Also the batarians have the numerical advantage, it might be worth aiming for swarm networking, construction VI and then construction drones (Maybe networked construction drones is another tech that could pop-up?) next turn, since that should be a useful boost for construction rates and building the factories and shipyards. Then aiming to try and mitigate the number advantage by building more factories & shipyards with the drones.
You could already hear the roars of the various transports beginning to deliver the various raw materials and components needed to begin constructing the frames of the shipyards taking off. That reminds you, you would also have to immediately begin finding and hiring qualified personnel from other worlds to fill in the new job positions. As much as you would have liked to hire more of the people from the colonies there was only so many educated and skilled personnel that could be found. Plus you could not simply hire everyone as people were still required to farm, build, and develop the colonies. That was an idea, better farming equipment or hell even better GMO crops. Also finding some way to just download skills into people, that would definitely solve your manpower issue. Might have to bring that up with Mordin, he has been in a inordinately good mood lately.
Basically, we sort of have a manpower issue in that we are building all these factories and stations but are having trouble finding qualified people to man them. It was mentioned as being something that was impeding our development and is one of the few things that Revy internally mentioned as being a problem. So it should be a priority for all plans this turn.
People seem to have forgotten about it though. It has been a while I guess. Either way, it was mentioned as being something that was impeding our development and is one of the few things that Revy internally mentioned as being a problem. I don't see a reason to hold off on finished it
It's certainly an option, although I can think of some other possible options for solving our manpower issue. We'll probably have no trouble recruiting Salarians now, and if we really want to solve our manpower issue we could buy a dextro-amino planet and offer to let the Quarians move in.
Honestly I'd suggest switching out say batteries to P&P. We don't really need the batteries as much in my opinion while we really need to fix our manpower issues. Besides that the P&P would likely help the SA's economy as well.
Here's a list of research projects that could potentially help the Alliance with space combat:
Material Science: [ ] Unobtainium [3200] (Requires Mass Effect and Physics Skill Rank A): There are materials even more advanced than your own superalloys. This cannot stand. The Unobtainable will be yours! Even if you have to reduce your self to jibbering madness to discover how to make them! (Does not include actual threat of jibbering madness unless you were already on the edge anyway, does allow insane combinations and levels of material properties. Up to what ever level the GM will let you get away with, maybe expensive)
Computing:
[ ] Advance Electronic Warfare VI [600] (Requires Programming Skill Rank B): Taking the existing electronic warfare VI and making it better in every way. Truly the motto of Paragon Industries. But overturning existing knowledge and technologies is practical a normal Tuesday for Revy.
[ ] Advance Security VI [600] (Requires Programming Skill Rank B): As if Revy wasn't scary enough, she also uses what she has learned and makes her past projects better. Dissecting the rather anticlimactic death of the superbiotic, along with analyzing the more dangerous mech attack, along with inputting battlefield data from centuries of warfare, we can now create a security VI that would intimidate generals everywhere. Possible even replace them.
[ ] Basic Combat Analysis VI [300]: Ever look at a battlefield and wonder what the hell is going on? Me neither, but that doesn't mean we can't write a program to answer that question anyways. Plus the ability to look at a situation and say, this maneuver was dumb is sure to be helpful.
[ ] Basic Construction VI [300]: Ever have to construct over a trillion credits worth of facilities at the drop of a hat? Paragon Industries' construction company did, and it took up a massive amount of manpower and computing power. Having a dedicated VI for the task would help streamline the process and prevent managers from screaming into their pillows at night when they learn that next quarter another trillion credits are going to be spent on construction.
[ ] Construction Drones (Basic construction VI required) [600]: Swarms of drones helped deal with the last assault on PI, but using them for more constructive uses is an interesting idea. It'd save on cost and improve safety. All we need is a VI to control them.
[ ] Pure Software AI [2400] (Requires Programming Rank A): Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)
[ ] Swarm Networking [600] (Requires Programming Skill Rank B): Distributed processing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians. On the plus side you get better performance for swarm objects and it makes for some damned effective security as a hacked element can be recovered by the others.
[ ] Hegemony Cryptography [250/?] (Requires Programming Rank A): Initial attempts at getting anything from the Batarian frigate systems had your company, the SA intelligence service, and yourself giving up in short order. SA intelligence is brute-forcing it back on Earth, but brute-forcing is a notoriously slow process when you are just trying to get through mundane encryption. There is no telling how long it could take with this monstrosity. You don't know how the Batarians managed to secure their systems to such a ridiculous degree, but you will crack this thing open. Armed with your new and hyper-efficient programming language you might be the only one who can.
Biotech:
[ ] Plug and Play Skills [800] (Requires Biology and Programming Skill Rank B): Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.
Energy Weapons: [ ] High Gigawatt Range Lasers [800]: More power! There are totally justifiable uses for lasers that carve gaping holes in warship from hundreds of kilometers away. Like carving gaping holes in warships. You have to upgrade a lot of elements to make it work though. (Also what it says on the tin.)
