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

Honestly I think the issue with people on hearing about making 'profit' off of the treatments that a lot of people were thinking about how some of the places with really bad health care systems where treatments can be so expensive that people can outright be bankrupted by needing life saving treatments. If the treatments are actually cheap and affordable for everyone I think no one would have issue with just just letting the Sirta organization handle actually spreading the treatments by making it cheap and affordable for everyone.
 
Rather than arguing about how those gene-mods can be distributed and in what manner, I still find it strange that there is little to no discussion on why those research even need to be picked to begin with. It's as if almost everyone has already considered them a done deal one way or another, and no need to consider what Other research could use the RP instead.

What motivates Revy to pursue those research when she can do something else with her own and her company's time and effort? Before the Could and How, is there a Should and Why?

Because while I could easily get the argument for she could get more PR from other races by doing the research and then releasing it in some way, why does she need them for herself and her company? Is there some sort of limit or sanction she wants to work against for her personal interests that needs the PR? Does her business need more customers that required the PR level? Is there a goal she's working towards that needs that PR? Or did the reputation level itself somehow became a goal?

At least letting SA releasing it would have some actual benefits I could see, since Revy helping to boost the PR of the political entity she belongs to both gives her rep and trust with SA, which then can then potentially lead to less limits on what products that she can sell to the rest of the galaxy, along with looser limits on what the SA can buy from her if they can get a better deal on the treaty.
 
l think the name of the company says it all paragon why would a paragon focouse on something that can help millions,billion or even trillions of people... that and i think most people here have a bleading heart or a saveing people thing hehehe
 
we should patent it and let everyone make and distribute the treatments for like... 1 credit.

Well, based on my current estimates, we could probably do it fully for free at a loss of 2 trillion credits a turn. At the moment we can't afford that, but if it happens after the current round of construction, or in around 2 years, then we could afford to hand it out for free in full.

That being said, I'm against the patent and distribution idea. It hits too close to IRL with insulin for which a very similar thing was done yet it's being exploited now.

At our current profits how much time will it take us to get that money back?

Well, we're hitting market saturation, and our growth is somewhat slowing down. I think in 4 turns we should be at around 20 trillion a quarter, then in another 4 I think we can hit 100 trillion a quarter, but after that I imagine we'd have problems actually finding the customers to sell to. From then on, I think we'd be lucky to reach around 200 trillion a quarter over the next 4 quarters after which we could start paying that off, which would take 850 turns.

Rather than arguing about how those gene-mods can be distributed and in what manner, I still find it strange that there is little to no discussion on why those research even need to be picked to begin with. It's as if almost everyone has already considered them a done deal one way or another, and no need to consider what Other research could use the RP instead.

What motivates Revy to pursue those research when she can do something else with her own and her company's time and effort? Before the Could and How, is there a Should and Why?

Because while I could easily get the argument for she could get more PR from other races by doing the research and then releasing it in some way, why does she need them for herself and her company? Is there some sort of limit or sanction she wants to work against for her personal interests that needs the PR? Does her business need more customers that required the PR level? Is there a goal she's working towards that needs that PR? Or did the reputation level itself somehow became a goal?

At least letting SA releasing it would have some actual benefits I could see, since Revy helping to boost the PR of the political entity she belongs to both gives her rep and trust with SA, which then can then potentially lead to less limits on what products that she can sell to the rest of the galaxy, along with looser limits on what the SA can buy from her if they can get a better deal on the treaty.

