I wanted to make less of a meme plan, but even taking a single AA die off brings the chance from 74% down to only 49%. So, yeah. Trying to one-turn it is painful, including losing some of our excess PS, but it would put us one turn closer to solving our Labor crisis.Honestly..painful as it is, maybe we should dice blast North Boston.
The easy explanation is that I didn't know about the calculator and was taking my best guess. I also don't know if that calculator will work on a phone, or if it'd be worth using it. Making these plans only using a phone is hard enough.I like this plan a lot, but I noticed some of your completion percentages are off. We're using 2d50 dice now, so you should reference Lightwhisper's 2d50 array here under the old 1d100 one, and use the new 2d50 dice calculator for last turn's projects and AA/Erewhon dice. (Especially since AA/Erewhon dice are way more reliable now; an AA die on a 0/40 project is 89% now.)
It would be less meme, yes. I'm also not completely sold on the trade programs. And the two developments I'm using AA dice for are rather high priority to me. I'm really trying to push biological engineering to get Wet AI the best chance it could have.Also, we're going to lose the excess PS we have unless we take enough -PS options. But doing, say, the Trade Programs would make your plan less of a meme plan, so.
As Prime said, Phage Engineering goes hand in hand with Biowarfare Countermeasures. If you're doing one, you should do the other. If not, might as well wait til you can. Biosculpting is nearly done, so putting that on hold is just silly.I'm not sure Phage Engineering, Rage Engine, and Biosculpting are that urgent. Everything else I can see but that would free up 3 free dice for other projects.
But that's the thing, we already have that. The current Firehawks use hard light array controls in combination with nerual helmets. Advanced Hardlight doesn't sound like an improvement to that, just scaling it up.If you want an idea of why hardlight could be important for Novahawk.... Look at a P-51 cockpit. Then a F-105 Thunderchief cockpit. Then a F-15D cockpit. Then an F-16C cockpit. Then maybe a F-35 cockpit (taking into account that the HUD is in the helmet rather than on top of the front panel). Then consider what hardlight could do in that situation.
It's a risk, but not one Erewhon is incapable of dealing with I think, and a minor one besides. Anything he comes up with has to go through people first, and far as design goes GDI has already done it. Erewhon would be in charge of installing the things, not much else.... I don't think putting Erewhon on the Autoc Deployment is a good idea, @Nottheunmaker , we kinda want to not terrify everybody, and I'm not sure Erewhon's quirks would let it catch and adequately deal with that.
We're never gonna be able to deploy all this shit in one turn anyway...As Prime said, Phage Engineering goes hand in hand with Biowarfare Countermeasures. If you're doing one, you should do the other. If not, might as well wait til you can. Biosculpting is nearly done, so putting that on hold is just silly.
No, but considering how custom Phages are probably the best counter to a living anti-bio agent, it's important to do Phages because of how they'll inform Biowarfare Countermeasures.We're never gonna be able to deploy all this shit in one turn anyway...
Considering the point of the plan is to put as many dice into Services as possible, it would be very silly to put off the one large-ish Service project we have that's almost done. What else would I do?As to the biosculpting, the question one has to ask is, is putting it on hold so silly that it's worth spending literally our last Free die to keep it moving instead of doing something else? I don't think the project's that important.
I'll try to remember that.Probability array is updated, now with extra cheese!
Also, a fervent request for planmakers to take the extra few seconds to ensure that you add items in the same order as the turnpost/array, because that makes it so much easier for me to ensure I don't miss anything.
I wish the description didn't only talk about larger holograms. Our current hardlight interfaces are really clunky, requiring multiple projectors in a 'tub' or 'tank', which heavily restricts where and how they can be used. Also, the old version of the tech uses shimmer shields, but we've got much, much better shielding tech now. Here's the description from last time:But that's the thing, we already have that. The current Firehawks use hard light array controls in combination with nerual helmets. Advanced Hardlight doesn't sound like an improvement to that, just scaling it up.
[ ] Hardlight Interface Development (Tech)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 91/40: 15 resources per die) [91]
What You call hardlight Is Not. It Is Their shimmer shield technology in an array that results in a three-dimensional Object You can directly interact with. It is done by the shields in the array refracting visible light for You. It Can Not resist You due to the emitted shields being insufficient in power. It Does offer tactile feedback for You with each button's edge being identifiable by touch. It Can have 18 buttons per 400cm2 square with each button a minimum of 1cm2. Its interfaces are predominantly tanks or tubs as It's projectors required multiple angles to generate the Object. Generated Objects without support are currently nonviable with current Objects necessitating larger structures.
