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

[X] [PIA] Plan All The Factories
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms
[X] [ST] Plan BioTech + Biotics + family
 
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[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [PSD] Proposed Plan All in Colony Defense
[X] [X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield
[X] [ST] Proposed Plan BioTech + Biotics + family
 
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I would really like to know why so many vote for Proposed Plan The Swarm
it does not take Advance Research VI which would increase our RP per turn
it does not take Human Converted Gene Treatments which could becom politicaly problematic
it also ignores most other VIs which wold be be an easy way to increase the combat strength of the SA
also if we can research things in same turn as its requirements we should do Tokyo Class Cruiser Block 3 Upgrade

[X] [PIRA] Coding Time plus Converting Treatments and Military advancements v3
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (185) + Litinana Deal(50) + Revy (10) = Human Converted Gene Treatments (Turians) [0/800 -> 800/800]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Conrad (300RP + 300*0.85 = 555) + Lab I (92.5) = Quantum Entanglement Communications [973.5/1600 -> 1621/1600]

-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5)+Revy(45)= Construction Drones [0/600 -> 600/600]
-[X] Lab III (277.5) = Tokyo Class Cruiser Block 3 Upgrade [0/100 -> 277.4/100]

-[X] Revy(45) + Lab III (277.5) + Lab III (277.5) = Brain Shield MKII[0/600 -> 600/600]

-[X] Revy(550) = Advance Research VI [50/600 -> 600/600]
-[X] Revy(600) = Advance Electronic Warfare VI [0/600 -> 600/600]
-[X] Lab III (277.5) + Revy(22.5)=Basic Combat Analysis VI [0/300 -> 300/300]
-[X] Lab III (277.5) + Revy(22.5)= Basic Hacking VI [0/300 -> 300/300]
-[X] Lab III (277.5) + Revy(23)= Basic Diplomacy/Legal Assistance VI [0/300 -> 300/300]
-[X] Lab III (277.5)+ Revy(23)=Basic Construction VI [0/300 -> 300.5/300]

-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy(30) = UV Lasers [0/400 -> 400/400]

-[X] Revy(350) = Hegemony Cryptography [250/? -> 600/?]
-[X] Revy(150)=Cortana Update [0/150 -> 150/150]
-[X] Revy(18)= Omni-tool Upgrades [37/200 -> 55/200]

exchanges Prothean Data, Better Battery with Construction Drones and Tokyo Class Cruiser Block 3 Upgrade
 
Minor Projects:
[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)

[ ] Relay Codes (100): Turns out some of the stuff Liara got at her first dig were mass Relay codes of some sort. You'll need a ship and a Relay to test them though. Hopefully they're not the self-destruct codes. (Restricted until you have permission to screw around with a Relay)

[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)
Is there a difference between these two prothean data actions?
 
I would really like to know why so many vote for Proposed Plan The Swarm
it does not take Advance Research VI which would increase our RP per turn
it does not take Human Converted Gene Treatments which could becom politicaly problematic
it also ignores most other VIs which wold be be an easy way to increase the combat strength of the SA
also if we can research things in same turn as its requirements we should do Tokyo Class Cruiser Block 3 Upgrade
more than anything its increased build speed, more efficient construction, less manpower needed and synarchy with new code we had last turn, Advance Research VI is really good but our main problem is getting ships out, we are only building the smallest class ships atm so bigger stuff needs these researches that in the swarm.
Human Converted Gene Treatments from human to salarian taked what 2 years so 8 turns, also point Sirta the distributor for this are spread fine they just had a new area they needed to set up 10s of thousands of clinics or put there doctors into salarian home worlds hospitals we can afford to say 2 turns before rolling out a new one
Tokyo Class Cruiser Block 3 Upgrade prob good idea
 
Vehicles:
[ ] Heavy Armor [1200] (Requires Military Design and Engineering Skill Rank B): Take the problems held by Medium Armor and scale them up. Larger, heavier, and slower, three things that existing combat doctrine hates. Fixing these issues will involve solving the same issues as with Medium Armor, but requiring much better solutions. These would require a ship bigger than a frigate to carry them on their underbellies and drop them from orbit to be transported.

[ ] Mammoth Tanks [1600] (Requires Heavy Armor tech, Military Design, and Engineering Skill Rank A): When you really want a giant moving fortress, the obscene size of these tanks would make any serious researcher wonder if they were even viable. But there's something about having an enemy soldier ask the question "Is that castle moving?" that appeals to you. Would require a dedicated transport craft or just make them into spaceships, either or.

[ ] 15 Meter Mech [800]: Now that you have a 5m tall mech, obviously the next question is 'Can I make it bigger?'