What will eventually limit Paragon Industries' sales is going to be the existing economy and the number of people out there. This genetic treatment means that more customers will remain alive, and they will live longer leading to a larger market and thus more sales. The PR is also majorly helpful and can let us leverage what we have already done in order to get special exemptions such as the AI license. At the moment it seems like the Council would vote no on that, but with this treatment, I imagine that they'd be swayed by what we've managed.
 
might as well release this info since it will affect your planning somewhat and relieve some worries

you will be receiving indefinite contracts for certain base amounts of certain items like arc reactors for each main governing body. ie SA, Heirarchy, Republic, Union, etc.
as you develop more items and prove their worth, more indefinite contracts will be made available, increasing your 'guaranteed' income per turn in exchange for guaranteed production expenses

this way at least you will never have to worry you will ever really hit true saturation that you cannot sell them in any appreciable amounts, this way you will ALWAYS have a customer or customers who want your items, either as replacements or stockpiles, or etc.

this of course will not guarantee you will have a 'passive' income greater than your expenses, but it will at least reduce the amount you might need to make per turn to keep in the black and amass profit.

bit tired so I think I am addressing the worry I am seeing here? maybe?
 
might as well release this info since it will affect your planning somewhat and relieve some worries

you will be receiving indefinite contracts for certain base amounts of certain items like arc reactors for each main governing body. ie SA, Heirarchy, Republic, Union, etc.
as you develop more items and prove their worth, more indefinite contracts will be made available, increasing your 'guaranteed' income per turn in exchange for guaranteed production expenses

this way at least you will never have to worry you will ever really hit true saturation that you cannot sell them in any appreciable amounts, this way you will ALWAYS have a customer or customers who want your items, either as replacements or stockpiles, or etc.

this of course will not guarantee you will have a 'passive' income greater than your expenses, but it will at least reduce the amount you might need to make per turn to keep in the black and amass profit.

bit tired so I think I am addressing the worry I am seeing here? maybe?

Oh, it's not an actual worry of mine, as opposed to a limit on growth we'd eventually hit. For example, we can't exactly sell a quadrillion arc reactors a turn so to speak. The indefinite contracts are nice though, and will be quite helpful in continuing growth as well as ensuring a steady chain of PI products goes out to the galaxy at large.
 
Question; in games like Stellaris and Endless Space, abnormal gravity (either too high or too low) is cause for lowering the habitability on a planet. Should I assume that this is a solved problem for Mass Effect, given its titular technology?

Unrelated, but how highly would we rate the crypto project the SA sent us? I'd like to complete that soonish, both to flex on the Batarians(/Reapers) but also because I suspect that doing so would be a good way to earn brownie points with the Systems Alliance brass. We're "only" at 86 right now, and we've been dutifully dropping a dozen golden eggs for them.

Also, @tri2 given that our PMC is registered with the Systems Alliance, are we bound by the SA's treaty obligations? That is, if the new treaty is signed as-is would we have to scrap our cool new frigates?
 
Question; in games like Stellaris and Endless Space, abnormal gravity (either too high or too low) is cause for lowering the habitability on a planet. Should I assume that this is a solved problem for Mass Effect, given its titular technology?

Unrelated, but how highly would we rate the crypto project the SA sent us? I'd like to complete that soonish, both to flex on the Batarians(/Reapers) but also because I suspect that doing so would be a good way to earn brownie points with the Systems Alliance brass. We're "only" at 86 right now, and we've been dutifully dropping a dozen golden eggs for them.

Also, @tri2 given that our PMC is registered with the Systems Alliance, are we bound by the SA's treaty obligations? That is, if the new treaty is signed as-is would we have to scrap our cool new frigates?
Not really, making a mass effect field the size of a planet is a massive undertaking. I think it can help on a minor scale, however spaceship drive cores are the most expensive part of the ship by far so it's probably too expensive to deploy in every building.
 
Another idea for future research. Terraforming. We already have the option in our tech tree, and mass effect canonically has companies devoted to nothing but terraforming and setting up basic planetary infrastructure, so that is clearly a field with plenty of growth potential.
 
So the tech tree needs some nodes if we want to try and end run the treaty limitations.

Planetary siege units exist, so that's one avenue covered.

There's that "interstellar cruise missile", but I think that we should change that to "weaponized FTL" under ME theory so we can incorporate short range FTL skipping, long range bombardment, and FTL fighters. Maybe FTL armor suits? (Jokes about sufficient velocity.)