An Additional Comment; It is a Unique Sensation to process.
Addendum: Broadly speaking, all hardlight interfaces are tubs or tanks, with the projectors having multiple angles to create their figure. While freestanding interfaces might be possible at some future time, currently, any attempt at hardlight has only worked when built into some larger structure.
"I don't mean to complain about this – goodness knows, it's nice to have the work done and the development of an exciting new technology finished. But I feel like that there could have been a bit more...humm, It's hard to say exactly. Certainly, more clarity from Erewhon. I'm still baffled by the final abstract; it reads more like a riddle than a puzzle and some of the solutions to creating hardlight that AI made are certainly Machine Learning Solutions if you get me."
-Chae Mirae, Head Scientist Hardlight Project Commentary.
I guess? Still doesn't seem like a huge improvement. But it might also improve our shield technology a smig, and that's more exciting.I wish the description didn't only talk about larger holograms. Our current hardlight interfaces are really clunky, requiring multiple projectors in a 'tub' or 'tank', which heavily restricts where and how they can be used. Also, the old version of the tech uses shimmer shields, but we've got much, much better shielding tech now. Here's the description from last time:
Once your at 50/50 odds on finishing your question isn't so much if your can complete it, so much as if there is something better that dice could be doing. Once your that close on a huge project its more of a matter of staffing and final checks than anything else. At around 5 pointsits probably more of people fighting over places during the ribbon cutting cerimony than anything else. It'd be pretty memetastic if the long term project was held up, because people were fighting over who got to wield the giant novelty scissors.I wanted to make less of a meme plan, but even taking a single AA die off brings the chance from 74% down to only 49%. So, yeah. Trying to one-turn it is painful, including losing some of our excess PS, but it would put us one turn closer to solving our Labor crisis.
This response acts like the rest of the post wasn't entirely about how to deal with these numbers. First off, yes it was speculation, as it said in the post itself, but the point was the kind of hole that was being dug not a useless pile of doom speaking. Siting how some random projects that consumed labor were popping up in the plans.think you've kind of arbitrarily decided what some of the effects are. You're not wrong that there's a problem, but one thing I'd like to point out is that I suspect the economy doesn't instantly crash and burn when we're at, say, -5 or -10 Labor. That's most likely to express itself as reduced efficiency, people being paid overtime to work longer to compensate for positions that cannot be filled, and so on. It's bad but not insurmountable.
Duplicating the refineries would be nice, though likely expensive in resources. However the sheer hostility of the environment makes it require innovations in miniaturization, hardening, software tricks to save bandwidth are ultimately more important to the labor crunch. As I said at the start of the previous post, it was mono-focused on that point.It's not that I oppose the project, it's just that I don't think it'll help much, since we're not building a direct copy of a Visitor refinery, and ultimately the tech is less about duplicating Visitor automation than about duplicating the refineries themselves.
Bear in mind that these are uninhabited wastelands we reclaimed from Red Zones. They have negligible population and refugees have no way to get there because crossing a Red Zone is death.
To be fair, I doubt the average post-regency war NOD-aligned warlord has that much experience with a modern economy, and the tricks required to move money through it without being caught. The Yellow Zone economy has regressed due to the whole downfall of civilization thing, to the point where the primary unit of trade is probably raw materials/tiberium at best, barter at worst.I'm surprised that someone who's apparently established herself as something that can be called a 'Nod warlord' without laughing would need some of this explained to them...
Especially since InOps have rapidly been used to stuff like this, and are on alert for anything remotely sus.To be fair, I doubt the average post-regency war NOD-aligned warlord has that much experience with a modern economy, and the tricks required to move money through it without being caught. The Yellow Zone economy has regressed due to the whole downfall of civilization thing, to the point where the primary unit of trade is probably raw materials/tiberium at best, barter at worst.
Add that to the aftermath of the regency war, and Sister Janet is probably a lifelong yellow zoner who was freshly promoted after her predecessor was 'indisposed' for any number of reasons, and has only a cursory idea of how GDI's economy works.