[ ] UV Lasers [400]: Used by the Salarians these weapons have a far better range than an IR laser. The Salarians get a piddly six times the range of a IR laser. You're aiming for at least 300 times. (Again what it says on the tin.)
Ships: [ ] Heavy Cruisers [600/1200]: The increased tonnage and armor of the heavy cruiser class make things even more complicated. In addition, the heavy cruiser class of vessels is usually optimized for different things than fighters, frigates, or light cruisers, meaning you have to reconsider several design choices.
[ ] Advance Aerospace (Insert Vehicle Type) (400): The Gladius fighter is a brilliant ship, but it can be better. With advancements in the design of frigates and other vessels, along with the emergence of common energy weapons, the fighter class would benefit from a redesign. (Fighter, Shuttle, Gunship)
Missiles: [ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles. Counts as Mass Effect/Dark Energy)
Arc-Reactor: [ ] Thermal Compensator [1600] (Requires Engineering and Energy Skill Rank B): Current existing power conduits and transmission systems were never meant to channel the sheer amount of power that your Arc-Reactors could output. They definitely would not be able to handle any future iterations of your magnum opus, especially with the amount of heat that would be generated from the amount of power flowing through them. Sounds like something you are going to have to work on if you ever want to make full use of the bounty provided by your Arc-Reactors in the future. Idea could be used for other things now that you think about it.
Mass Effect/Dark Energy:
[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.
[ ] Total Internal Reflection Systems [1600] (Requires Exotic and Mass Effect Skill Rank B): Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).
[ ] Quantum Entanglement Communications [973.5/1600] (Requires Mass Effect Skill Rank B): Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.
[ ] Ultra-Compact Core Design[1600] (Requires Mass Effect Skill Rank A): Eezo cores are proportional to the size of the ship in many cases. Scaling them down won't be an easy process, but improvements in power generation, knowledge of mass effect theory, and improved materials should allow for a major size decrease.
Mass Accelerator Weapons:
[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)
[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
Conrad's Special Projects:
[ ] The Invisible Fighter [600]: From the very beginning of flight people have always dreamed of invisible planes. In movies, comics, and tv they are there. The same held true for even the military, for who wouldn't want a invisible war machine undetectable by the enemy. Now you were going to take a shot to apply the concept of your invisible suits on a much larger scale, with equally larger problems to overcome. Bring it on.
Gaver Dor's Projects: [ ] Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy mêlée weapon, so that's what I got. (Counts as Mass Effect/Dark Energy)
[ ] Stasis Plate [1600] (Requires Mass Effect Skill Rank B): Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt. (Counts as Mass Effect/Dark Energy)
Starship Block Upgrades: [ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)
[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP) (Requires Military Design Skill Rank B): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP) (Requires Military Design Skill Rank B): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
Some items on the list likely cost too much to research right now, and some items would likely be of limited use because they would only be fittable on entirely new ships.
With that in mind, here's my analysis:
Material Science:
Unobtanium hulls would be nice, but it's a very expensive research and would only apply to new ships. There are better choices.
Computing:
Most of the items under computing either assist in combat directly, assist in planning combat, or assist in construction. Breaking Hegemony cryptography to make make ourselves the Bletchley Park of the war would be great, but we don't know how much it'll cost, so that's a gamble. But any reasonable cost would probably be worth it.
Most of the items here are also fairly cheap, and they won't require new ships to take advantage of.
Biotech:
Plug and Play can in principle make everyone on an Alliance warship as good as the best person in the whole Alliance at their job.
Energy Weapons:
These pretty much speak for themselves. Warship scale guns that don't miss would be a huge advantage for Alliance ships over existing mass accelerator weaponry. The only shame is the refits that will be required to take advantage of them, but that's a good argument for researching now.
Ships:
Upgraded fighter designs could be put into action very quickly. Being able to construct Heavy Cruisers will be useful in the longer term, so we may want to hold off on that tech in favor of shorter term projects. It's an option to get going on it now, though.
Missiles:
Dark Matter Warheads are a cheap research, and any missiles we produce could be slapped into existing ships for extra firepower right away.
Arc-Reactor:
Thermal Compensator would combine really well with Giga-lasers for warships that can absolutely spit death. It's a bit expensive, however.
Mass Effect/Dark Energy:
There's a lot here with potential, unfortunately it's expensive and stealth ships would likely need to be purpose built. We should finish quantum entangled communications; being able to coordinate the whole war from a central command would be a huge advantage for the Alliance. Compact cores would likely make future ships much cheaper (eezo is a huge expense in ships) and more effective at the same time with the extra systems they can squeeze in. Downsides are that it's an expensive research and the effects will add up slowly as more ships are built.
Mass Accelerator Weapons:
Ammo mods could make a difference for Alliance ship effectiveness fairly quickly, with minimal need for new equipment. We could also research bigger guns for ships we build, but I think lasers are probably a better choice.
