- Pronouns
- Zack
[X] Plan: Nova Cannons go boom.
[x] Plan: Beach Episode
[X] Plan: Mercantilism V3
[X][Cia] Pragmatism
[x] Plan: Beach Episode
[X] Plan: Mercantilism V3
[X][Cia] Pragmatism
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In like, 80 full turns, yes. Although I'm fairly sure that irritant, given the sheer magnitude of the quantities, will accumulate in the atmosphere until even the masks cannot handle it and mere skin exposure is painful, likely eventually deadly. Keep in mind we have little biology knowledge and nothing on terraforming, so Vita isn't a reliable narrator in her analysis, especially with the complexities involved.Also, 1 turn is much, much longer than Star Trek spends on any one planet, though...we often don't feel that scale and given our information loop reducing times so far would be hard. As a humanitarian concern, though, there are even less people here than in the last place and their situation may be slowly improving rather than collapsing. It's a nice chance to intervene, but a relatively weak imperative.
The most time efficient thing to do is what my plan is doing - using the Spark's megascale weaponry to do controlled burns of the surface mats. Should dent the problem for at least a few decades.
If you're talking about doing the boarding tech research then you'll probably unlock a 100-bp weapon that lets you drop 5000 troops at once to a planetary surface?@Neablis how much will drop pods cost to build? need to adjust my plan for their BP.
Let's see. Light bots, 25 BP, humanized & machine-spirit jammers, 50 bp total yup, Machine spirits +25 BP, stealth +13 yes.@Neablis, since this is the first time using the new unit design I want to confirm this is correct:
Specter – Light infiltration bot
- Light Bot Body - Base 25 BP, 10 RP, 200 CP
- Humanized +15 BP base
- Machine-Spirit Jammers +10 BP base
- 50 BP base total
- Machine-Spirits +50% [Base] BP = +25 BP, -90% [CP Cost] = -180 CP
- Stealth +25% [Base] BP = 13 BP, +100% [RP Costs] = 10 RP*
- Final Costs 20 RP, 88 BP per 1,000, 20 CP
It is not. I've made that edit to the threadmark. It is also an approval vote, so feel free to vote for several options.Also @Neablis, just confirming that Cia's specialization vote is not part of the normal plan vote. We did this for Anexa, but it wasn't specifically called out one way or the other.
Bold move. I'm super curious to see how it works out.-[X] Orders: Use the Spark and her fighters to attack and burn the current overabundance of seaweed mats. Carefully.
We're still in earlygame as far as I'm concerned. Midgame will have you getting probed by various people and lategame will have them throwing fleets at each other.Overall, I'm worried about our lack of firepower this late into the quest,
I think those numbers are even better since it balances out the number of bots to even thousands. I'm fine with it.Neablis asked us to leave bots with Quorath only in increments of 1k.
It's probably excusable for the ones we do not have a full 1k, but not for the Heavy bots where we do.
Also iirc Cia can't be both training and be part of the assault.
Ah. So the Denva was a tutorial. Thanks for clarifying this, I don't remember if this was discussed before, but I might've just forgotten. This recontextualizes some things for planning for me. Not enough to change my vote, but less worried if we don't go for military-focused techs immediately.We're still in earlygame as far as I'm concerned. Midgame will have you getting probed by various people and lategame will have them throwing fleets at each other.
Lets see...
There was also a single easily missable line about using the drop pods to drop troops on the governor's manor.If you're talking about doing the boarding tech research then you'll probably unlock a 100-bp weapon that lets you drop 5000 troops at once to a planetary surface?
But that's not what you're talking about. You're talking about something that'll let you drop trade goods from orbit. Eh, below the level of abstraction and thus free. Maybe you kick them out the door with shuttles, more likely you just make thin ablative heat shields and dinky little parachutes.
Hey, just noticed something while looking at this. While it is good that Active Stealth -mod for it is the category "if possible" because we can't guarantee it won't fail... Is "Active Stealth" even meant to unlock anything for ground forces? Or is it just for small flying units, like assault shuttles, and then it unlocks follow-up research for ground forces and spaceships, like we have with passive stealth? Is it dependent on the roll? Has this been answered before? I don't want to ping Neablis yet, in the case it has been.--[x] Design Specter – Light infiltration bot 88 BP per 1000 (20 RP) (Light (25BP, 10 RP), Humanized (15 BP base), Jammers (10 BP base),[50 BP base] Machine Spirit (+1/2 [25] BP), Stealth (+.25x [13] BP, +1x [10] RP)
---[x] Include Active stealth if possible, budgeting up to 16 additional RP on the design
There's a "Basic Ground force stealth" tech also in the research for that plan. Basic ground force stealth has wording that it "Will be able to take advantage of some other stealth technologies."Hey, just noticed something while looking at this. While it is good that Active Stealth -mod for it is the category "if possible" because we can't guarantee it won't fail... Is "Active Stealth" even meant to unlock anything for ground forces? Or is it just for small flying units, like assault shuttles, and then it unlocks follow-up research for ground forces and spaceships, like we have with passive stealth? Is it dependent on the roll? Has this been answered before? I don't want to ping Neablis yet, in the case it has been.
@Nightlord256 could you give me a quote that this research is about stealth for ground forces, if those exist?
Hmmm. I was more assuming that "passive and active stealth (and possibly some more exotic versions) play well together", not that it would automatically unlock other forms of stealth for our ground forces too after their respective tech is researched. Thanks, this has potentially clarified things for me if it is so, but just to make sure:There's a "Basic Ground force stealth" tech also in the research for that plan. Basic ground force stealth has wording that it "Will be able to take advantage of some other stealth technologies."
So yes, it does seem like there's a basis to anticipate that that research plan will allow active stealth for ground forces.
The problem is oxygen depletion, and burning things requires oxygen. It's entirely possible this just extends the duration of the problem.
It will mean that you can apply stealth tech to ground forces. Which includes active stealth once you've unlocked it. I may split active & passive stealth tech into two different blueprint modifications.@Neablis? Will Ground Force Stealth incorporate both the passive stealth we've already unlocked and the active stealth tech that the leading plan is finishing (and maybe more than just them)?
Ah, I didn't see that.There was also a single easily missable line about using the drop pods to drop troops on the governor's manor.
I suppose that needs those 100 BP?
In space on our ship too, I suppose?