Missiles needs minefields.

Mass accelerator weapons needs peasant railgun.

Energy weapons needs power sharing/collimator.

Maybe a new catagory for exotic weapons like directed fusion or telekenetics?

Armor defense needs holofields and E war.

Ships need advanced fighters, CAS, drones, different scales of carriers, landing craft. Maybe add defense stations.

Anything seem super stupid?
 
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might as well release this info since it will affect your planning somewhat and relieve some worries

you will be receiving indefinite contracts for certain base amounts of certain items like arc reactors for each main governing body. ie SA, Heirarchy, Republic, Union, etc.
as you develop more items and prove their worth, more indefinite contracts will be made available, increasing your 'guaranteed' income per turn in exchange for guaranteed production expenses
Curiously, was this related to the ongoing negotiations regarding the new Naval Armament Treaty? Like the Citadel Council would unofficially allow the Systems Alliance to have certain benefits/privileges in exchange for guarantees that Citadel access to certain Paragon Industries products (specifically PI products crucial for the ongoing modernization of the Citadel Militaries) would not be blocked or limited by the SA? Because it has been made pretty clear that PI products are extremely crucial for all militaries to start upgrading. Not to mention, the SA's ability to allow or deny Paragon Industries' right to sell certain products to the rest of Citadel Space is a powerful card in the hand of the SA. Something that the Citadel was concerned about.
 
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@tri2 A suggestion? I strongly suggest that you limit the number heroes we can have. From a mechanical and story perspective it runs into serious issues if we can just casually recruit heroes. Especially if nothing stops us from taking the action every quarter. At this rate we would probably be able to go through the entire tech tree in no time.

For example in a W40K quest where the players were Adeptus Mechanicus running a Forge Empire the game made it so that you couldn't just recruit heroes whenever but that heroes were rare enough that they only got offered a handful of times in the quest. I suggest something similar to avoid hero recruitment being too easy.
 
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I would also suggest that rather then giving us large bonuses to existing research, the benefit of a hero should also be strongly based on them opening up unique branches of the tech tree.
 
Another idea for future research. Terraforming. We already have the option in our tech tree, and mass effect canonically has companies devoted to nothing but terraforming and setting up basic planetary infrastructure, so that is clearly a field with plenty of growth potential.

Is...is that a pun?

Also I'd be interested in more Terraforming tech, but I'm not sure there's anything specifically approved right now unless tri greenlights something like 'advanced soil remediation'.

Were we going with one Eezo creation tech to rule them all, or did we want to split it up into 'can build Eezo in a lab', 'can make artificial Eezo economically viable on par with existing deposits' and 'why would you ever use natural Eezo again unless you had to?' tiers of science?

Not really, making a mass effect field the size of a planet is a massive undertaking. I think it can help on a minor scale, however spaceship drive cores are the most expensive part of the ship by far so it's probably too expensive to deploy in every building.

...what if you hook up an Arc Reactor to it and blast many, many jiggawatts through it to cover a city block? Might be something people are looking at with the expansion of power budgets.

Missiles needs minefields.

As I understand your suggestion and the realities on the ground, minefields run into 'space is big'. I'm not trying to discourage your thinking here, just mentioning that this might be more of a project than you were expecting.

One thing I am imagining as the SA navy's "hat" is that we're smaller than the Turians (not hard) but we bring high end, specialist equipment to the table; unless something drastically changes with the treaty negotiations, we're probably not limited in defensive or mobility advancements, so things like TIR and Triple Core Engines give strategic advantages, and if we're permitted a ship-scale shields upgrade again we can probably get away with 'our kinetic barriers are on par with ships a weight class above what we field them with'.

Plus just going with weird weapons, like inertial dampener jammers that we put on drones and fly near enemy ships that degrade the ship's ability to cushion its course changes for its crew.
 
