Before I sound off on these I just want to say that all of this depends on information about FTL travel that we either don't have or is poorly defined. We know that an FTL drive needs to be at least 10,000 miles from a planet and twice that is safer. But what does this mean. What happens if I drop out of FTL at 9,750 miles or jump to FTL at 5,000 miles? Does it not work, or break down, or blow up. and what does it mean that "twice that is safer". If I jump to FTL at exactly 10,000 miles is there a danger of some kind that I can avoid waiting to 20,000 miles?
More Questions:
How fast are you traveling when you exit FTL and how accurate is your exit, i.e. how close to a target can you exit FTL?
How fast can you jump to FTL, or how long does it take bring up the FTL and go to lightspeed?
Lastly is the cost of FTL. If you take the list of prices in DB 6, pg.132 for every ship below Dreadnought. If it is than ther is no reason for any ship larger than a shuttle to not have FTL and there are very few reasons for any of those ships to use anything less than CG-G drive to do 7+ LYpH. Think about it if a Packmaster costs 20 billion and according to the Erata does 5 LYpH. for just 110 million more, or an increase in cost of 2.2% you can increase the FTL to 7 or an increase in 71.43%. So the question is if these are the costs for all ships why are they not all 7 LYpH?
Colonel_Tetsuya wrote:Warshield73 wrote:The problem with this is the losses. The kind of ships you are talking about would be incredibly vulnerable and could be destroyed easily necessitating large numbers of defenders which in turn reduces the combat power.
Incredibly vulnerable to... what? You dont exactly deploy carriers into the heat of battle. You stooge them around 1000+ miles away and launch fighters.
Equipped with a CG-A drive, they can FTL out of the way of any incoming missiles with tens of minutes to spare, same with fighters, or even enemy ships.
You wouldn't necessarily have to even keep fighters on them; you could use them as out-system re-arming points for your fighters that are launched from the planet. They simply maneuver to pre-arranged jump points to meet fighter wings for rearmament.
If you look at the rules for FTL combat in DB 12 they would be vulnerable to anything with a higher FTL speed then them. The ships you are describing would be meat for a trio of Proctors. Also you should remember that you are talking about these as defensive ships that means there will be FTL attackers in system and these ships would be juicy targets.
Also you have to keep in mind that the FTL limit of 10,000 miles. Assume a very fast fighter of Mach 16 that means a 48 minute flight time. This means that fighters would be out of the fight for more than an hour and a half just to reload. Now this doesn't mean that the carrier can't go this far out it just means that the attack isn't sustainable.
Now something else to keep in mind is that fighters can not damage any ship with more than 3,500 MDC main body except with cruise missiles. This is in DB 13 pg. 14 and we had a long discussion about it
here if you remember. This means that once those fighters fire there cruise missiles they are of limited use against capital ships.
Now I agree with you that any ship capable of jumping to FTL could avoid combat or damage by jumping to FTL. This is why I have always found the idea that most battles are in deep space, as is stated in DB 13, to be a little strange. But according to the rules a ship with faster FTL can catch and attack so that is what it would be vulnerable to.
Colonel_Tetsuya wrote:Warshield73 wrote:I am a big believer in CVEs and I have a bunch of them in my PW games but fighters have limits, mainly due to payload.
Depends entirely on the fighter, to be sure, but... and? If your first strike takes out half the enemy fleet, and encourages them to go away, mission accomplished.
No one is trying to say theyre going to magically stand off a huge fleet.
We're talking about marginal worlds, not large well established ones (which will almost certainly have an IDF, at least a small planetary defense station, etc) or even large colonies.
But 300-400 fighters staged in a dozen floating flight decks will stand off pirates and would be tin-pot dictators from the next system over all day every day. Pirates arent there for conquest, they're there for money. Once you make it a losing proposition, theyll leave. A tin-pot dictator wont be able to risk his (more expensive) ships against your forces for fear of losing them and then not being able to maintain power back at home. The only thing you have to worry about then is crazy-go-nuts Firefly-Reaver style attacks, which while not unheard of, are not the most common threat to such worlds.
