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Old 07-02-2016, 10:17 PM   #436
Brian Swartz
Grizzled Veteran
 
Join Date: May 2006
A couple more research decisions are needed. 'Reconstruction', for lack of a better term, is continuing to go well and make steady progress. A couple more spaceports in occupied Kroll space are needed, then expansion of the fleet will progress. The Fist of Boojie is rendezvousing in Haribas, and having fully repaired now that is almost complete. From there they will strike at the elite crystalline entities a few jumps away. Meanwhile most of the war debris has been analyzed. All of these are general cleanup/consolidation type steps to prepare us for whatever is next.


Research Director's Briefing: Dr. Frank Justyce

** Improved Deflectors(Field Manipulation, 29 mo.) -- Second-gen shields that double the effectiveness of those mounted on ships. Planetary fortifications are strengthened by 20% also.

** Self-Aware Logic(Computing, 43 mo.) -- Adds +1 to research alternatives, for a minimum of four.

** Quantum Energy States(Industry, 43 mo.) -- +250 to Energy Storage capacity(3750 presently). Unlocks third-gen power plants(Power Plant III, Betharian/Troutian Power Plant III).

** Blue Crystal Capacitors(Particles, 9/17 mo.) -- An objectively useless weapons system that is inferior to what we already possess. How's that for not overselling it?

** Ion Disruptors(Particles, 54/86 mo.) -- An interesting weapons system that devastates shields with double damage, and is as effective against hulls as any weapon we possess currently. Discovered from Kroll wrecks, it was thankfully not a weapon they had enough of to make a significant impact.

** Disruptors(Particles, 7/43 mo.) -- A less effective, more basic version of the Ion Disruptors. There seems to be little reason to invest the effort here.

Dr. Frank Justyce, you're up again.


Research Director's Briefing: Dr. David Corperial

** Quicksand Basin Removal(New Worlds, 12 mo.) -- Ability to clear one of the problematic provincial types on drier worlds.

** Neural Implants(Statecraft, 20 mo.) -- Unlocks the Slave Army and the Slave Processing Facility. The latter increases slave output by 15%(food and minerals) on any planet it is built on.

** Epigenetic Triggers(Biology, 30 mo.) -- Unlocks the Uplift ability, allowing us to integrate species nearing sentience into our empire. At present, this would seem to fly in the face of established policy but I admit I do not fully understand the mechanics involved having not used them.

** Amoeba Flagella(Biology, 17/59 mo.) -- Now that we have a ship capable of mounting them, we can give a little more detail here. These breedable flagella are fewer in number than our scouts(4 compared to 8 per 'wing') but do a lot more damage and are tougher to destroy/kill. Overall damage output is projected to be 73% higher, and they ignore shields while halving armor penetration as well. This would be a big step forward in strike craft capabilities.

Dr. David Corperial, you are also on the clock.
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