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

I am glad to see this quest resume if with a new GM. Its interesting how everyone seems to be resurrecting old quests since first May the Invisible Hand be With You has a sequel thread The Abyss Gazes Back then Sheppard Quest resumes it looks to be a good year for quests.

That said in the previous thread there was discussion about Paragon industry launching a massive investment in Earth to deal with the planets poverty is that continuing or is Paragon Industries instead investing elsewhere?
 
I personally think it is, just because the research system feels designed in part around overflow.
That doesn't really work as an argument. We literally had projects that were around 200-400 RP. Inflating numbers isn't really a good excuse because it feels like some projects are just low numbered and inflating them is blatantly artificial.
 
I am glad to see this quest resume if with a new GM. Its interesting how everyone seems to be resurrecting old quests since first May the Invisible Hand be With You has a sequel thread The Abyss Gazes Back then Sheppard Quest resumes it looks to be a good year for quests.

That said in the previous thread there was discussion about Paragon industry launching a massive investment in Earth to deal with the planets poverty is that continuing or is Paragon Industries instead investing elsewhere?

Earlier we discussing this in a way. But this time we wanted to design Arcologies and try to fund a mass colonisation drive. Would reduce the pressure on Earth in a better way. Plus the SA has a really big and under-utilised territory.
 
That said in the previous thread there was discussion about Paragon industry launching a massive investment in Earth to deal with the planets poverty is that continuing or is Paragon Industries instead investing elsewhere?
Sadly that went away with the new systems introduced which changed how the limit on planetary construction worked. Before we were going to drop a thousand Factory IIIs on Earth which would bring massive amounts of jobs and money to the poor regions but we're now limited to at most 40 on any planet.

Right now we are currently tossing around ideas for alternate approaches. The currently favored one seems to be providing economic aid and incentives to migrate out to the colonies. If we go that route I think the key drivers will be ParSec transports providing at cost (or below) transportation, Paragon Industries designed and built Hypermodular Arcologies for housing, and Plug and Play Skills (once we research it) for jobs.
 
currently coming up with an option for that private owned world you guys wanted, for that there will be no building limit, but be warned it will be the most targeted place in the galaxy if you decide to move the HQ to there as well.
 
Well if we do that, definitely gonna turn it into a fortress before moving our HQ there. Need to have a permanent fleet stationed there as well. Perhaps one more in hiding.
 
currently coming up with an option for that private owned world you guys wanted, for that there will be no building limit, but be warned it will be the most targeted place in the galaxy if you decide to move the HQ to there as well.
Honestly not sure it is worth it. Project Earthfall was ultimately about cheating the system to get Space Factory III levels of production in Factory III levels of time. By the time we can secure a private planet and construct all the facilities we'll likely have our first Space Factory III operational.
 
Honestly not sure it is worth it. Project Earthfall was ultimately about cheating the system to get Space Factory III levels of production in Factory III levels of time. By the time we can secure a private planet and construct all the facilities we'll likely have our first Space Factory III operational.

To be honest I prefer the idea where we can get the SA to fund us to build arcologies across multiple planets then colonise them. We could just do it ourselves but its best to give them some control atleast.
 
Going back to an older post for a bit:
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?
Something that might be useful here to consider is what exactly our Generic Sales actually represents. The original explanation was that was just miscellaneous sales of various products we don't both tracking or keeping contracts for. Stuff like Sagitta and Pilum reloads, omni-blades, and the like. While that worked back in the day as our production has ballooned outwards I'm not sure that really holds. While certainly some of it can be explained by other new technologies like selling bulk amounts of Superalloys watching the whole silicon shortage unfold over the last year and learning all about TSMC gave me an idea for an alternate explanation; fab time. Paragon Industries factories are rare/different/possibly-unique in that they can produce anything without any need for retooling or expansion. The explanation for this is that this is done to keep up with Revy constantly spitting out new revolutions so we paid (significantly) extra for the versatility of our factories.

So it is entirely possible that Lindsey is not just selling our finished goods but also our raw Production capacity. There are undoubtedly a lot of companies out there who would be interested in our capacity to produce basically anything for doing test batches, trial runs, and prototypes before investing in changing/upgrading their existing factory capacity. Similarly we can offer on demand access to cover production shortfalls due to disaster/disturbances or unexpectedly high demand.