And they may have payload limitations, but fighters are actually a lot more likely to be able to close to the 1-mile Sprint Mode range for Cruise Missiles (where they cannot be interdicted, or the 3-mile range for all missiles where they cannot be dodged); so they're a LOT more likely to actually deliver a useful payload. You might throw 1000 CRMs from a Heavy Cruiser and only 100 of them will hit (or less) at long range. But if 100 fighters get through to deliver their missiles and salvo intelligently, a LOT more of those missiles will hit and get through shields.
And CRMs are limited in payload.. but there are a couple fighters that have pretty potent LRM payloads, and especially the modified merchantment and light combatants that Pirates and Raiders are likely to have.... LRMs are almost as dangerous as CRMs against them.
Again, im not saying this is going to stand off a dedicated attack from even a middle-weight power, but against the threats that face most marginal worlds.. it could actually be quite potent.
That being said, as I said earlier, the defense doctrine I created for PW is heavily dependent on fighters. Planet based, station based and carry based.
I agree with most of this in fact I have always had sort of a scale for planetary defenses based on a few ideas.
- Population, how many people
- Economic output, what can they afford and how valuable are they
- Geography, are they in a dangerous neighborhood
- Strategic Value, this would be related to geography but not limited to it. A System might have strategic importance if it has ancient ruins or a valuable wormhole or rift or ley-line system or just resources.
- Age, older colonies will have had a longer time to build up defenses while a newer colony of the same size may not have
All of this would determine how much local defenses there are and how much outside help they have. So looking at a CCW system how big and well equipped is the IDF and how much CAF support does it have?
Also we keep talking about defending a planet but really we need to defend a system. To grow a colony would need to make use of resources in asteroid belts and around gas giants so it does little good to protect your populated planet if all of your industry is floating around a gas giant unprotected.
And yes pirates are not in it for conquest but imagine a pirate flotilla coming into a system and just destroying asteroid mining and gas collection stations and space infrastructure until you pay them a few hundred million credits.
If I'm the TGE and I'm at war with the CCW I could give less than two craps about the 60 billion people on Tera Prime, I want to destroy as many ship yards and mining facilities as I can. This is why I believe that most of these would be tucked into a gravity well were they can be protected.
Blue_Lion wrote:Is there not a issue with use of ftl in planetary gravity wells.
Yes I covered this at the top.
Blue_Lion wrote:Fighters may be more fragile than capital ships, but are cheaper require smaller crews. While 1 fighter may have limited affect against 1 capital ship but it will not be 1 to 1.
Agreed but a fighter squadron is always going to be more effective and take fewer losses when supported by larger ships in a mixed fleet. Fighters are an attrition unit, they are there to take the hits so 1 or 2 people can die instead of the 40 to 1,000 that might die from that same hit on a capital ship but you still want to limit your losses. Every fighter you loose is one less weapons platform for the next attack. That is really all I was saying.
Blue_Lion wrote:Also bombing a planet could make in uninhabitable so the main threat to a colony is the shuttles deploying troops. Squadron of fighters are ideal for shooting those down. Invading a low inhabited world of say 100K requires 5-8 times the local military(25-40K troops) and huge expenditure of equipment costing around at least 50 billion. (that is just for troop transport.) fleets of the three galaxies pg 12.
The thing is, this is for an invasion. I don't need your planet I just need to control the space around it and I can do that for a fraction of the above cost. A good place to read about warfare like this is in the Honor Harrington books how the Solarian League, particularly how OFS or Office of Frontier Security operates. Once I clear the space I just starve you out. No interplanetary commerce, no off world aid of any kind. If I see you doing something that might threaten me from the surface I hit it with a heavy energy cannon. Over time the planets population gets tired of it and they want things "back to normal". This could take years or decades but it won't cost me as much as an invasion. Everyone assumes a space war will be like a planetary war but really once I have control of the orbital space around your planet I control every square inch of your planet. This is why in Honor Harington and other settings like it planets are expected to surrender when the enemy controls the orbital space. Because at that point you can just start droping bombs or even rocks on peoples heads until they give.
Also you talk about damaging the environment as if everyone will care about that. If I'm just interested in striping your world of resources and leave the people to starve to death. In that case all I need is just some remaining breathable atmosphere.
