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

Personally, I feel like a lot of this is covered by Mordin's terraforming technologies. It is a nice breakdown of the sub researchers that I imagine are involved in it though.

Maybe have Mordin be the research hero also specializing in the Environmental Tech Tree. Cause I got most of my inspiration off of Horizon Zero Dawn and the fact that Earth Day just past 3 days ago.
 
So, I've been looking at our new tank, and this thing is an absolute beast. The size of Krogan Tomkah already puts it in a massive weight class on its own, then we added stupid amounts of armor onto it. We're probably looking at a vehicle that's around 150 metric tons meaning it's going to need a lot of repulsers and power sources. And to keep with the 6g operational range, we'll need a lot more thrust. To just keep it in the air on a 1g world will need around 1.5 million Newtons of thrust, and that's not taking into account the possible flight. And this is just for vertical motion on a 1g world. For what we're hoping for, it'd need 10.5 million Netwons of thrust. 9 to keep it in the air, and 1.5 to let it fly. And that amounts to a staggering 420 repulsers. (I swear this wasn't intentional).

Based on that, we'd probably want a total of 2 million Newtons of thrust for the forward's motion, and another 500k Netwons for steering and maneuvering. However, as we're already using stupid amounts of repulsers for the vertical acceleration, I'll be upping it to 2 million Newtons of thrust in all directions. Forwards, backward, left, right, and down. As such, we have a full total of 820 repulsers.

420 repulsers for vertical thrust.
80 repulsers for forward motion.
80 repulsers for backwards motion.
80 for leftwards motion.
80 for rightwards motion.
80 for downwards motion.

Assuming that the repulser energy for each 25kN variant is 700 MW based on UberJJK's Tiger design, then that amounts to a grand total of 574 GW of power consumption. Now, with all these repulsers, the question if they can actually fit is actually relevant. Assuming a 0.1 m diameter, and assuming that the Jack tank is 12 by 5 meters long and wide, we can fit 6000 repulsers on the bottom of the tank. As it is, we'd see each repulser spaced out by 0.378m from center to center, or the edge of each repulser separated by just 0.14m. This does introduce a rather glaring weakness, as if it flies, then it'd have a number of weak spots to shoot at, and it will always have that same issue with its maneuvering thrusters, but there's nothing we can really do about that. Plus, even on a 6g world, it'd still need to lose 60 repulsers to actually be disabled. On a normal world, that reaches a full 360 repulsers.

Now, for the weapon systems. For this, I'm going to assume you want to treat it like a heavy weapons platform and have a multitude of secondary and tertiary weapons along with the primary cannon. Lets go with 1 million Newtons of force that can be applied to it in order to avoid having the Jack suddenly reverse direction when it fires the primary cannon. While keeping to the redundancy limit and having at least 40 repulsers active in the direction it fires. For that, it'd mean we can scale up a repulser to a full 0.63m, making for a 630mm main cannon.

Shamelessly stealing UberJJK's math for this:

1,000,000 = 25,000 * (Scale Factor)^2
(Scale Factor)^2 = 1,000,000/25,000
(Scale Factor)^2 = 40
Scale Factor = sqrt (40)
Scale Factor = 6.3

For that, we'd need a total of 27.783 GW of power, which honestly for this beast isn't much. Moreover, let's add in secondary weapons with a similar ratio to the M1 Abrams, which gives us a 100kN secondary. Which would take up 0.2m in diameter. I think that 8, or one on each corner would work best, making for a power use of just 2.8GW each, or a total of 22.4GW.

Now, lets add in the Sagitta for the tertiary weapons. Based on what UberJJK used for the Tiger, the pod itself is a 0.5m wide cube. Lets give this monster 16 of these pods, which gives us a nightmarish number of 664 thousand Sagitta missiles.

I'll probably see if I can write up a more reader friendly and optimized design later on, but needless to say Tri2 definitely laid the foundations for a nightmare in terms of what to face on the battlefield.
 
and all of that is not taking into account someone just using the spare space inside just to install a drone controller instead to coordinate a massive robotic swarm of death to give it a escort.

and then multiply it per Jack. plus the repulsors are weapons in its own right
 
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and that glaring weakness at the bottom is only if it decides to rise, when instead it could just decide to hover closer to the ground.

The Jack of All Trades, cause its a really big hammer, and all your problems just became nails

Oh definitely, although mines might also be an issue.

