RP
  3. Mordin Solus: 300 (Base) + 500 (Lab II: 300 Hero + 200 Base = +500) = 800RP
  4. Shatom: 150 (Base) + 450 (Lab III: 150 Hero + 300 Base = 450) + 200 (Revy) = 800RP
  5. Lab III (No Hero): 300RP
  6. Hwan: 150 (Base) + 450 (Lab III: 150 Hero + 300 Base = 450) + 200 (Revy) = 800RP
  7. Lab I (No Hero): 100RP
  8. Lab I (No Hero): 100RP
  9. Lab III (No Hero): 300RP
  10. Lab III (No Hero): 300RP
With 1,450RP of Revy left over to scatter across the various Labs to boost them up to whatever the attached Project requires.


Also yeah; we have a minimum of ten Projects to chose since IIRC you can't stack multiple Labs on a single project and multiple Heroes working together is sub-optimal (IIRC only one gets the Lab multiplier bonus).


Given how complicated the Research Projects vote is likely to be I'll probably put together at least three different variations myself based upon a mixture of what I think is optimial and what seems popular. So if you have favorite techs you'd like to see us pick up this quarter I'd suggest putting them forwards.
 
So if you have favorite techs you'd like to see us pick up this quarter I'd suggest putting them forwards.

Dreadnoughts, the Heavy Cruiser Block upgrades, and the Prothean Gacha.

Finishing the projects we have progress in would be nice.

The Gravity Detector thing may give us an earlier warning against Reapers or other invaders, and if we couple that with both of the Laser Upgrades and the Very Large Space Station we could drop a few Star Fortresses around the planet to make the next invasion much more costly.

Especially if we can start poking away at the Invisible tech line and eventually upscale it :V
 
Please tell me if I missed any Revy loadout items, research projects, or buildings that I forgot to add to the building list on the thread and excel sheets

Next Update will be beginning of the Mini Event


This research action has disappeared from the list whereas in the previous turn the Hannars had sent us at our request two sick Drell for our research.

[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.

This :
Mass Effect/Dark Energy:
[ ] Improved Quantum Entanglement Communications [2400] (Requires Mass Effect Skill Rank B): Now that you have QEC's working the next step is to see if you can make it better, how to make it smaller, more compact instead of just leaving it as a needing an entire room's worth of hardware in order to get it to work. Let's shrink it down so it only takes up an entire room, hardware and guests included. While we are at it let's improve the resolution and sound quality so that it is a life like projection you are talking too. It'll be so good you would think the other person was actually in the same room as you.

Has become that:
Mass Effect/Dark Energy:
[ ] Quantum Entanglement Communications [121/1600] (Requires Mass Effect Skill Rank B): Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.

And contrary to the research cost increase of the construction drone I don't see why it happened.(Maybe our battery upgrade?)

These research actions have also disappeared:
Engineering:
[ ] Improved Arcologies [800]: When a civilizations advance far enough Arcologies are designed as a necessity for many people. After all after a point a planet can only sustain so many people before running into issue unless you have something in mind to handle them. Your goal is to improve upon the idea to take into account all your most recent technological innovations from power generation to modular tech to vastly improved materials. Your Arcology designs will not only be far more efficient in every category than anything else available but will also be as comfortable for the residents living there, self sufficient and will be designed for potential attacks as well.

Energy Weapons:
[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.

[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.

[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.

[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!

[ ] Wireless Power Transmission [2000] (Requires Energy Skill Rank A): So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?

[ ] Quantum Power Entanglement [????] (Requires Energy Skill Rank S and Wireless Power Transmission): Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.

Minor Projects:
[ ] Unknown Mech Analysis (75 RP): remains of the unknown mech that assaulted you, who knows what you could learn from this.

[ ] Regenerating Armor Study (50 RP): The unknown mech was shown to be able to rapidly regenerate minor damage inflicted upon its armor, though not much was scene of its further capabilities as it was quickly destroyed

[ ] Unknown Equipment 2 Analysis (50 RP): The equipment of the unknown mech, what is left of them anyways.