Historically (including right now) our excess Production is low enough and variable enough that we probably just offer it up on the market for anyone interested when the final numbers for planned Production goes through. However once the Alliance is no longer interested in buying every LLP we can produce we are going to have steady gluts of excess Production. So a possible future contract type would be just selling straight Production capacity to other companies.
 
As a reminder, and no offense to the more passionate questers, but do try to avoid over complicating things for the QM. Seriously, some quests are already very complicated for QMs to run and it lead to some QMs outright quitting or at the least making it a pain for the QM to take into account making things take way longer than normal. This is one of the main reasons QMs tend to simplify certain things and/or mechanics later on.

To take such things into consideration is pretty important including maybe an abridged version ala TLDR at the start to make it easier to understand the rest of the post.
 
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yea looking at the stufe we can make with Production points it is a lot any ideas to shorten the sheet like. small arms platoon package 100PP+$$ fighter squadron 7000pp+$$. placing smaller but way more items into packages for simpler time, any other ideas?
 
Council Seat Requirements
1. Great Contribution to Galactic Society
2. Enough military might to both protect themselves and to provide support if required
3. Robust and strong enough economy to fund a stable society and military required in item 2

This explains why Volus did not get a seat, they had 1 and 3, but not number 2. Plus they were not a independent race they were a vassal state under the Turians.

This list definitely makes a lot of sense, it's relatively soft, but that's ideal for what the Council likely is going for. For humanity, I can see 2 and 3 being already met based on the war with the Turians and the one with the Batarians, especially with Revy's military techs. The first one I could see the arc reactor as filling that role, but it'd be rather subjective to different people around the galaxy. The eternal youth tech is looking more and more promising it seems.

So quick question for anyone with better memory than me, did we ever get around to stating out and calculating just how paradigm shattering our tech is for fleet warfare? I remember us doing it for the Corvette but not if we continued into cruisers and up?

UberJJK covered most of the major paradigm shifts, namely the focus on smaller vessels due to how powerful the LLPs are. But there's also the strategic and logistical side of things as the new multicore Eezo tech and our lack of reliance on ammunition means that ships can range farther and for longer, meaning that Relays aren't as important as they once were. They still are, but they're no longer a full lynchpin. So rather than concentrating defenses around relays, you've got to spread your forces more. Then there's the Thermal Compensator and Thermal Annihilator we've yet to research that apparently will make heat a non issue. And considering heat is the defining factor of naval warfare, that's a massive revolutionary change.

As a side note I am currently working on a new Ship Designer spreadsheet that will hopefully be more clear and useful then the older V1 and V2 designs. Hopefully it will be ready for review in the next couple days.

Oh, I'm looking forward to that.

Yeah the Thermal Compensator and Thermal Annihilator were intended as space magic "make heat go away" devices. The Thermal Compensator was described as running an Arc Reactor backwards while the Thermal Annihilator used Mass Effect trickery to poof the heat away.

Not sure if you want to go with that or not though. It does seem more useful then a conduit upgrade since our ships already have plenty of juice as is.

Oh there's so much we can do with that. Heat as a non issue has so many potential applications I don't even know where to begin. Ships can fight for so much longer, guns can fire near continuously, computing speed improves, new markets for temperature control, etc. It's a major game changer.

That doesn't really work as an argument. We literally had projects that were around 200-400 RP. Inflating numbers isn't really a good excuse because it feels like some projects are just low numbered and inflating them is blatantly artificial.

True, I can see 400 RP and below working for this as well.

currently coming up with an option for that private owned world you guys wanted, for that there will be no building limit, but be warned it will be the most targeted place in the galaxy if you decide to move the HQ to there as well.

Hmm, considering that there's a lot of colonies we can still expand to, I'm not sure it's really worth it. The way I see it, getting a private planet really just helps if we wanted to do secretive research. But I don't really have any plans for that for a while, and having friendly forces in the area along with having an existing supply chain to work with likely has advantages. I imagine that we'd need to put in a massive amount of investment to get a private planet. Although the bragging rights would be something. And it would be pretty quick to spool up production.

Actually, if we assume that each Factory III takes up 400,000 square meters, the same as our largest manufacturing facilities, and an Earth sized planet of 510 trillion square meters, then we could easily fit 1.275 billion Factory IIIs on it. Which would be absolutely amazing to imagine.
 
