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

yeah, before the main drawback behind producing a dreadnought was its relatively slow rate of fire, movement speed, and energy requirements, and most important of all a dedicated specialized shipyard to make it. but now with revy, anyone could basically stealth build mini dreadnoughts with commercially available goods. like a guy shopping at a car dealership and deciding to make a aircraft carrier out of the cars and spare parts
Seeing this can't help but wonder what a Revy designed Dreadnought to actually be like. Because it seems like it would be pretty nuts. Also wondering what every one else's reaction be to it.
 
Seeing this can't help but wonder what a Revy designed Dreadnought to actually be like. Because it seems like it would be pretty nuts. Also wondering what every one else's reaction be to it.
would depend on what tech you guys have researched and what you want to stuff into it like a custom thanksgiving stuffed turkey dinner
 
Maybe go full Battlestar? Imagine how much power we could but into laser turrets with reactors such a large ship could pack. Then you throw in some massive hanger bays loaded with drones fighters.
 
Seeing this can't help but wonder what a Revy designed Dreadnought to actually be like. Because it seems like it would be pretty nuts. Also wondering what every one else's reaction be to it.

"...and here is where you feed the wreckage of felled ships to spit out another ship. Process is about three hours if you've already taken all the organic stuff out and you'll need to stock perishables yourself, but that's why we put in such large cargo spaces. Well, that and the feedstock. The primary defense against lasers is the gravitational lensing effect we're using with ME fields. Basically you make tiny black holes in front of the ship which also effects the line of advance for anything not expecting it. It also effects radio waves which is why you're going to have a QEC to everything run by a bluebox AI - he's important to keep from accidentally splitting atmospheres like a grape, this is just a side job for him - and for the medical wing..."

Low key goal; produce a ship the Alliance is afraid to purchase because no one should have that kind of power.

What degree of armor is required to make conventional spinal mounts for dreads' main guns just bounce?
 
You need something that can take a chunk of metal with enough kinetic energy to detonate with low double digit kilotons.

Basically, at those energy levels you don't bounce anything.
 
For a Dreadnaught, that's a rather complicated ship. Primarily due to the choices available. You could just make a ship that spits out 60 million drones. That would genuinely be an absurd sight to see. You could go with a fleet killer and just put repulsors and lasers all over it. You could make it a superweapon and just have a giant fuck off weapon on it.
 
For a Dreadnaught, that's a rather complicated ship. Primarily due to the choices available. You could just make a ship that spits out 60 million drones. That would genuinely be an absurd sight to see. You could go with a fleet killer and just put repulsors and lasers all over it. You could make it a superweapon and just have a giant fuck off weapon on it.

Or you could - thanks to Hyper Modularity - have an Attendant Fleet of Modules, which can modify the Flag Ship on the Fly for different Things. Like exchanging the Drone Swarm for the Disco-Ball of Death or playing Deathstar. We would just need good Tractor Beams to add more Stuff.
 
To provide a sense of scale a 5GW Arc Reactor goes for 250,000 credits or ~0.05 credits per kW while the cheapest real life capital cost for power is combustion turbines at $710 per kW. Even if fusion reactors were a thousand times cheaper that is still 0.71 per kW or over fourteen times more expensive. Going by the numbers used in the Ship Design V3 spreadsheet for Starships Fusion Reactors tend towards being more like 22,000 times more expensive.
This comparison is bad. Its pretty unlikely that a SF settings nuclear fusion is only as good as fossil fuels even if I understand why you chose the current cheapest. Theres a lot of disagreement about what a credit is worth. Based on the the model ship based exchange rate of 1 Credit to 16 cents then energy costs could be massively inflated and that would also set the cost of high grade provisions for a dreadnought sized ship to be $8, which is ridiculously low and really shows that Credits are ultimately just video game currency and are balanced based on that.

You're still correct. But I don't think you can meaningfully compare dollar and credit values.
 
will most likely gonna make a vote for either you guys designing the dreadnought/revy flagship, or just leaving the design up to me.
 