Conrad's Special Projects:
Unlike invisible ships, invisible fighters could be built and put into the fight much faster. Not a very expensive research, either. Would be a good idea to combine with new fighter designs at the same time.
Gaver Dor's Projects:
Reactive plate is a cheap research that could give ships an edge, although it would of course only be put on refits and new ships. Stasis plate could completely change the face of naval warfare, although at the cost of an expensive research and again, only applying to refits and new ships.
Starship Block Upgrades:
These are cheap and we should definitely research them as we get prereq techs. Might as well upgrade ships as they get damaged and repaired anyway.
Edit2: @tri2 can we get a project that improves shipyards and manufacturing? Also one that can make the cost of producing weapons cheaper without too much proformance loss?
missed this question, these are currently locked behind construction VI and construction drones, once those are unlocked you will be able to expand ground and space factories to tier IV and later tier V
well that made my mind up
[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [PSD] Proposed Plan All in Colony Defense
[X] [PIRA] Proposed Plan The Swarm
I'd strongly suggest we take a personal action to finish the Captain America treatment. Reason being that last time we did it we got an extra personal action thanks to Revy improving her health so we may have that happen again. Also IIRC we just need one more action to complete the treatments.
If I'm reading correctly it's not their age that's helping them but advanced tech likely from the reapers that put them at tech equality. So we don't have the tech advantage and the second thing is pure numbers. Without the Reapers SA would be cleaning up.
Now however the Batarians are showing that their much longer time as a space faring species is not for nothing as even more fleets were dispatched to the front lines, overwhelming the limited Alliance fleets in sheer numbers.
The reason age is important is due to the simple fact that the older a space faring civilization is the more they are able to build up through time. To give an example the SA has been a space faring civilization for around a 30 years now and has built colonies on a few dozen worlds and has had colonies develop to have millions of people over time. Meanwhile races like the Batarian's have been space faring for over 2000 years meaning they had more time to develop planets which would include industry and infrastructure. We've seen how long it took us to build our own infrastructure, now imagine having to compete against someone who had something like 400 times the amount of time for development.
That's not even counting population growth. To give an example of how growth can get IRL humanity went from 1 billion people to 7 and a half billion in around 200 years.
Heck in canon the SA only had an economy as big as the Elcor despite their aggressive expansion over 30 years. IIRC even the writers admitted that something like any of the big 3 alone had 10 times the amount of ships that the SA had and that was without going into a war time economy due to living during one of the peaceful times in Citadel history.
I'd strongly suggest we take a personal action to finish the Captain America treatment. Reason being that last time we did it we got an extra personal action thanks to Revy improving her health so we may have that happen again. Also IIRC we just need one more action to complete the treatments.
Interestingly, I don't think that the Systems Alliance deployed its Pyndas in the latest battles with the Batarians. The Batarian has pushed the Systems Alliance back, but the Systems Alliance continues to keep their latest Pyndas in reserve. At least that is what is implied as a past update mentioned how the Pyndas constructed for the Systems Alliance seemed to mysteriously disappear after being sent.
Apparently, it seems that the SA could have repulsed the latest Batarian attacks if they used their Pyndas but they did not. Instead, they are keeping their Pyndas in the reserve for the future counter-attack.
If so, it is a smart move. If the SA remains on the defensive, then the Batarians will eventually grind the SA down through overwhelming numbers. Thus the Alliance Brass seems to be betting everything on an all-out offensive against the Batarian Hegemony which will be launched the moment they have built up a large enough force.
It's also a very risky strategy, specifically it risks the lives of colonists, and given that we are essentially the SA's primary infrastructure, military, and power provider, that seems ... questionable.
This feels like the sort of bullshit those Earth first morons would come up with.
Honestly the Alliance is kinda screwing themselves over here. Tying up those shipyards means going from 20 LLPs this quarter to nine, eight if we want to producing meaningful amounts of anything else. They are admittedly repairing 24 ships so in terms of raw ship count they are still gaining (+20 vs +33) but given their demonstrated combat performance I doubt any Waterloos or Huai-Hais trade at just 2:1 against our LLPs.
It may be moral related as much as material. If they write off that many ships instead of repairing then even if their replaced with better ships moral will tank as the belief becomes intrenched that they were "beaten beyond salvage" which is far worse than "damaged and needs repair".
That said are their upgrades that can be done at the same time as repairs? If equipment is being replaced anyway it become much more efficient cost wise to do it now.
[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [PSD] Proposed Plan All in Colony Defense
[X] [PIRA] Proposed Plan The Swarm
[X] [ST] Proposed Plan BioTech + Biotics + family
-[X] Headhunt a research hero (this will not necessarily come into fruition immediately).
--[X] BioTech
-[X] Train
--[X] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
---[X] Sustained Barrier
-[x] Spend Time With [family-mum,dad,jack]
--[x] family diner and movie night
near same plan just without the liara date but time with family