These actions also have disappeared:
Work on:
[ ] Some Project? (I believe this is the one that became:[ ] Some Project not for Paragon Industry?)
[ ] Making money/reducing PI construction costs. (+200 million credits/quarter yearly)
Expand the company?
[ ] Yes (will take time, current estimates are 20% return on investment)
-[ ]How Much?
[ ]No investment in CCI

Some Other Project: Is there another project you would like to start?
[ ] Write-in

Paragon Industry Actions:
[ ] Design New Ship (Frigate, Light Cruiser)
[ ] Design New Mech (5m)
[ ] Design New Vehicle (Basic, Medium)

Spare Time (pick three):
Sustained Barrier: Used by some biotics instead of shields. A biotic trained in this technique can continually project a barrier that's strength depend on their power. In addition the technique requires almost no concentration. The continuous nature of this barrier makes it an excellent anti-assassination tool.
 
Last edited:
[ ] Go to tech expo in 2176-Q3 (Mini Event)

I'd like for us to go to the Expo, at this point it's just become a tradition and it would suck to miss out on it. Besides this would be a great opportunity to introduce the MK 2 Iron Man armor to the public along with number of our other tech.
 
Last edited:
Glad to see you Tri2

[Yes] Go to tech expo in 2176-Q3 (Mini Event)

Remember how we were attacked in transit last time? I want to have Shepard build a personal Frigate and get an escort for her protection along with the trip.
 
This research action has disappeared from the list whereas in the previous turn the Hannars had sent us at our request two sick Drell for our research.

[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.

This :
Mass Effect/Dark Energy:
[ ] Improved Quantum Entanglement Communications [2400] (Requires Mass Effect Skill Rank B): Now that you have QEC's working the next step is to see if you can make it better, how to make it smaller, more compact instead of just leaving it as a needing an entire room's worth of hardware in order to get it to work. Let's shrink it down so it only takes up an entire room, hardware and guests included. While we are at it let's improve the resolution and sound quality so that it is a life like projection you are talking too. It'll be so good you would think the other person was actually in the same room as you.

Has become that:
Mass Effect/Dark Energy:
[ ] Quantum Entanglement Communications [121/1600] (Requires Mass Effect Skill Rank B): Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.

And contrary to the research cost increase of the construction drone I don't see why it happened.(Maybe our battery upgrade?)

These research actions have also disappeared:
Engineering:
[ ] Improved Arcologies [800]: When a civilizations advance far enough Arcologies are designed as a necessity for many people. After all after a point a planet can only sustain so many people before running into issue unless you have something in mind to handle them. Your goal is to improve upon the idea to take into account all your most recent technological innovations from power generation to modular tech to vastly improved materials. Your Arcology designs will not only be far more efficient in every category than anything else available but will also be as comfortable for the residents living there, self sufficient and will be designed for potential attacks as well.

Energy Weapons:
[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.

[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.

[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.

[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!

[ ] Wireless Power Transmission [2000] (Requires Energy Skill Rank A): So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?

[ ] Quantum Power Entanglement [????] (Requires Energy Skill Rank S and Wireless Power Transmission): Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.

Minor Projects:
[ ] Unknown Mech Analysis (75 RP): remains of the unknown mech that assaulted you, who knows what you could learn from this.

[ ] Regenerating Armor Study (50 RP): The unknown mech was shown to be able to rapidly regenerate minor damage inflicted upon its armor, though not much was scene of its further capabilities as it was quickly destroyed

[ ] Unknown Equipment 2 Analysis (50 RP): The equipment of the unknown mech, what is left of them anyways.
done added options, QEC research is to make them smaller, portable, not roomsized things, while being able to send more data.
 
What is their data transmission rate right now?

Also, wanting to kill Batarians just means you've met Batarians. Source; that one guy who tried to poison me in a bar on Omega.
 
What is their data transmission rate right now?

Also, wanting to kill Batarians just means you've met Batarians. Source; that one guy who tried to poison me in a bar on Omega.
think what you see in the mass effect games, should not be enough to control the suit or the others at the same time, but Revy kind of cheating by planning to use QEC to transmit body image to pynda control ship, so that VR setup on that end can basically 'see' her body to control the suit from there.

