I'm putting this here because it does not belong on the ships thread, as it is not a ship description.
Drenivian... I'm sorry. Your ship is broken and wrong. You need to fix it. I will enumerate.
First thing: there are no metatalents here. There are biomods, but these are *not* the same thing. Biomods are a physical and/or psychological change. They cannot give you anything that can't be explained by science. Tentacles and catgirls? Yes. Precog/TK? No. Berserker states? If it's supernatural enough to be called a metatalent, it isn't a biomod. If it's just "get really angry off of a strange custom cocktail of internally generated chemicals" then that works as a biomod - but it wouldn't work on anyone who already had a biomod, and it would last for the rest of the person's life. That's a *really* big warning label you'ld have to slap on *any* sort of employment offer if you didn't want that same berserker rage turned on *you*.
Second thing: The inexplicable modifications: If it's a paint job, then that's seriously pushing the effects of local handwavium. If it's a paint job being run by a set of onboard AI-driven robots or some such, that's fine. If it's anything more than a paint job? No. Sorry. The handwavium doesn't do that. One of the first rules: "You cannot show the handwavium a picture of your genre vehicle of choice and have it just make it for you."
Third thing: the base hull: Where on earth did you *find* such a thing? I've never heard of one. It sounds like a hull designed for space, which means that you *wouldn't* find one on earth. You'ld have to actually construct it yourself, which means that its accuracy would be limited by your abilities at construction and the money you had available. Exactly the same issue, worse and more of it, applies to your "Supplimentary mecha". You have to build those things individually, and they take large quantities of time, effort, and money. Also, especially at the scale you're talkign about, it's not really something you can keep under wraps anymore - and so you're going to get the Danelaw pounding at your door somehting fierce *well* before you get it off the ground. If you're not making it on the ground? Well, that presents its own difficulties.
Fourth thing: Money: Putting together the hardtech part of this would require *huge* amounts of cash, even going Full Kludge Ahead (and soaking down the tremendous masses of Quirk that would result.) Where are you getting the money for it all? Especially with two sister ships?
Fifth thing: do you *really* think that the US is going to be cool with having a major 'wave-based corporation in the middle of Lake Superior? Especially one that spawns biomods like they're going out of style and seems to be equipped for war? The most recent administration got *elected* on the back of anti-handwavium sentiment.
Sixth thing: Why, why, why would you build an enormous mecha-carrier as a science vessel? This is fenspace. The bigger you are, the slower you crawl. Science/research vessels generally are big enough to carry an appropriate research payload, along with appropriate researchers, and that's it. If you're feeling paranoid, you might throw in a bit of defensive kludgetech, but not anythign that would take up much mass, and *certainly* not a bunch of giant robots.
Seventh thing: Hardtech scientists cannot trust wavetech data. The quirk makes it far too unreliable. If you're building a scientific satellite for them, that means that you have a company with both a serious wavetech and a serious hardtech presence. This is... nontrivial to justify, given the history. Remember, we're pretty much working off of current truth. If your company isn't big enough to have a web presence/news articles/etc in the here and now, then it's not that big on the cusp of in-game 2007 either. Admittedly, there's a *bit* of fudge-factor there - the split happened a short while ago - but it's still a decent rule of thumb.
Drenivian... I'm sorry. Your ship is broken and wrong. You need to fix it. I will enumerate.
First thing: there are no metatalents here. There are biomods, but these are *not* the same thing. Biomods are a physical and/or psychological change. They cannot give you anything that can't be explained by science. Tentacles and catgirls? Yes. Precog/TK? No. Berserker states? If it's supernatural enough to be called a metatalent, it isn't a biomod. If it's just "get really angry off of a strange custom cocktail of internally generated chemicals" then that works as a biomod - but it wouldn't work on anyone who already had a biomod, and it would last for the rest of the person's life. That's a *really* big warning label you'ld have to slap on *any* sort of employment offer if you didn't want that same berserker rage turned on *you*.
Second thing: The inexplicable modifications: If it's a paint job, then that's seriously pushing the effects of local handwavium. If it's a paint job being run by a set of onboard AI-driven robots or some such, that's fine. If it's anything more than a paint job? No. Sorry. The handwavium doesn't do that. One of the first rules: "You cannot show the handwavium a picture of your genre vehicle of choice and have it just make it for you."
Third thing: the base hull: Where on earth did you *find* such a thing? I've never heard of one. It sounds like a hull designed for space, which means that you *wouldn't* find one on earth. You'ld have to actually construct it yourself, which means that its accuracy would be limited by your abilities at construction and the money you had available. Exactly the same issue, worse and more of it, applies to your "Supplimentary mecha". You have to build those things individually, and they take large quantities of time, effort, and money. Also, especially at the scale you're talkign about, it's not really something you can keep under wraps anymore - and so you're going to get the Danelaw pounding at your door somehting fierce *well* before you get it off the ground. If you're not making it on the ground? Well, that presents its own difficulties.
Fourth thing: Money: Putting together the hardtech part of this would require *huge* amounts of cash, even going Full Kludge Ahead (and soaking down the tremendous masses of Quirk that would result.) Where are you getting the money for it all? Especially with two sister ships?
Fifth thing: do you *really* think that the US is going to be cool with having a major 'wave-based corporation in the middle of Lake Superior? Especially one that spawns biomods like they're going out of style and seems to be equipped for war? The most recent administration got *elected* on the back of anti-handwavium sentiment.
Sixth thing: Why, why, why would you build an enormous mecha-carrier as a science vessel? This is fenspace. The bigger you are, the slower you crawl. Science/research vessels generally are big enough to carry an appropriate research payload, along with appropriate researchers, and that's it. If you're feeling paranoid, you might throw in a bit of defensive kludgetech, but not anythign that would take up much mass, and *certainly* not a bunch of giant robots.
Seventh thing: Hardtech scientists cannot trust wavetech data. The quirk makes it far too unreliable. If you're building a scientific satellite for them, that means that you have a company with both a serious wavetech and a serious hardtech presence. This is... nontrivial to justify, given the history. Remember, we're pretty much working off of current truth. If your company isn't big enough to have a web presence/news articles/etc in the here and now, then it's not that big on the cusp of in-game 2007 either. Admittedly, there's a *bit* of fudge-factor there - the split happened a short while ago - but it's still a decent rule of thumb.