@UberJJK i never found a Threadmarked Post in the other Quests Threads, where the Lite Laser Pynda got introduced. Was it designed with an Action or just made after Frigates got unlocked?
IIRC (this was seven years ago now) there was a lot of discussion about how to handle ships, design, costing, ect resulting in the Ship Design spreadsheet V1 being designed. Then the V2 came along with various improvements. Finally we are currently using the V3 design listed in this (incorrectly titled) informational post.

The idea of a multi-role ship utilizing hyper-modularity to allow for rapid refits as new technology and design paradigms emerged came up during these discussions. That is where the idea for the Pynda was born. The Lite Laser Pynda was the real design to come out of the Ship Design spreadsheets and earned that name because the plan was always to upgrade it to higher capacity (we had just unlocked low GW lasers at that point IIRC) lasers in the near future.

It, along side the Zama and Quadriga Troop Transport which were also designed using the spreadsheet, was made official in Lightning (Production and Construction Results and Research) when we voted on constructing the LLP and QTT for ParSec use while offering the LLP and Zama to the Alliance and Hanar respectively.

So to sum up it was designed by players using a GM approved design spreadsheet and then voted into existence (after we'd researched Frigates). IIRC we don't really spend actions on designs for anything; instead farming them out to the player base to create (and most importantly) justify.


Yeah I don't know why the Dreadnought Treaty was so heavily debated. The Pynda Frigate has destroyed the whole naval paradigm by being able to contest dreadnoughts. So far, there's no technology on the market that can make dreadnoughts cost effective against that.
I think you may have missed the point of the treaty. The idea was that they saw the Pynda could contest dreadnoughts and so the decision was made to make amendments such that the Pynda, and any other anti-dreadnought designs we came up with, was considered a dreadnought.

Hence why the initial proposal was:
Treaty of Farixen Negotiations
The Citadel has begun efforts to renegotiate the Treaty of Farixen to account for recent changes in military technology. "It's a sadly out dated document that needs some reconsideration." Said the Turian Councilor. No formal details have been released but insiders have suggested that weapon energy levels maybe considered over spinal weapon length. More radical suggestion such as an economic basis have also been mentioned.
or to put that another way; if your weapons could meaningfully damage/destroy a dreadnought your a dreadnought. Thus crippling anti-dreadnought strategies since even if they are tiny ships with super-torpedeos or lasers or whatever they were still legally limited like dreadnoughts without providing all the other benefits of dreadnoughts.

Our goal was to prevent this or if that wasn't an option work enough loopholes in, like hyper-modular refits, so we could remain in legal compliance while still sidestepping the treaty to prepare for the Reapers.


This comparison is bad. Its pretty unlikely that a SF settings nuclear fusion is only as good as fossil fuels even if I understand why you chose the current cheapest. Theres a lot of disagreement about what a credit is worth. Based on the the model ship based exchange rate of 1 Credit to 16 cents then energy costs could be massively inflated and that would also set the cost of high grade provisions for a dreadnought sized ship to be $8, which is ridiculously low and really shows that Credits are ultimately just video game currency and are balanced based on that.

You're still correct. But I don't think you can meaningfully compare dollar and credit values.
IIRC the decision was made waaaaaay back to basically peg the credit to the dollar for simplicity so those can in fact be compared. It does have some logical flaws sure but it made life a lot easier when we could ask "how much should a fighter cost?" and answer it with "just look at IRL figures".

As to your other point; the fact it is fossil fuels doesn't actually matter here. We're talking about capital costs or how much it costs to build a power plant. The fact that power planet uses fusion rather then fission or coal or natural gas doesn't really change the cost factors that much. As can be seen from the fact that real life power plants tend to be around the $1,000/kW with a few exceptions (like Nuclear which tends to be more in the $5,000 range). So the fact that my estimate for fusion (admittedly for Starship fusion which is likely more expensive due to the size/mass limitations) is 220cr/kW fits with future technology making constructing large power plants cheaper (by a factor of ~5).