Revy+QEC -> Revy image + VR cameras -> suit remote controlled via VR system piloted by VR image of revy
 
Industrial action isn't going to be finished today so I decided to focus on getting out my thoughts on Research first since that is the easiest for people to engage with, discuss, and put forth alternatives.

Conrad:
Conrad is one of our top two Research Heroes (Revy doesn't count) generating 900RP with a Lab III or 800RP with a Lab II. I'd generally recommend attaching a Lab III to him as he has the widest range of skills (A-rank Energy, Exotics, Mass Effect and Physics) and thus can cover a broad spectrum of technology.

There is a lot we could put Conrad on but given his RP is over 800 it would be a waste to put him on anything less then a 900+ RP project which dramatically cuts things down. Of the various projects that hit that while also being within Conrad's skill set:
  • Unobtainium [3200]
  • Wireless Power Transmission [2000]
  • Dreadnoughts [2400]
  • Basic Artificial Biotic Caster [1200]
  • Anti-matter Production [1600]
  • Improved Quantum Entanglement Communications [2400]
  • Ultra-Compact Core Design [1600]
  • Eezo Production [3200]
  • 800m MAC [1600]
  • The black fucking gun [1600]
We can easily remove several options from the list. Eezo Production while a game changer is also too much of a game changer right now; later once ParSec and the Alliance as a whole are in a better position it might be an option. The black fucking gun while neat doesn't really contribute much right now to justify its price tag. 800m MAC and Artificial Biotics have better Research Hero Choices. Anti-matter Production is dangerous enough I don't trust Conrad with it and anyway is more of a money maker (IE: not a top priority) then something revolutionary. Unobtainium is a massive RP sink without any explicit bonuses and Dreadnoughts should probably wait until we have better technology to actually put in them.

That leaves three good choices:
  • Wireless Power Transmission [2000]
  • Improved Quantum Entanglement Communications [2400]
  • Ultra-Compact Core Design [1600]
Any of these are good but I'd say Improved QECs are the top priority. They provide a distributed communications grid that cannot be cut off by targeting buoys. They will also synergize amazingly with our future Destroyer upgrades and original Destroyers. A room per QEC sounds large but we're talking about monstrously large ships with Everests at 880m and Kilimanjaros at 1km. The Burj Khalifa has over a thousand rooms and is still smaller then either of these monsters so having a dozen QECs per Dreadnought letting each fleet communicate with each other, Arcturus, Sol, and Mindoir (having a QEC hub on Mindoir just makes sense) should be easy and compared to the insane costs of these ships not much of an expense.

Wireless Power Transmission is also a massive game changer in that it completely reworks how electrical systems work. If everyone has a mini Arc-Reactor on them powering their stuff basically nothing outside of vehicles and buildings require any sort of real power source. With the immense amounts of power per credit you get with Arc-Reactors even if the system is very lossy over distances you could quite reasonably require entire cities where all the power comes from a wireless grid of Arc-Rectors. This is the sort of technology that will have civilization wide consequences. So it is just as worthwhile as QECs but I don't think it is as useful as QECs for surviving a Reaper invasion so getting it spread as soon as possible (since both are rather major infrastructure projects) isn't as urgent. Still a great choice though.

Ultra-Compact Core Design is a bit fuzzier on what the benefits are. I'm guessing it is letting fighters, shuttles, and other small vehicles travel at meaningful FTL speeds but I'm not entirely sure. Smaller cheaper FTL vehicles, especially if outfitted with QECs, would likely help with the Alliance's current system of system protection by allowing for tripwire patrols to signal that an enemy attack is incoming sooner. Probably not as big a deal as the other two techs though.

Gaven Dor:
Unlike Conrad there isn't really much to say here. Gaven Dor is halfway through his Personal Project of Stasis Plates and with some assistance from Revy (+200RP) will finish it this quarter. I really don't see a reason to drag him away from this.