Honestly, I'm wondering if we might see people calling it a jackhammer considering how much firepower it will be able to put out.
 
Oh definitely, although mines might also be an issue.

Honestly, I'm wondering if we might see people calling it a jackhammer considering how much firepower it will be able to put out.
think the required amount of repulsors should be lower as there can be a small element zero core installed like the mako to lighten it. though to be fair I didn't mention it, so guess it could be optional as a cost saving measure.

just imagine seeing from the sky a dozen cubes falling gently from the air in formation before suddenly releasing swarms of robotic death and beams of repulsors like death rays, and then the heavy weapons deploy.
 
So, I'm thinking we should have some options for our naval techs, as a way around the treaty limitations. I'm thinking 3 major branches.

Destroyer swarm
  • A bunch of smaller ships working together to achieve similar results as large ships.
  • Power sharing, pesant railgun voltrons, improved datalinks ect.
  • Short term effects are a large amounts of shipping protection, capible of wider power projection.
  • Doctrine effects are an massive officer core with loads of people experienced in ship and fleet command, hungry for fast and hard hitting ships. Would probably screw up command of traditional superheavies.
Carrier tech
  • Fighters, landing crafts, and drones launched from carrier ships .
  • QEC drones, fighter tech, logistical improvement, ect.
  • Short term would give us a very powerful force, with stronger invasion support capibilites.
  • Doctrine effects would have a smaller officer core with a force conservation mentality.
Legally not a ship
  • Bolos, "stations", minefields, planetary fortifications.
  • Super scale weaponry, exotic defenses, automation ect.
  • Cheap.
  • Not great? Public support.
We could probably do all this, and we should eventually, but finding a way to continue the war effort is a high priority.
 
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think the required amount of repulsors should be lower as there can be a small element zero core installed like the mako to lighten it. though to be fair I didn't mention it, so guess it could be optional as a cost saving measure.

just imagine seeing from the sky a dozen cubes falling gently from the air in formation before suddenly releasing swarms of robotic death and beams of repulsors like death rays, and then the heavy weapons deploy.

Huh, didn't think about that. Although this way it doesn't use as much Eezo, so that does mean a greater operating limit and lower operating costs.
 
I'm thinking with the restrictions to ships we change naval doctrine to destroyer carriers. Basically it'll launch a bunch of fighters to destroy ships instead of big guns. Either that or create missiles that are stronger then guns.
 
Apparently reaper tech derived ME FTL had built in safeties that stop FTL ramming attacks. That seems like a promising project invest in.
They got any protection from microwaving people inside of ships? I think we have gamma rays on the tech list. It'll likely instantly get geneva'd but i feel like the point is to make them redo the treaty so much they realize how redicolous it is to be too greedy.
 
Compared to learning about how to design frigates learning about light cruisers was much easier since you learned most of the mistakes the last time. So instead of many hours of watching your virtual crew and ship self destruct in engineering failures it was only a few hours this time. Most of the planned improvements would be similar to that of the frigates, just upscaled. More than enough time was left over for you to toy around with the idea of multiple eezo cores and actually make it work without causing the ship to explode into a giant biotic warp at the slightest impact or electrical disruption. You are pretty sure a few of your researchers have been abusing aspirin while watching you work and you think you could even hear a few of them praying for some reason. Strange. Still the sight of a ship exploding into a giant storm of biotic energy did give you a crazy idea. Why can't you make machines use biotic techniques its all just nervous system commands after all, and what are nerves besides fleshy biologically programmed mechanical conduits?
For some reason she says. Revy doesn't quite understand that her employees are essentially seeing the closest approximation (that they will ever get) of a "god" playing with the lives of mortals.
 
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Oh definitely, although mines might also be an issue.

Honestly, I'm wondering if we might see people calling it a jackhammer considering how much firepower it will be able to put out.
aren't the Alliance tank name after shark or other animal

i don't think the Hammerhead is made yet, so we could just use that for the Box
 
aren't the Alliance tank name after shark or other animal

i don't think the Hammerhead is made yet, so we could just use that for the Box

Based on the update, it seem like we're going with the Jack, which does fit as it's a drastically different design from everything that's been seen so far in the galaxy. It's basically a cube with guns that floats, so the name change fits.
 
How do they not rule the universe then? They can easily replenish their numbers from any war. Have more advanced tech then everyone else and have the best intelligence gathering agencies.