This list definitely makes a lot of sense, it's relatively soft, but that's ideal for what the Council likely is going for. For humanity, I can see 2 and 3 being already met based on the war with the Turians and the one with the Batarians, especially with Revy's military techs. The first one I could see the arc reactor as filling that role, but it'd be rather subjective to different people around the galaxy. The eternal youth tech is looking more and more promising it seems.
dont forget Medi-gel which everyone uses was human invention
 
This list definitely makes a lot of sense, it's relatively soft, but that's ideal for what the Council likely is going for. For humanity, I can see 2 and 3 being already met based on the war with the Turians and the one with the Batarians, especially with Revy's military techs. The first one I could see the arc reactor as filling that role, but it'd be rather subjective to different people around the galaxy. The eternal youth tech is looking more and more promising it seems.

Note that the war with the Turians was essentially the entirety of the Alliance Military then vs. 1 Turian Patrol fleet. There is a reason that species outside of humanity calls it the Relay 314 incident. Heck by most human standards it isn't even a war. It's just that the Systems Alliance likes to hype it up to make itself look bigger.

The reason why humanity has the strategy of rapid response is that their own fleet is not capable of patrolling their own territory mush less contributing to the defense of the rest of the Citadel species. The Batarians are noted as a paper tiger by most people in the setting that only really got away with what they did by entrenching themselves in the Terminus.

Sure Revy made the alliance military much more powerful, but the SA military is still a bit too small to meet the patrol needs.

And in canon it was noted that for all the Systems Alliance was growing rapidly their economy was barely coming to match the Elcor. The concrete economic impact of Revy's tech is probably still rather small simply because economic growth of major note is the work of decades, not years.
 
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Yeah, in this timeline the SA, and Humanity in general, is looking to become more part of the Shepherd Megacorp than a polity capable of standing toe-to-toe with the rest of the council.
 
Yeah, in this timeline the SA, and Humanity in general, is looking to become more part of the Shepherd Megacorp than a polity capable of standing toe-to-toe with the rest of the council.
Honestly it isn't really surprising when you think of things. Humanity has barely stepped into the space era. Hackett and Anderson both predate FTL (2134 & 2137 vs. 2148) to the point that they should both remember when humanity first discovered FTL. Revy was born just four years (2154 vs 2149) after humanity left the Sol System (excluding the Manswell Expedition) for the first time.

We are quite literally the first generation of the Interstellar era of humanity. As a result Revy is well positioned to have a disproportionate effect on humanity as a whole and especially the way we interact with the galaxy. That she is also a turbo-genius only magnifies the effect she can have.
 
Do we have the Thermal Compensator tech already? I looked for it in the tech list on the front page but didn't see it. Likewise, what's everyone's take on spending two turns of purchased biotech RP on figuring out what those 'entertainment drugs' are all about? Either they're safe (and we have a revenue stream) or they're not and it's good to know (though it might be something like 'represses boredom in most sophonts' which is...kinda like being entertained I guess?)

Anyway, just trying to make a list of consumer products we could be selling soonish;
-space drugs (if cleared)
-wearable AC suits (need thermal compensation), maybe work in all sorts of wearable technology like a personal scale ME field, improved omnitool capabilities etc to turn it from 'neat outfit' to 'new outfit'?
-cosmetic cybernetics (cat girl ears etc) (requires Advanced Prosthetics right?)

That seem about right? Did I miss something?
 
Can anyone remind me if we have numbers for the mass reduction that can be practically achieved for spacecraft with eezo drive cores, as well as repulsor thrust to power ratios, and arc reactor power output?
I promise a nice ship model if I can get these values. :p
 
Here is that research idea I just talked about:

Molecular Bond Reinforcement- In this day and age material science are nearing the limits of practicality when it comes to defense. Now a days energy and biotic fields are pretty much kings when it comes to defense. Even with your special made materials there is a limit to somethings durability and once a material is made it's pretty much impossible to improve durability without remaking the entire thing. Or so you thought until an idea came to you. If you can create all kinds of force fields that can become big enough to surround entire space ships up to Dreadnoughts how about forcefields at the subatomic able to strengthen the molecular bonds of any materials?

***************
Admittedly came up with the idea after spending a bit of time looking up what gives materials their strength but it's pretty much what I've been looking for. The idea is pretty much creating a device similar to a kinetic shield barrier meant to surround an object with the idea that said field would be designed to strengthen the molecular bonds of any material by way of creating subatomic force fields between atoms. Imagining that the only reason this would be practical for us is due to our arc reactors creating insane amounts of energy.