Can we add enough Repulsors to make ram ships viable again?
Depends upon what you mean. If you mean crashing into the enemy ship and boarding them; highly doubt it given the difficulty in matching speeds precisely enough (especially given the amount of shielding and armor you need to close without being destroyed) that you don't splatter on impact.
 
As to your other point; the fact it is fossil fuels doesn't actually matter here. We're talking about capital costs or how much it costs to build a power plant. The fact that power planet uses fusion rather then fission or coal or natural gas doesn't really change the cost factors that much. As can be seen from the fact that real life power plants tend to be around the $1,000/kW with a few exceptions (like Nuclear which tends to be more in the $5,000 range). So the fact that my estimate for fusion (admittedly for Starship fusion which is likely more expensive due to the size/mass limitations) is 220cr/kW fits with future technology making constructing large power plants cheaper (by a factor of ~5).
...
You didn't link the capital cost. You linked the capital cost / power output. Capital is not measured in kilowatt hours. And even given that, your own table shows that nuclear changes the overnight cost per watt over 6 times. So yeah, when we only have 12 data points on that table handwaving a quarter of them as excpetions is actually quite a lot.

The type of energy changes the raw capital cost of the power plant massively... You have to spend a lot more on electromagnets in a fusion plant than you do on a combustion furnace.
Additionally all of the different types of power plant have different power outputs.
That's why turbines are listed at least four times in your table under combustion, combined oil & gas, hydro electric and nuclear, even though those are all different ways of getting water to move a turbine.

So even extremely expensive power plants can offset their cost by having extremely high wattage outputs.

However what my point was is that we've seen the cost of renewables fall massively as they've developed and scale factors have been deployed. Given fusion has been the dominant power across a galaxy for literally millennia we can assume that its a far more mature technology than modern powerplant designs. Therefore I don't think IRL baselines make sense to draw from.
 
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Honestly I'm just salivating over the combination of Super Dreadnought +Biotic Caster+1000m MAC+Pettawatt Lasers+Stasis Plates+being fielded to the brim with Planetary Siege Units and other ships.
 
We could fit our Dreadnought with planetary-grade Biotic Casting capabilities and industrial autofabs, and then turn it into a Planet Cracker Carrier hybrid. Turn entire planetoids into armadas of automated frigates.
 
Just reviewed our researched tech and what's on our (and SA) warships, and damn, our UV lasers are going to wreck absolute havoc. The enemy might be expecting similar tactics that we used in the past, where the LLPs had to get up rather close to ablate off shield emitters, but now we can do that from incredible range.

I wonder how long our dominance via advanced laser tech is going to last. We're already developing countermeasures to them. And no doubt others are also working on makeshift mitigations, such as thicker armor at the expense of speed - armored battleships, superheavy tanks, mechs, physical shields, that sort of stuff.

As I understand it, it's not like mass accelerators are obsolete - we're still using them to deal most of the damage after the lasers attack unarmored components. And I expect dreadnought-scale (possibly cruiser-scale?) mass accelerators still out-range UV lasers by a decent margin.
 
As I understand it, it's not like mass accelerators are obsolete - we're still using them to deal most of the damage after the lasers attack unarmored components. And I expect dreadnought-scale (possibly cruiser-scale?) mass accelerators still out-range UV lasers by a decent margin.
Don't forget our Torpedoes, Rockets and Drones. Those are also pretty deadly. :drevil:

And once we get Total Internal Refraction... well, Lasers may not apply to that, but we will be invisible. We just keep changing the Game.
 
Don't forget our Torpedoes, Rockets and Drones. Those are also pretty deadly. :drevil:

And once we get Total Internal Refraction... well, Lasers may not apply to that, but we will be invisible. We just keep changing the Game.
Hehehehe. There's a thought. Instead of making the Council panic by barging in through traditional Mass Effect military spectre, we make the council panic by constantly innovating new tech's that change society. First it's Arc reactors, which makes them panic for introducing new form of energy. Then it's hypermodular components, making new OP ships. Next is lasers, which basically invalidates kinetic shields. At this point, I just want to research new tech and sell it just to cause stress-induced heart attacks on the council.
 
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