If I remember correctly they created the og shadow broker. So how are they roughly equal to two other races?
Time commitment would be my bet. Liara was 106 in canon and "barely" considered an adult. So by having a child an Asari is committing a century of their life to raising them. Even if they only need serious attention for the first fifty years that is a long time considering their reproductive window is "only" 350 years. Considering how difficult raising a naturally biotic child is I can't imagine many Asari choosing to raise more then one or two simultaneously. If you then factor in that it takes 350 years for an Asari to reach the Matron phase and begin serious reproductive efforts that is a long time for those few children to die. Given that Maidens are infamous for risk taking behavior a good number probably don't make it to the Matron stage.





So basically if we do immortality then to make it stable we'll have to impose cultural/lawful limits. Like you can only have two children every hundred years. It's either that or invest more people into the military to keep down numbers.

Maybe do our best at exploring new galaxy's to fill the resource gap. Are you thinking of doing a time skip or will the effects of this decision not matter within the scope of the quest?
Yeah this is in no way necessary. Humanity already has Arcologies:
ME Wiki - Eden Prime said:
This idyllic agrarian world was one of the first human colonies established beyond the Charon mass relay. Eden Prime's biosphere is unusually well-suited for importation of Earth-native life. This fertility drew heavy immigration and development by the Systems Alliance and various corporations.

Today Eden Prime is a model of sustainable, organized development. The population is housed space-efficient arcologies that tower over thousands of kilometers of green fields and orchards.
ME Wiki - Eden Prime said:
The homeworld and capital of humanity is entering a new golden age. The resource wealth of a dozen settled colonies and a hundred industrial outposts flows back to Earth, fueling great works of industry, commerce, and art. The great cities are greening as arcology skyscrapers and telecommuting allow more efficient use of land.

Earth is still divided among nation-states, though all are affiliated beneath the overarching banner of the Systems Alliance. While every human enjoys longer and better life than ever, the gap between rich and poor widens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate regions have not progressed beyond 20th century technology, and are often smog-choked, overpopulated slums.

Sea levels have risen two meters in the last 200 years, and violent weather is common due to environmental damage inflicted during the late 21st century. The past few decades, however, have seen significant improvement due to recent technological advances.
With careful use of Arcologies a planet like Earth is easily capable of supporting 200 billion people and you could quite reasonably fit 10x that number with some effort.

Right now there are 11.4 billion people on ME!Earth. If everyone coupled up, had a child every 20 years on average, and lived forever then it would take over a century to reach that 200 billion figure. If instead we go for say 75% of the population coupled up and had 3 children once a century (which I still think is rather high) it would now take 250+ years to reach 200 billion. Expand the limit out to the 2 trillion I mentioned being possible with effort and we're up to 460+ years. This is of course all still assuming no one ever dies although that doesn't actually effect things too much.

We know of at least seven garden world colonies (Bekenstein, Benning, Demeter, Eden Prime, Elysium, Mindoir, and Terra Nova) that are already in the process of colonization. If we up the starting population to the ~13 billion we're using for the total human population and it would take 638 years to hit the 16 trillion those seven worlds (plus Earth) can support. As previously discussed Paragon Industries' Repulsors, improved FTL, and Multi-Core Ezeo Drives, expand the volume colonizable around relays 200x. If we only find 800 garden worlds (100x instead of 200x since presumably relays are in prime locations) that buys humanity up to a thousand years from now.

All of this is assuming effectively unrestrained exponential growth continuing on for centuries. If things taper off for any reason the numbers of years thing are sustainable expand dramatically. If we start using space colonies or colonizing non-garden worlds (well designed Arcologies don't care about outside conditions) then we've got even longer.

Basically what I'm saying is that immortality is not going to be a problem within the lifetime of this quest. When you factor in the accident rate odds are Revy herself won't even live to see it become a concern.





As I promised a while ago I've finally decided to get around to putting together a proposal for construction for next quarter. All things are variable and subject to changes and conditions develop.

The first thing that needs to be considered is what to do with the 5,233,401 production we have unaccounted for after factoring in all our existing contracts. I figure 5 million Gen II Arc Reactors per quarter is probably the high end for sustainability which brings in 1.1 trillion in exchange for 375,000.00 production leaving us with 4,858,401.00 production. Small Shipyards complete in two quarters so we are still stuck paying double production for LLP construction which sucks since the higher production costs mean we are effectively losing money on every LLP we build compared to just leaving the Production unallocated. If we construction zero LLPs we have a budget of 2.8 trillion while if we max out on them again that goes down to 2.3 trillion. Just to be safe I'll be operating off a budget of 2 trillion which leaves a reserve of between 300 and 800 billion for other expenses.