It's pretty much meant to be a new defensive tech to go along with others. People have been talking about how it wouldn't be practical to rely on our ships physical hulls to tank damage due to damage output from weapons being too high and Kinetic Barriers and TIR being better for defense. This is meant to drastically increase ships physical durability and thus making them actually able to stand up to the more powerful weapons one the ships other shields go down.

I admit that I'm taking quite a bit of artistic liberties here but I feel like it works.

Thoughts anyone?
 
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wait, can we turn up the power of the Thermal Annihilator to make a super ice gun ?
 
Can anyone remind me if we have numbers for the mass reduction that can be practically achieved for spacecraft with eezo drive cores, as well as repulsor thrust to power ratios, and arc reactor power output?
I promise a nice ship model if I can get these values. :p
Canonically Eezo allows for speeds of 15LY/day at Citadel levels which we had quadrupled with Repulsors and improved Eezo drives to 60LY/day. If our ships were going at the speed of light that would require the relative speed of light to be 21,915 times normal. Even with our best advancements however our ships only reach 0.28c so the actual multiplier must be ~78,268. IIRC I think it was decided in the prior thread that the mass reduction was the square of the speed of light multiplier since that way E=MC^2 holds true while ensuring that energy remains conserved. So the Starship's mass would be reduced to one ~6.1 billionth.

Repuslors use 28KW per Newton of force generated. Standard 100mm diameter Repulsors generate 25,000N of force with the force scaling with the area of the Repulsor (r^2).

The standard Gen I Arc Reactor has a diameter of 100mm and generates 5GW of energy. 100mm Gen II Arc Reactors output 20GW although we normally scale them down (and probably put them in a size conversion exterior) to 50mm to generate the same 5GW output.
 
Canonically Eezo allows for speeds of 15LY/day at Citadel levels which we had quadrupled with Repulsors and improved Eezo drives to 60LY/day. If our ships were going at the speed of light that would require the relative speed of light to be 21,915 times normal. Even with our best advancements however our ships only reach 0.28c so the actual multiplier must be ~78,268. IIRC I think it was decided in the prior thread that the mass reduction was the square of the speed of light multiplier since that way E=MC^2 holds true while ensuring that energy remains conserved. So the Starship's mass would be reduced to one ~6.1 billionth.

Repuslors use 28KW per Newton of force generated. Standard 100mm diameter Repulsors generate 25,000N of force with the force scaling with the area of the Repulsor (r^2).

The standard Gen I Arc Reactor has a diameter of 100mm and generates 5GW of energy. 100mm Gen II Arc Reactors output 20GW although we normally scale them down (and probably put them in a size conversion exterior) to 50mm to generate the same 5GW output.

That's... wouldn't that make it trivially easy to land even the largest ships on a planet? That seems to contradict the lore.
 
@tri2 Out of curiosity how tough are ships made out of Revy's super materials compared to the ones made using the best materials available to everyone else?
 
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Here is that research idea I just talked about:

Molecular Bond Reinforcement- In this day and age material science are nearing the limits of practicality when it comes to defense. Now a days energy and biotic fields are pretty much kings when it comes to defense. Even with your special made materials there is a limit to somethings durability and once a material is made it's pretty much impossible to improve durability without remaking the entire thing. Or so you thought until an idea came to you. If you can create all kinds of force fields that can become big enough to surround entire space ships up to Dreadnoughts how about forcefields at the subatomic able to strengthen the molecular bonds of any materials?

***************
Admittedly came up with the idea after spending a bit of time looking up what gives materials their strength but it's pretty much what I've been looking for. The idea is pretty much creating a device similar to a kinetic shield barrier meant to surround an object with the idea that said field would be designed to strengthen the molecular bonds of any material by way of creating subatomic force fields between atoms. Imagining that the only reason this would be practical for us is due to our arc reactors creating insane amounts of energy.

It's pretty much meant to be a new defensive tech to go along with others. People have been talking about how it wouldn't be practical to rely on our ships physical hulls to tank damage due to damage output from weapons being too high and Kinetic Barriers and TIR being better for defense. This is meant to drastically increase ships physical durability and thus making them actually able to stand up to the more powerful weapons one the ships other shields go down.

I admit that I'm taking quite a bit of artistic liberties here but I feel like it works.

Thoughts anyone?

This would basically be Adamantium / Vibranium.

I'm not aware of any mechanism to strengthen molecular bonds in the way you describe, and I think carbon allotropes are probably the best we can do in terms of material strength. After that we have to go to active defense or Marvel!Materials. I don't really see this as a failing of the research system.
 
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