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

Say, hire them as a military consultant or something?
Honestly, hiring them as a consultant would actually be a pretty damn good idea I suspect if we do get tapped to help the Turians modernise (at least for the priority units, as they'll be trying to build up their own independent capability to not rely on Humanity or Revy). Because he not only would be able to tell us how the Turians Doctrine has been, he's also the one with the top level experience of the event which flipped the table on them so he's likely one of the better ones to guide us through producing a new Doctrine and the designs to go with it that we can offer the Turians and have them accept it.

Because this is absolutely going to be something where a major aspect of things will be balancing Turian Pride, Humanity's desire for importance and 'best practices and capabilities' for the upgrade.
 
So after this war, i think its gonna be a boom for trade as all those pirates and slavers being dead, so i think that is gonna have a good boost to the corpo income
 
So after this war, i think its gonna be a boom for trade as all those pirates and slavers being dead, so i think that is gonna have a good boost to the corpo income
Also with the batarians gone expending into the attican traverse and the terminus systems becomes much more attractive as they were one of the most powerful players there.
 
Also with the batarians gone expending into the attican traverse and the terminus systems becomes much more attractive as they were one of the most powerful players there.
Yea and the Terminus warlords are gonna have lost a lot of ships and troopers in this war, so it should be eaiser to take control of systems out there, and its something i think we should do
 
About the dreadnought what do you guys think would be the type, like for me i would love to see a Dreadnought Aircraft Carrier, like just a single ship that hold like thousands upon thousands of fighers, bombers and all in between.

I don't know if it is fesable or even a valid Strategy but for me the cool actor would be worth it.
 
A Dreadnought Aircraft Carrier control by a advance VI or AI would be great, with no people on it, there should be a lot of space in that Dreadnought for more drones, maybe even a factory on it that makes those drones
 
Actually yeah, if we're looking at a transition away from dreadnoughts and battleships in order to keep up better with shifting tech paradigms then carriers, fleet carriers, and support ships become a lot more important and useful as the logistics needs of the fleets still need to be filled.
 
Actually yeah, if we're looking at a transition away from dreadnoughts and battleships in order to keep up better with shifting tech paradigms then carriers, fleet carriers, and support ships become a lot more important and useful as the logistics needs of the fleets still need to be filled.
Going by what I can recall, while there's probably some logic to carriers simply because a shift to smaller, more powerful line combatants makes it less viable to use said line combatants as motherships for small craft, which are somehow remaining relevant, I'd argue that the focus should really be on something closer to Escort carriers rather than anything that could be termed a fleet carrier (no matter how you're using the term). Having trouble articulating the specifics usefully at the moment unfortunately.
 
Going by what I can recall, while there's probably some logic to carriers simply because a shift to smaller, more powerful line combatants makes it less viable to use said line combatants as motherships for small craft, which are somehow remaining relevant, I'd argue that the focus should really be on something closer to Escort carriers rather than anything that could be termed a fleet carrier (no matter how you're using the term). Having trouble articulating the specifics usefully at the moment unfortunately.
Maybe I can help.

The old meta in space combat was the bigger is better. A Dreadnought is unbothered by Cruisers (Heavy or Light) because it has the firepower to blow through the Cruisers Kinetic Barriers and the volume to mount and power enough Kinetic Barriers that the Cruisers can't do the same. The same logic applied to Cruisers vs. Frigates and while Fighters defied this paradigm with their Disruptor Torpedoes that only applied en-mass which is only a concern for defensive battles as transporting Fighters long range is a significant logistical burden.

Since humanity arrived on the scene a number of changes have arisen. The first is of course Carriers. Carriers were almost certainly intended as a dodge around the Treaty of Farixen as they are basically Dreadnoughts but missing the spinal gun (and almost certainly designed with refitting on in mind). However despite that Carriers are a potentially meta disrupting advance as they allow for the mass transportation of Fighters to the battlefield and thus allow for the leveraging of numbers in torpedo vs. GARDIAN duels.

Revy Shepard meanwhile has proven far more disruptive to the meta then that. The first major shakeup was her creation of Arc Reactors. This low cost high density energy source changes things. First it allows for massively improved Kinetic Barriers bumping up the shielding of pretty much any unit equipped with them, secondly it increases the rate of fire for larger MACs since they no longer need to charge, thirdly it increases durability by distributing the ship's power generation rather then having a central reactor to destroy. Then came the Repulsors which double a warship's FTL speed and (IIRC) conventional speed compared to the traditional anti-matter enhanced fusion torches used. This dramatically increases the strategic responsiveness of our fleets as well as their tactical flexibility.

The list just goes on after this. Improved Warheads to punch through those enhanced shields, Arcane Blur (albeit we purchased rather then created) to decrease accuracy, Biotic Warp inspired shielding to counter our improved missiles, faster firing (10x) railguns for massively increased conventional DPS, lasers for stripping away enemy shielding by targeting their emitters, enhanced targeting VIs, improved Eezo Drive designs for faster FTL, hyper-modularity for rapid upgrades, improved material science for superior armoring and structural integirty, Multi-Core Eezo systems for unlimited FTL endurance, proliferation of cheap drones and micro-missiles.