The first thing I think we should build is, despite my earlier harshness on Space Stations, is a Heavily-armed Large Space Station over Mindoir (-200 billion = 1,800 billion). Not for our own use mind you but for the 4th fleet who currently need one:
4th Fleet Rebased
The Systems Alliance 4th Fleet has been rebased to Mindoir. We should all feel much more secure with a newly upgraded Dreadnought overhead. This move is no doubt in response to the recent attack on Landing by Batarians forces. With this the SA has secured a key supply line. However, Mindoir is a poor hub world meaning that the 4th fleet is a full day away from the relay network. In addition, Mindoir lacks the proper support infrastructure. The SA has released plans to construct a large space station in the Mindoir system to serve as the 4th fleet's base of operations.
We don't know what the SA's plans are here (@tri2 - If you could clarify it would be appreciated) but I figure offering to build them the station for free should help win back whatever points were lost by our buildup. Even if it doesn't it will substantially increase Mindoir's defenses going forwards.


My next priority is getting our Shipyards up and operational since their lack is seriously costing us. The big three are Mindoir (5 million Production), Demeter (3.5+ million Production in 2175-Q3), and Benning (3.5+ million Production in 2175-Q3). At 61,177.810 Production these three planets can support ~80, ~55, and ~55 LLPs per quarter respectively. So to keep up with that level of construction requires 14, 10, and 10 shipyards for a total of 34 Small Shipyards. The problem here though is that is a lot of our orbital slots tied up by Shipyards. In fact Benning and Demeter can only support 10 slots right now and already have 3 occupied so we could only build 7 Shipyards in each system.

So we more or less have to accept building less ships then we theoretically could. We need to provide the Hannar 45 frigates ships per quarter soon so lets aim for a similar amount to the Systems Alliance giving a total of 90 frigates per quarter. That requires 15 Shipyards total. Given the differences in productive output I figure 10 in Mindoir and 5 each in Demeter and Benning fit best. Since we already have some under construction we only actually need to build 9/4/4 respectively for a total of 17 Shipyards (-8.5 billion = 1791.5 billion).

Since we just unlocked Cruisers I figure we should also throw out some Medium Shipyards out there as well so we can get to work sooner. Since we don't actually have an urgent need for them though I think a more balanced 2/2/2 distribution (-12 billion = 1779.5 billion) works well while leaving Benning and Demeter with one slot remaining for whatever else is needed until we can bump up their relationship ranks.


With upgrading our current facilities out of the way I think the next thing to focus on is expanding to new frontiers. Bekenstein is well positioned as the future site of our sales to the Citadel. We'd need to confirm with @tri2 but I figure it almost certainly counts as a Human Colony and thus we have 25 ground buildings and 10 space buildings. Our Arc Reactor supply targets require 375,000 Production which can be accomplished by 13 Factory IIIs. I figure 20 (-20 billion = 1759.5 billion) is a good target and leaves room for any other buildings we want to construct.


For more local expansion I've previously mentioned Terra Nova and Eden Prime. I figure one of them (probably Terra Nova) should get a Well Armed Space Factory III this turn (-1,250 billion = 509.5 billion) and the other getting one next turn since Elysium is just too exposed to feel comfortable investing that many credits there in the middle of a war with the Batarians. Aside from that I think each planet should get 20 Factory IIIs since they are fast to build (-40 billion = 469.5 billion) as well as Bombardment Grade City Shields over their respective capitals (-100 billion = 369.5 billion). For the remaining construction money a Well Armed Space Factory II for each (-250 billion = 119.5 billion) should keep up Production until the IIIs come online.