On a side note, how are we doing in terms of employee benefits? We're printing enough money that we're fortifying entire colonies by ourselves. Are the employees seeing bonuses and wage increases that sorta scale to our growth?

Sorry about the tangent; I listened to this song and got reminded of this quest:
 
As I understand your suggestion and the realities on the ground, minefields run into 'space is big'. I'm not trying to discourage your thinking here, just mentioning that this might be more of a project than you were expecting.
Relays are choke points, but I get what you are saying. A fuck off huge minefield would mainly be a PR tool or export sale, not a massive tech investment.

I do want to see the galaxies reaction to human bolos, and especially the AI friendly fiction that came with them.
 
Also I'd be interested in more Terraforming tech, but I'm not sure there's anything specifically approved right now unless tri greenlights something like 'advanced soil remediation'.

Were we going with one Eezo creation tech to rule them all, or did we want to split it up into 'can build Eezo in a lab', 'can make artificial Eezo economically viable on par with existing deposits' and 'why would you ever use natural Eezo again unless you had to?' tiers of science?
Had an idea for a Terraforming tech. Basically the idea is that one of the main limitations to the number of habitable world is that the number of worlds in the 'Goldy Locks' zone AKA the zone that is the right distance for planets to be that lets water exist in a way to make life possible. The idea for the tech is to make a sort of super station or Dreadnought that is designed to house gravity technology that lets said super station or ship move planets to a systems Goldy Locks zone.

This tech is meant to be pretty high end and expensive as hell to make. As in we may need Eezo production for a requirement along with the designs for super large stations and/or Dreadnoughts though likely Dreadnought since it seems like it just makes sense for it to be mobile. I'm also imagining this hypothetical super station or ship needing around a year or 2 of constant gravity manipulation on a planet to move them to the zone with the time depending on the solar system.

And no, it's not meant to be a planet destroyer- I imagine that someone would eventually suggest that so bringing this up now- since it's meant to take a lot of time to move worlds. It could destroy a inhabited world by moving the world out of a habitable zone but it's meant to be impractical for that use.

The benefit of the tech is that it opens up even more worlds able to be terraformed.
 
@tri2 A suggestion? I strongly suggest that you limit the number heroes we can have. From a mechanical and story perspective it runs into serious issues if we can just casually recruit heroes. Especially if nothing stops us from taking the action every quarter. At this rate we would probably be able to go through the entire tech tree in no time.

For example in a W40K quest where the players were Adeptus Mechanicus running a Forge Empire the game made it so that you couldn't just recruit heroes whenever but that heroes were rare enough that they only got offered a handful of times in the quest. I suggest something similar to avoid hero recruitment being too easy.

At the moment, one good way to do that would be to require a researcher have a lab with them in order to make proper use of them for the turn. At the moment, we can get up to 2775 Rp a turn from research labs if we max them out. Currently most of our researchers have a B as their highest stat, so if we do manage to get a full 10 heroes, we'd see a research rate of around 5500 RP a turn. However, if we invest into upgrading them to A rank researchers, we can get an RP generation of 8325 RP a turn, so if that seems high, you may want to nerf that. A fairly easy way to do that would be to have the researchers not get the lab bonus of a *1.85 for now, and instead just have their base RP be what bonus they provide.

I would also suggest that rather then giving us large bonuses to existing research, the benefit of a hero should also be strongly based on them opening up unique branches of the tech tree.

Ooh, that's a pretty good idea actually. Although I feel like it might encourage us to hire then fire researchers. Although that is a thing IRL as well, so it would make for an interesting decision.

On a side note, how are we doing in terms of employee benefits? We're printing enough money that we're fortifying entire colonies by ourselves. Are the employees seeing bonuses and wage increases that sorta scale to our growth?

Sorry about the tangent; I listened to this song and got reminded of this quest:


I think we have pretty high pay and some great bonuses along with a fair few employee amenities. Although it might be work funding those some more.
 
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