We are entering an era of a radically changing meta and large scale starships are just a poor response. We can see this in nature; smaller creatures tend to weather mass extinction events better because by their nature they can more quickly adapt to their changing environment. Similarly Dreadnought scale starships are a significant investment of time and resources that could very well be obsoleced before they even finish construction. Meanwhile Frigate scale starships are vastly cheaper, faster to build, and their loss through either combat or obsolecance is far lesser a blow. While this is partially mitigated by hyper-modularity allowing for easier refitting as new technology is invented it doesn't change the fundmental issue that investing in a few expensive ships is a poor choice in this rapidly changing situation.

This is further emphasized by the fact that while things are still balanced right now at the high ends of the meta indications are leaning towards a shift away from the current supremacy of defence over offense to the supremacy of offense over defence we are more familiar with IRL. That is what lead to the death of capital ships, outside carriers whose saving grace of remaining outside the field of combat is limited to oceanic warfare, in OTL. When a handful of comparatively cheap torpedoes, and later missiles, can sink even the most defended ship investing in a multitude of cheaper ships over fewer expensive ones becomes the obvious choice.



So with all that in mind Escort Carriers while individually less capable then Fleet Carriers are likely a safer investment. They are smaller and cheaper so the loss of one is less impactful to the overall fleet. They are smaller and cheaper thus the logistical costs of keeping them updated are smaller resulting in less lifetime overhead. They are smaller and cheaper so can be built up into a larger fleet at the same cost allowing for increased strategic flexability.
 
Yeah, unless we can figure out a way to change the construction rules to favor large ships, which is a bigger order than just upending the arms and armor paradigm, we're probably gonna be the bane of Capital ships for the foreseeable future.
 
Though, if you don't count the time and cost to build the bigger ships into factor, our tech is heavily favoring them and the defensive stance they use.
When everything's done and tech development hits a more reasonable pace, the dreadnought sized ships are going to be complete monsters.
Possibly even to the point that a mothership paradime might become dominate in the end.
But that's a very long-term outcome and not likely to happen until Revi is long gone.
 
Yeah, unless we can figure out a way to change the construction rules to favor large ships, which is a bigger order than just upending the arms and armor paradigm, we're probably gonna be the bane of Capital ships for the foreseeable future.
Well...Advanced Construction Drone research would allow us to lower construction times even further than what we currently have and at 1600 points needed, it is relatively cheap to research. As well as when we eventually research Petawatt Range Lasers and Go Away Beams, they probably will require cooling or just space enough that only dreadnought equivalent sized ships can mount them.
Probably best used for Superdreadnoughts to be fair. That said, I see that class of ship to be used more like the Mandator from Star Wars. Less of an offensive ship and more a defensive ship to park above a critical objective or planet that must not be lost at any cost. Supported by a few carriers and entire fleets of ships otherwise.
Though, eventually that might change if and when we can scale our biotic caster tech to Starship levels and can combine it with mods. A Superdreadnought casting Reave and then firing phasic rounds from its MACs, while also firing its' many lasers [though honestly we should upgrade to Masers at that point.], as well as shooting Macross levels of Missile spam would be something to see.
 
They're changing the rules on ship size to try to get ahead of this. It'll mostly target humanity as they're the only ones outputting that much power. Once they figure thay out we'd have to find another way to circumvent the new rules.
 
Well...Advanced Construction Drone research would allow us to lower construction times even further than what we currently have and at 1600 points needed, it is relatively cheap to research. As well as when we eventually research Petawatt Range Lasers and Go Away Beams, they probably will require cooling or just space enough that only dreadnought equivalent sized ships can mount them.
Honestly I doubt we'll ever bother with the higher ends of laser tech. A metric ton of iron takes ~700MJ to raise to the melting point and a thousand tons (about the mass of a small IRL frigate) 700GJ. Our high gigawatt (IIRC: hundreds of gigawatts range) lasers are going to be stripping hundreds of tons of mass off anything they hit. More when you consider most substances lose significant amounts of their structural integrity before hitting the melting point. The line about "carving gaping holes in warships" is if anything understating the impact they'll have if we can get any sort of reasonable duration of beam on target.

They are probably one of the last techs we need before rolling out new ship designs. High Gigawatt UV Lasers are a valid replacement weapon for starships. Not quite Dreadnought territory in terms of energy outputs (38kt/2s = ~80TW) but the ability to ignore Kinetic Barriers and target the ship underneath puts it into the same territory damage wise, at least I'd say anyway. Paragon Industries' UV Lasers for reference are 300x the range of standard IR Lasers used by existing GARDIAN systems. That takes them from the ~10km of GARDIANs to ~3,000km. Still not the tens of thousands of kilometers for the Extreme Range combat of Dreadnoughts but almost certainly enough to put them into the Long Range bracket where non-Dreadnought combat begins.

That said X-Ray Lasers are pretty cheap at 800RP and will bump the range up to three million kilometers and make our ships the ultimate snipers. Sure they probably won't be able to hit anything at that range, light takes roughly ten seconds to reach the target at those ranges so twenty seconds of lag between targeting data and "impact", but even at a pedestrian 300,000km they'll have a pretty reasonable hit chance and be laughably out of range for any retaliation.

But my point is that Terrawatt X-Ray Lasers is probably the high end for what is actually worthwhile investing in and High Gigawatt UV Lasers is already pretty devastating.
 
Mom: Revy why is there suddenly a second moon in the sky!?
Revy: That's no moon~
Mom: That's no moon? *looks up at the 'moon' again*
Mom: That's no moon.
 
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