Mindoir: -208.5 billion
1 x Heavily-armed Large Space Station (-200 billion)
9 x Small Shipyards (-4.5 billion)
2 x Medium Shipyards (-4 billion)

Benning: -6 billion
4 x Small Shipyards (-2 billion)
2 x Medium Shipyards (-4 billion)

Demeter: -6 billion

4 x Small Shipyards (-2 billion)
2 x Medium Shipyards (-4 billion)

Bekenstein: -20 billion
20 x Factory IIIs (-20 billion)

Terra Nova: -1,445 billion
20 x Factory IIIs (-20 billion)
1 x Bombardment Grade City Shield (-50 billion)
1 x Well Armed Space Factory II (-125 billion)
1 x Well Armed Space Factory III (-1,250 billion)

Eden Prime: -195 billion
20 x Factory IIIs (-20 billion)
1 x Bombardment Grade City Shield (-50 billion)
1 x Well Armed Space Factory II (-125 billion)

Total = -1,880.5 billion
 
will not comment on SA plan's till Revy knows about it in the update. To gain more access to knowledge out of update please increase your connections and friendship level with people.
 
do the shipyards not produce more ships of the smaller classes if so would Medium Shipyards not be better in long run though 6 of our own would be great start, then again we could upgrade later.
also about the SA building there own space station we be able to tell by simple scanners and ship traffic, which we have just saying no need to phone a friend that clue.
tri2 is mars an option to build on because in mass effect 3 the protheans site seems kind of empty in game with minimum anything for miles just a rank 3 lab i would think
 
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do the shipyards not produce more ships of the smaller classes if so would Medium Shipyards not be better in long run though 6 of our own would be great start, then again we could upgrade later.
also about the SA building there own space station we be able to tell by simple scanners and ship traffic, which we have just saying no need to phone a friend that clue.
tri2 is mars an option to build on because in mass effect 3 the protheans site seems kind of empty in game with minimum anything for miles just a rank 3 lab i would think
will need to relook at the shipyards later

mars is not viable cause of the ultra important ruins on it
 
@tri2 - By the way for relationships you list Receptive as not letting us build Shipyards yet we build Shipyards in orbit of Benning, Demeter, and Elysium in the last update and they are all at Receptive (since 70 is less then the 71 needed for Cooperative where Shipyards are unlocked).
 
@tri2 - By the way for relationships you list Receptive as not letting us build Shipyards yet we build Shipyards in orbit of Benning, Demeter, and Elysium in the last update and they are all at Receptive (since 70 is less then the 71 needed for Cooperative where Shipyards are unlocked).
you got the +1 needed from the anime action, or else you would be getting some pointed messages from the colonies right about now.
 
Mindoir: -208.5 billion
1 x Heavily-armed Large Space Station (-200 billion)
9 x Small Shipyards (-4.5 billion)
2 x Medium Shipyards (-4 billion)

Benning: -6 billion
4 x Small Shipyards (-2 billion)
2 x Medium Shipyards (-4 billion)

Demeter: -6 billion
4 x Small Shipyards (-2 billion)
2 x Medium Shipyards (-4 billion)

Bekenstein: -20 billion
20 x Factory IIIs (-20 billion)

Terra Nova: -1,445 billion
20 x Factory IIIs (-20 billion)
1 x Bombardment Grade City Shield (-50 billion)
1 x Well Armed Space Factory II (-125 billion)
1 x Well Armed Space Factory III (-1,250 billion)

Eden Prime: -195 billion
20 x Factory IIIs (-20 billion)
1 x Bombardment Grade City Shield (-50 billion)
1 x Well Armed Space Factory II (-125 billion)

Total = -1,880.5 billion

This production queue makes sense to me, the only real changes I'd make are minor ones. I'm thinking of adding in lab upgrades to the facilities on Elysium for one, and shifting the Well Armed Space Factory II over Terra Nova to Bekenstein in order to spread out production as well as defenses. Also adding in a Bombardment Grade City Shield to Bekenstein as well as 20 billion credits worth of turrets on Eden Prime, Terra Nova, and Bekenstein as I like turrets.

you got the +1 needed from the anime action, or else you would be getting some pointed messages from the colonies right about now.

Well that was a close one it seems.
 
This production queue makes sense to me, the only real changes I'd make are minor ones. I'm thinking of adding in lab upgrades to the facilities on Elysium for one, and shifting the Well Armed Space Factory II over Terra Nova to Bekenstein in order to spread out production as well as defenses. Also adding in a Bombardment Grade City Shield to Bekenstein as well as 20 billion credits worth of turrets on Eden Prime, Terra Nova, and Bekenstein as I like turrets.
to be fair with the plan l wait for the labs under construction to get made before the upgrades. as we cant use them while they upgrading so we need to wait 3 turns to be safe but that's just me maybe its worth it

the rest plan looks fun though
 
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