Do we have the plug and play skills thing up and running? Because that's sort of essential for any major resettlement plan.
@Daemon Hunter 's proposed production cost is close enough to the ballpark to be considered canon,Regarding the new tank design called JACK, how much production should we expect it will require once the SA finishes their tests and adopt the new design?
One of the main issues with colony efforts is the ven diagram of people with colony aiding skills and people willing to pack up and go is sort of iffy overlap. Better to take one of the filters out of play.We haven't researched it, and why would it be essential for resettlement? I get that it would be helpful, but essential?
One of the main issues with colony efforts is the ven diagram of people with colony aiding skills and people willing to pack up and go is sort of iffy overlap. Better to take one of the filters out of play.
looks like a good moving bunker design to me, not sure where you could have mentioned that the whole thing could be essentially compacted down to a smaller vehicle size for storage.
A big issue with any sort of population relocation is jobs. If we dump a million people on Elysium that jumps the population by ten percent and Elysium is actually one of the most populous (8.5 million) human colonies we have data for. Eden Prime is 3.7 million, Terra Nova is 4.4 million, Benning 2.25 million, ect. Given the mention of Earth having overpopulated slums stuck at 20th century levels of technology there would easily be a billion people willing but not able to leave.
about food if we do todays standard 1 farmer with best equipment can safely make 155 people food per year so say 30% of eden prime (rounded to the million just to make it easy) 1 million farmers lets say out there total pop if they pushed to the max they can support with a period of 6 months (2 turns) warning 155 million people at a push. however that is the best case so we to stay safe say 100 million then with new surplus of people we can ramp up production within 6 more months. so conclusion 4 turns to boost a planet pop by 100 million on higher end colony's on lower end i say only get 10 to 20 million and 6 turns (2 more plan above safety net basicly) as we need build larger infrastructure
that above is my view on the matter anyone feel free to poke holes at it. it does not take in locals thought in the surge of basicly criminals (in the view of the colonist) and the very bad view if we force even 1 persion to do this so expect a drop on PR for this stunt i would say
I went through the list of human worlds on the wiki and here is the population data for all those that list it:
We need a tech that allows for shielding against lasers. Any ideas?
I feel that there's a hard upper limit on how much laser we can defend against though. Once we get into gigawatt lasers, can anything really withstand it?
One of the main draws of living in an Arcology is that it is meant to feel like an actual city that one lives in comfortably. Don't think most would appreciate living in a bunker.
@Daemon Hunter 's proposed production cost is close enough to the ballpark to be considered canon,
minor thing hunter, the mobility reactors can slightly angle themselves to adjust direction of thrust and allow it to somewhat aim themselves at targets when not being used to move.
don't worry, soon everyone will have a computer in there heads. The colonists will all have Windows Vista running their meatware soon enough~
yeah IIRC my codex readings right heat management is THE main thing keeping battles from lasting longer than a hour as running everything at full power tends to amp up the internal heat generation of the ship immensely even with heat radiators to extend combat time. Literally cannot fire their guns after a certain point while running their engines or else they will literally die from overheating cooking the crew. Full power to engines? Heat. Fire the guns? Heat. Having all sub systems active? Heat. Of course with replacement of engines with arc reactors and repulsors that will cut down a major source of heat generation but it will still be a problem when in combat. If they fire their guns too often they will quickly reach the 'Don't! Do! Anything!' limit.TIR shielding covers that, although there's almost certainly a limit. While it might be able to handle Gigawatt lasers, Terrawatt lasers are probably going to get through the shields. If I remember my lore right, heat is a major part of Mass Effect combat, and lasers are really good at heating up ships.