Blue_Lion wrote: In addition the main guns of your capitals ships are unsuited for attacking fighters. Strength of fighters are found on page 14 of fleet of three galaxy. Against larger ships a swarm of fighter bombers can deliver missiles inside point defense so there is no time for them to defend then fire off point blank crews missile attacks allowing a swarm of fighters to take down a dreadnought.
I largely agree here accept for the last part. I ran the numbers for this a while ago when we were having the discussion I linked above. Given the damage rules I mentioned from DB 13 pg. 15 and the limited cruise missile payload the number of fighters needed to take down a Dreadnought would be unreal. You also have to accept that while the big guns have no effect on fighters they do have point defense and often have MRM and LRM with huge magazines. This combined with just the robot and power armor defenders means you are going to loose hundreds of fighters on each and every bombing run. Yes if I was killing a Dreadnought I would use a huge swarm of fighters up front to destroy sensors, PDT, even engines. But I would want to start it off with have weapon and missile fire to weaken the shields (I mean if your fighters have to use there CMs to drop the shields they have nothing left for the ship) and I would want to end with destroyers and maybe even Cruisers.
Blue_Lion wrote:Odds are battles are happening closer to planet sphere than edge of safe FTL. Capital ships are easier to detect and target at greater range and you can focus heavy weapons on them.
Not sure I understand what you are saying here but I think I already agreed to it up above.
Blue_Lion wrote:Unmanned defense platform really are not any more AI than smart missiles, or turrets (the tge is not listed as not having automated turrets only 1 nation was listed as lacking it). Unmanned satellites are not really maintenance heavy. Not having a local admin does not allays add to the maintenance cost. They could use long range comms that the planet already has to send a time linked stand down code for maintenance if any is needed. However if he GB is maintenance free(only combat damage needs maintenance) then it is logical that unnamed satellites would be the same.
I largely agree with your point on drones. I have had dozens of different drones in use by all major powers in my games for the last 20+ years. As for just the humans being AI phobic that doesn't seem to be what the book says. DB 13 pg. 15 gives AI phobia a it's number 9 reason for fighter craft and talks about it being three Galaxies wide. It does mention humans are more phobic than others but it is not exclusive to them.
As for control, no matter how you control an AI planetary defense it can be hacked and if you have a robot army controlling and defending your planet it no longer requires thousands or millions to rise up in rebellion, it requires one guy with a laptop. Again, I have always assumed that defenses are mixed with some drones and some manned craft to give you the best of both words and limit the problems of each.
Blue_Lion wrote:Costs for FTL can be found on page 132 of Three galaxies Dimension book 6, the only mass limit ever mentioned is in the dreadnought range. They start at 5 million credits for 1 ly per hour. Given that sub capital ships, often cost more than 100 million it does not appear to be a extreme increase in cost. The CCW explorer class cruiser has a cost of 35 billion with a drive ftl drive of 6 ly per hour valued at 75K, so less than 1% of the total cost. Is saving 1% cost worth limiting a fleet to just 1 system? The Scimitar patrol frigate cost 400 million credits to build drive value 40 million, so on a small ship it is 10% for a rather high end drive.
I covered this above. If this is meant to cover all ships up to Battleship size then you are correct there is no point in manufacturing anything larger than a shuttle or smaller than a Dreadnought without an FTL drive. Now, this makes no sense as it is like saying the same engine that flies a Cessna can also power a C-5 Galaxy but hey lots of things in the train wreck that is Phase World make no sense. But, if you base engine cost on weight, as I do, then yes this factors in.
Blue_Lion wrote:Also population size and strategic importance are often unrelated. A high population may be of economic importance but unless it is the main builder of your fleets or military gear it may not be strategically important. Strategic importance would be things like fleet command, Ship yards, proximity to planets in danger. I can see the CCW having a line of strategic systems near the TGE to serve as fleet staging areas for defense. Because these systems will have resources to stage and repair fleets they would be the first targets in an invasion. When possible an intelligent fleet command would choose less densely populated systems and launch attack fleets from here to rescue higher population besieged worlds. Smaller civilian population makes it harder to place spies.
I think I covered this above and I agree with all of it. I do think that such staging ground systems near borders would have stock pile of gear but little industry of there own. You want these systems to be as disposable as possible and you want them to be free of things you need to defend when the enemy comes to play.