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:
[ ] Basic Hacking VI [300]: When you want a hacker but can't afford to pay one. A sophisticated program that can interface with a variety of operating systems and hardware to both improve cybersecurity as well as allow field operatives to have a specialized assistant for infiltration endeavors.

[ ] Basic Diplomacy/Legal Assistance VI [300]: A helper program similar to current VIs but with a larger knowledge base and increased versatility. Programmed with the knowledge of galactic legalese and cultural practices, now you too can fake being an expert on Vorcha greeting rituals.

[ ] 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.

[ ] Advance Research VI [50/600] (Requires Programming Skill Rank B): Better assistants mean more time to research. And more time to research means more and more technologies get turned upside the head in a faster timeframe. Who doesn't want a computer program telling them that they're wrong before they even start looking into a particular subbranch?

[ ] 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.

[ ] Blue Box AI [1200] (Requires Programming and Hardware Skill Rank A): Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)

[ ] 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:
[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)

[ ] 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.

[ ] Advanced Prosthetics [800] (Requires Biology Skill Rank B): Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.

[ ] Human Converted Gene Treatments (Input race) [800] (Requires Biology Skill Rank B): You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari, Salarians, Turians. etc. [Salarians Completed]

[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.

[ ] Eternal Youth [2500] (Requires Biology Skill Rank A) : Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).

[ ] Extremis (Locked) [2500] (Requires Prereq tech ???, Biology, Programming, Hardware, and Nanotech Skill Rank A): Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.

Energy Weapons:
[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.

[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.

[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.

[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!

[ ] Better Battery [800]: While a Arc reactor can be scaled down to fit a pistol now, it is just outright overkill and too expensive to do for each weapon in the long run. So simple answer is if power generation is too high, then simply make a power storage system to match it. Current batteries could never make your laser guns lethal, there was just not enough power in them. Compared to everything else you made how hard could it possibly be to make a battery that is just 1000 times better than a old car battery? You have the power of lemon lime flavored meta materials on your side!

[ ] 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)

[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)

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:
[ ] Basic Biotic Caster [1200]: You have done it. You managed to create a machine that could replicate a biotic throw. Sure it took a ludicrous amount of processing power and longer than was considered combat capable, but you did it! At least now you know why most people considered this an impossible task, no one would ever want to spend the time or money to essentially miniaturize a super computer, create a way to power it, cool it, and figure out the exact arrangement and concentration of Eezo in artificial cables to be able to create a biotic technique when it was just so much easier to find a biotic to do it. The human mind truly is an amazing piece of machinery.

[ ] 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.

[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)

[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)

[ ] Anti-matter Production [1600] (Requires Energy Skill Rank B): Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)

[ ] 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.

[ ] Eezo Production [3200] (Requires Mass Effect Skill Rank A): Artificial Eezo is the holy grail for civilizations across the galaxy. While you're unlikely to reach such a lofty goal, supplementing production with a variety of improvements should be possible for you. And perhaps, if you're lucky and skilled enough, you may be the one to find that holy grail.

Space Stations:
[ ] Very Large Space Stations [1600] (Requires Engineering Skill Rank B): People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)

Mass Accelerator Weapons:
[ ] Advanced Vehicle Scale Weapon Mods [600]: With existing weapon mods scaled up to vehicles, more advanced modifications can be introduced, ones that are more suited to the purpose of vehicular 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 Tank [200]: Now that you had perfected the means to cloak people, obviously the next step is go bigger! A invisible hyper Kasumi was already a nightmare, so what could be better than a invisible hyper tank! You would have to improve the VI required to properly process the increased amounts of fluctuating variables to maintain stealth effectiveness. As well as improving the sound, thermal, and radar capabilities of the system to handle the amount generated from a massive vehicle running at reduced or even full power compared to that of a singular person, but you've had harder challenges and at least you had the groundwork done already.

[ ] 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.

[ ] The Black Fucking Gun [1600] (Requires Exotic Skill Rank A): Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like. Counts as Mass Effect/Dark Energy)

[ ] Time Is An Illusion [???] (Requires Exotic Skill Rank A): Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs. Counts as Mass Effect/Dark Energy)

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)

Mordin Solus' Projects:
[ ] Improved Colonization/Bioforming Genetics Package [800] (Requires Biology Skill Rank B): Increase the speed of safe bioforming and amount of types of worlds that could be changed to be habitable, bringing down the timeline from centuries to mere decades. Would open up much greater range of worlds the package could apply to. (Biotech)

[ ] Omni-tool Upgrades [37/200]: More power, better omni-tool functions. Improvements to both fabrication and assorted "tech" applications. Only regret, lack of small arc-reactor to install directly.