Mordin:
Mordin is a Biologist and Chemist (A-rank skills) and since we don't actually have any Chemistry related projects that leaves his biology work. He only really has five projects to select from given his RP (I recommend sticking him with Mindoir's sole Lab II for an even 800RP):
  • Advanced Prosthetics [800]
  • Human Converted Gene Treatments (Input race) [800]
  • Eternal Youth [2500]
  • Kepral's Syndrome [800]
  • Improved Colonization/Bioforming Genetics Package [800]
We just did a Gene Treatment Conversion last quarter so I'd recommend skipping that this quarter. Colonization/Bioforming is nice but aside from the Quarians (who we don't really have much contact with IIRC) there isn't really anyone in great need of that.

Advanced Prosthetics is something Mordin can easily finish this quarter and would represent a significant quality of life improvement for wounded veterans (of all sides) of the major battle we are about to enter and the war in general. This is a good choice of a feel good project that will help build good PR given the demonstration everyone is about to get about how utterly devastating Paragon Industries military technology is on a serious battlefield.

Eternal Youth is another civilization shaking ground changer. I don't think there is a single project we could do that would make people love us more. It is also a ~3 quarter (9 month) project which is hilariously short in in universe time but a pretty significant time investment out of universe.

Kepral's Syndrome is what I think we should go with though. Last quarter we recruited a father and son pair to help with our research so we can finally work on this. Thing is the father only has 1 year left to live. Even if we can't save him, and I fully expect and hope we can, making sure he can see his son cured before he dies will mean the world to him. I also really just can't justify ignoring them in favor of other research after we got their hopes up and dragged them all the way over to Mindoir.

Shatom:
Shatom is our Ship man and keeping in theme there is a fair amount of work we can put his (600RP) towards. However he came to us so he could design and innovate new ship designs. Which ironically is why I strongly suggest putting him on 800m MACs. With a little help from Revy (+200RP) he can finish that in two quarters and that is the big tech I'd want out of the way before starting work on Dreadnoughts since Dreadnoughts are literally ships built around massive MACs so understanding how to build massive MACs seems rather important.

Hwan:
Hwan started off as the Vehicle Weapons Mod guy but when you look at his skills (B-rank Mass Effect, Military Design, Hardware, and Engineering) he is really just a general military technology guy. So there is a massive amount of technology he could be working on. However there are only six project he can complete efficiency without any help from Revy:
  • Heavy Armor [1200]
  • Dreadnoughts [2400]
  • Basic Artificial Biotic Caster [1200]
  • Improved Quantum Entanglement Communications [2400]
  • Advanced Vehicle Scale Weapon Mods [600]
  • Advanced Ammo Mods [600]
Dreadnoughts is still held up by my desire to have 800m MACs done first and the fact Shatom would be quite irate if we gave that project to anyone else. Improved QECs is something I think Conrad would be better working on and would be a massive time sink for Hwan. Heavy Armor is nice and given how effective our improves to Medium Armor were probably quite useful. However it is quite late to be rolling out new military technology given the ongoing war so I don't see it as a priority.

Advanced Vehicle Scale Weapon Mods and Advanced Ammo Mods are both options Hwan could complete this quarter, solid easy to deploy improvements, and literally the reason we purchased his company. However they are kinda plain IMO.

Basic Artificial Biotic Caster though that is fancy. We've already shown that Biotics can be done by machines rather then people but that was just a concept demonstration. This would be the first real practical application of that technology. The first step towards Biotic Robots, Biotic Armors for non-Biotics, and Biotic BattleMeks.

Basically I just think Basic Artificial Biotic Caster is a cool technology tree to be going down.

Other Research:
We have 3 Lab IIIs (3 x 300RP), 2 Lab Is (2 x 100RP), and (assuming we go with my above allocations) 1650RP from Revy to spend. Honestly you could put almost anything in here. This is a very free-form area so if you think there is a choice I left out I'd strongly recommend putting it here.

For me I'm thinking the best go of things would probably be:

Lab III #1: Advance Electronic Warfare VI + Revy (207.5)
This lets us finish this technology off and given we're about to be fighting remotely some Advanced EWAR seems advisable.

Lab III #2: Advanced Combat VI + Revy (500)
This is a pretty massive RP investment but the Basic Combat VI got us a +10 modifier to our rolls and given we are (again) about to enter a climatic battle getting this done ASAP to hopefully improve that bonus seems wise.