One thing that we should also consider is that not all nations on Earth are under the authority of the SA. Many nations, especially the poor nations, are under a completely different organization. The Union of Incorporated Nations. They are not as influential as the SA on the galactic scale but they have considerable influence on Earth and with Earth Corperations.The major issue when it comes to colonization is jobs, incentives to move, and the developed nature fo the current galaxy. In such an environment, it's difficult for colonies to really grow into powerhouses that can rival Earth. Based on what has been shared here, there's a massive disparity in SA worlds, and that's likely going to be an issue for the conceivable future. Moreover, you can't really expect to be able to force people to be farmers. Mass Effect is a rather free society, and so there's a limited number of people actually interested in farming and that number can only change by so much.
If we do try and found a planet, it's going to be a massive investment. The infrastructure construction alone is going to be incredibly expensive as we have to transport everything. Moreover, we'd also have to basically bribe people to move here, have to add in defenses, and wait for the planet to grow on its own to be economically viable. And that's a process that could very well take decades. Not to mention the fact that we'd have to find an uncolonized world as well, and most of them already have groups that have claimed them.
The SA was only supposed to be a Space UN by the richest and most influential nations of Earth. What changed that was the First Contact War, which caused the SA to gain a lot of power.oh yeah that was also a thing. The SA is basically space UN, but all the members on Earth are still independent for planetary affairs.
I feel like for balance reasons that for this quest it would be flat out impossible to break that limit since otherwise it would be incredibly boring since at that point it would be possible to just ram cheap ships at FTL into Reapers. It also makes a lot of sense that the Reapers would have likely spent centuries if not millennia securing their tech to make sure that races can't just ram every space faring ship they have at FTL speed.Apparently reaper tech derived ME FTL had built in safeties that stop FTL ramming attacks. That seems like a promising project invest in.
the reapers likely have tech that specifically counters that tactic like maybe some kind of gravity well generator to instantly pulls any ship that enters its range out of FTL or something ,Cause here is the thing the reapers have been around for a very long time like the leviathan of Dis is estimated to be close to 4 billion years old long time , So odds are they have encountered just about every trick of mass effect technology that can be done multiple times and they have developed counters for every last one of themI feel like for balance reasons that for this quest it would be flat out impossible to break that limit since otherwise it would be incredibly boring since at that point it would be possible to just ram cheap ships at FTL into Reapers. It also makes a lot of sense that the Reapers would have likely spent centuries if not millennia securing their tech to make sure that races can't just ram every space faring ship they have at FTL speed.
Yeah, this is what would happen, but miniaturized FTL would still have other advantages, such as getting close and "only" hitting at .9 c or deploying conventional payloads, or hitting something else and creating a blinding flash.
Dude, it's impossible to balance since again it lets anyone turn any FTL capable ship into a freaking FTL nuke. A single one is likely able to seriously fuck up a planet. It's pretty much guaranteed to be one of the top most illegal things to research. Just look at how the SA reacted to the idea of selling Repulsors to civilians and imagine how they would react to the idea of figuring out how to turn any single ship into a nuke.Yeah, this is what would happen, but miniaturized FTL would still have other advantages, such as getting close and "only" hitting at .9 c or deploying conventional payloads, or hitting something else and creating a blinding flash.
Balancing FTL weapons is possible. This is the SV forums, let's act like it.
I mean, it's a big "if reapers break glass" button. Maybe balance FTL projectiles by making them have negative mass therefore do no damage? Maybe have there be an easy modification to normal FTL drives that stops them? All of this is possible and useful.
What topics should I not bring up in thread because they've been talked about too much or are banned?
Combat FTL weapons - Not a thing in base setting and banned by GM, if any exist the are relegated to the banned WMD stockpile
Dude, we have countless other ideas for research and weapons and defense development that we flat out don't need something like FTL ramming. In fact it seems like it would be a lot less headache inducing to just not have it be possible.I mean, it's a big "if reapers break glass" button. Maybe balance FTL projectiles by making them have negative mass therefore do no damage? Maybe have there be an easy modification to normal FTL drives that stops them? All of this is possible and useful.
yes, that is from previous thread/GMS, BUT, IF I get enough people who wish to pursue down such a path of combat, I will relent. IF, it gets enough support. Like super majority of average voter base.