[ ] Brain Shield MKII [600] (Requires Biology Skill Rank B): Prothean technology presents worrying possibilities. Should begin developing countermeasures immediately. Initial prototype only effective on weaker, non-hostile efforts on smaller mammals. More research required.

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)

Minor Projects:
[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)

[ ] Relay Codes (100): Turns out some of the stuff Liara got at her first dig were mass Relay codes of some sort. You'll need a ship and a Relay to test them though. Hopefully they're not the self-destruct codes. (Restricted until you have permission to screw around with a Relay)

[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)

[ ] Thermal Shields for power armor (re-entry shroud) [200]: It's been a while since an N7 asked if the Iron Man suit could reenter an atmosphere on its own power. Well, it was a good question, and adding that functionality to your suits would make them more versatile albeit more expensive.

[ ] Cortana Update [150]: Now that you have a better programming language it was time for your trusty digital assistant to get a update!

[ ] Mk II Suit [50/150]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome, and will most likely be the hardest part of the armor update. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!]) (Overall upgrade to personal suit, unlocks design option for new power armor.)
@tri2: Missing these research projects:
[ ] Quantum Power Entanglement: Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.
[ ] Wireless Power Transmission: So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?
 
[X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Conrad (300RP + 300*0.85 = 555) + Lab I (92.5) = Quantum Entanglement Communications [973.5/1600 -> 1621/1600]

-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5)+Revy(45)= Construction Drones [0/600 -> 600/600]

-[X] Revy(550) = Advance Research VI [50/600 -> 600/600]
-[X] Revy(600) = Advance Electronic Warfare VI [0/600 -> 600/600]
-[X] Lab III (277.5) + Revy(22.5)=Basic Combat Analysis VI [0/300 -> 300/300]
-[X] Lab III (277.5) + Revy(22.5)= Basic Hacking VI [0/300 -> 300/300]
-[X] Lab III (277.5)+ Revy(23)=Basic Construction VI [0/300 -> 300.5/300]

-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy(30) = UV Lasers [0/400 -> 400/400]

-[X] Revy(150) = Hegemony Cryptography [250/? -> 400/?]
-[X] Revy(150) = Cortana Update [0/150 -> 150/150]
-[X] Revy(50) = Prothean Data [0/50 -> 50/50]
-[X] Revy(12)= Omni-tool Upgrades [37/200 -> 49/200]

-[X] Mordin (300 + 300*0.85 = 555) + Revy(45) = Brain Shield MKII[0/600 -> 600/600]
-[X] Revy(45) + Lab III (277.5) + Lab III (277.5)= Swarm Networking [0/600 -> 600/600]
-[X] Revy (10) + Lab II (185) + Lab III (277.5) + Lab III (277.5) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy(100) = Tokyo Class Cruiser Block 3 Upgrade [0/100 -> 100/100]
 
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decided to lock those both behind QEC first as no real IC reason for Revy to think of a need for wireless delivery of power yet.
  • Wait, so does that mean:
    • QEC -> Quantum Power Entanglement -> Wireless Power Transmission? (That seems like an annoyingly long research path for what we actually want.)
    • Or QEC -> QPE and WPT? (But then what does QPE get us?)
    • Or is it just QEC -> WPT and QPE is gone? (That one would make sense; I only came up with QPE in the first place because you wanted a prereq for WPT.)
  • The reason I came up with WPT in the first place was to act as an alternative for improved batteries for personal equipment.
 
  • Wait, so does that mean:
    • QEC -> Quantum Power Entanglement -> Wireless Power Transmission? (That seems like an annoyingly long research path for what we actually want.)
    • Or QEC -> QPE and WPT? (But then what does QPE get us?)
    • Or is it just QEC -> WPT and QPE is gone? (That one would make sense; I only came up with QPE in the first place because you wanted a prereq for WPT.)
  • The reason I came up with WPT in the first place was to act as an alternative for improved batteries for personal equipment.
QEC -> WPT unless I can come up with something better
 
tesla was close to shirt range
Wireless Power Transmission
back when he was alive should not be to hard but interstellar range ya that's going to be annoying as all hell to figure out
 
@UberJJK Would you be willing to switch out Better Battery for Plug and Play skills? We have been talking about getting it to improve production for ages and seems like it would fit in well with the swarm plan.
 