Lab III #3: Basic Diplomacy/Legal Assistance VI + Revy (100)
We've already needed this several times before and will undoubtedly need it again. We really should stop putting this off and get the bonus to our rolls before the next diplomatic or legal crisis pops up.

Lab I #1: Personal High Powered Small Arms Energy Weapon [400] + Revy (300)
A good project for unlocking several other low cost projects. Could easily be convinced otherwise.

Lab I #2: Tokyo Class Cruiser Block 3 Upgrade [100]
Something we can farm out to a Lab and requires no extra RP investment? Sounds great.

Revy #1: Unknown Mech Analysis [75 RP]
Revy #2: Regenerating Armor Study [50 RP]
Revy #3: Unknown Equipment 2 Analysis [50 RP]

A trio of cheap Techs that could provide something interesting or may not.

Revy #4: 367.5RP
Honestly I don't really have anywhere in particular jumping out at me that would benefit from this. I mean we could roll 7 Prothean Data Gatchas but that seems wasteful. Unless anyone has some brilliant suggestions I'll probably dump this into Improved QECs since Conrad's 900RP/turn has a 600RP shortfall of finishing that meaning it either needs +300RP/turn from Revy or to be bumped over for someone else to finish.
 
You know I'm happy that something like Shepard quest exists, it's inspiring to see a quest that just won't stop and never gives up,
it's been a long journey with many stumbling blocks and I'm not sure if I'll ever see the end of it, but if nothing else I will always remember it.

With that out of the way, Time to Re-read Shepard quest for the 10th time!, Here we go!
 
Words cannot express how happy I am to see this once more. As Uber has made a rather excellent research plan, I figured I'd sketch out my production ideas shortly.

The only real suggestion I'd have for his research plan would likely be using the extra research to use 200 in order to get the Invisible Tank or Omni-tool upgrades.
 
remember I accept research write in ideas, you have till next year to plan and stuff so no rush
will give research items yes or no to acceptance, then their RP value for completion, and specify if they are a specific hero project
there are a lot of things available to research, be free with your imagination
 
[X] Fortuna (1 trillion)
-[X] Delay the purchase for three quarters (2175-Q3)

So, I was rereading the quest, and I noticed that we've essentially already committed most of our available credits for the turn buying a planet, something which does make the planning easier I will say. With that, and keeping around 170 billion for other projects, here's my preliminary idea on what to buy this turn.

Fortuna - $1 trillion

1x Arcology (PI Built) - Mindoir - $2.5 billion, 100 production
18x Factory III - Mindoir - $20 billion
1x Training Ground - Mindoir

14x Factory III - Elysium - $14 billion

18x Factory III - Benning - $18 billion

18x Factory III - Demeter - $18 billion

20x Factory III - Bekenstein - $20 billion
1x Heavily Armed Space Factory II - Bekenstein - $200 billion

20x Factory III - Eden Prime - $20 billion

20x Factory III - Terra Nova - $20 billion

Total: $1,334,500,000,000 ($1.33 trillion)
 
So, I was rereading the quest, and I noticed that we've essentially already committed most of our available credits for the turn buying a planet, something which does make the planning easier I will say. With that, and keeping around 170 billion for other projects, here's my preliminary idea on what to buy this turn.

Fortuna - $1 trillion

1x Arcology (PI Built) - Mindoir - $2.5 billion, 100 production
18x Factory III - Mindoir - $20 billion
1x Training Ground - Mindoir

14x Factory III - Elysium - $14 billion

18x Factory III - Benning - $18 billion

18x Factory III - Demeter - $18 billion

20x Factory III - Bekenstein - $20 billion
1x Heavily Armed Space Factory II - Bekenstein - $200 billion

20x Factory III - Eden Prime - $20 billion

20x Factory III - Terra Nova - $20 billion

Total: $1,334,500,000,000 ($1.33 trillion)
reminder in case forgotten but ground factories now take up 0.5 building limit per structure due to previous tech in case it alters your planning
 
Back
Top