[X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield Suit version
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Conrad (300RP + 300*0.85 = 555) + Lab I (92.5) = Quantum Entanglement Communications [973.5/1600 -> 1621/1600]

-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5)+Revy(45)= Construction Drones [0/600 -> 600/600]

-[X] Revy(550) = Advance Research VI [50/600 -> 600/600]
-[X] Revy(600) = Advance Electronic Warfare VI [0/600 -> 600/600]
-[X] Lab III (277.5) + Revy(22.5)=Basic Combat Analysis VI [0/300 -> 300/300]
-[X] Lab III (277.5) + Revy(22.5)= Basic Hacking VI [0/300 -> 300/300]
-[X] Lab III (277.5)+ Revy(23)=Basic Construction VI [0/300 -> 300.5/300]

-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy(30) = UV Lasers [0/400 -> 400/400]

-[X] Revy(50) = Hegemony Cryptography [250/? -> 300/?]
-[X] Revy(150) = Cortana Update [0/150 -> 150/150]
-[X] Revy(50) = Prothean Data [0/50 -> 50/50]
-[X] Revy(12)= Omni-tool Upgrades [37/200 -> 49/200]
-[X] Revy(100) = Mk II Suit [50/150 -> 150/150]

-[X] Mordin (300 + 300*0.85 = 555) + Revy(45) = Brain Shield MKII[0/600 -> 600/600]
-[X] Revy(45) + Lab III (277.5) + Lab III (277.5)= Swarm Networking [0/600 -> 600/600]
-[X] Revy (10) + Lab II (185) + Lab III (277.5) + Lab III (277.5) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy(100) = Tokyo Class Cruiser Block 3 Upgrade [0/100 -> 100/100]
 
[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [ST] Proposed Plan BioTech + Biotics + Liara Date
[X] [PSD] Proposed Plan All in Colony Defense
[X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield Suit version
 
[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] [ST] Proposed Plan BioTech + Biotics + family
 
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[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [ST] Proposed Plan BioTech + Biotics + Liara Date
[X] [PSD] Proposed Plan All in Colony Defense
 
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I hope if people are planning to build a bunch of factories and stations that we actually have enough manpower and people to both build and man them.
 
main issue isn't lack of people to hire per say, more like lack of people with sufficient skill and passing your background checks. Only reason it was not really an issue before was due to how advanced your factories were which allowed for less people than a normal factory would need. Now with more factories getting built, more skilled laborers/managers/engineers are required to operate and maintain everything. Workforce could be reduced/removed if you decided to hire aliens to work in the factories instead of just your less tech sensitive departments
 
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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
 
main issue isn't lack of people to hire per say, more like lack of people with sufficient skill and passing your background checks. Only reason it was not really an issue before was due to how advanced your factories were which allowed for less people than a normal factory would need. Now with more factories getting built, more skilled laborers/managers/engineers are required to operate and maintain everything. Workforce could be reduced/removed if you decided to hire aliens to work in the factories instead of just your less tech sensitive departments
So basically, if we plan to build a lot more factories/stations, then we need a solution lined up (like Plug n' Play) or be prepared to relax security or hire aliens (which might also be a security issue in that there will definitely be some spies slipped in there).

Edit: I don't really have the time to write up a plan, but I think people should consider adding in Plug n' Play to our research. We can't continue to expand without compromising our security in some way or without running into a manpower shortage.
 
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main issue isn't lack of people to hire per say, more like lack of people with sufficient skill and passing your background checks. Only reason it was not really an issue before was due to how advanced your factories were which allowed for less people than a normal factory would need. Now with more factories getting built, more skilled laborers/managers/engineers are required to operate and maintain everything. Workforce could be reduced/removed if you decided to hire aliens to work in the factories instead of just your less tech sensitive departments
Yep, pretty much a clear reason as to why we really should be getting Plug and Play as soon as possible since the benefits are just too good.

[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [PSD] Proposed Plan All in Colony Defense
[X] [ST] Proposed Plan BioTech + Biotics + family

[X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield Suit version

Honestly the biggest flaw I see with the Swarm plan is how extremely illogical it is to prioritize something like better batteries when our main issue has been manpower. Seriously we don't need better batteries that much, they just are nowhere as much of a priority and they cost exactly as much as Plug and Play pretty much taking it's place in plans.

On top of that I do agree that a number VIs would be more immediately helpful for the war effort and would likely be relatively cheap to roll out right away.

So I say that the VI/Swarm plan seems the best combination to help out the SA immediately and also the most beneficial course of action for the mid term as well.
 
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yea just remember the guy that done the original swarm plan had work to get to so he quickly edited a premade plan. so yea he/she would prob make a better one later or recommend someone else
 
[X] [PIA] Proposed Plan Ships, Tanks, and Legionaries
[X] [ST] Proposed Plan BioTech + Biotics + Liara Date
[X] [PSD] Proposed Plan All in Colony Defense
[X] [PIRA] Most VIs and Swarm Construction plus Brain Skills and Shield Suit version
 
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