ShadowLogan wrote:Warshield73 wrote:The type of nuclear is something that I have thought about from time to time but it really has not been an issue for me.
For Atmospheric Flight that can turn the ambient air into reaction mass, not much of an issue but in space, well they have to be expelling something and a Fission system just isn't friendly to this situation without some other type of remass unlike fusion (dump waste plasma). It can also determine how "radioactive" a destroyed/damaged unit could be potentially. It determines required fuel and fuel storage requirements. It changes the impact/viability of a "fuel leak". It could change the meaning of the endurance of the system (fission not much change, but fusion system could change it to mean the reactor's lifespan and not fuel capacity). There are several ways that it could be useful form a story point.
I agree with this and I actually think I talked about it in another thread years ago where an “out of Gas” scenario could really drive a narrative the way other resource shortages couldn’t.
The best examples of this are, IMO:
The Pilot episode of Firefly where not having the money needed to refuel leads Mal to agree to meet Patience for a deal even though he knows it’s a trap. Wackiness and comedy gold (his I took a job monologue is still a favorite of mine that I can quote from memory) ensue.
The second is what I think might be the second or third best episode of a series that I really didn’t like much but RDMs Battlestar Galactica episode Hand of God where a badly outnumbered Galactica had to take a Cylon fuel depot.
Even food and water don’t give you the kind of chances people need to take to avoid ending up on the drift.
Apart from the story decision I would do all of this but it doesn’t really fit with Rifts. Somehow on both Earth and in the Three Galaxies we have Robots, aircraft, even power armors that have decades of fuel onboard so limiting the fuel of giant starships seems out of place. If I was doing a complete reboot of Rifts entirely this would be one of the first things I would change but I’m not going that far.
ShadowLogan wrote:Warshield73 wrote:OK, as you say there isn't a lot of consistency so I just couldn't figure out which one you were referencing. When PW originally came out I used the NGR chaff system but we switched over to the chaff from the Wild Weasel SAMAS in the New West book for a while. Really I haven't used chaff in PW for more than a decade as it makes very little sense for space combat. I have an active defense that performs like chaff but I call it something els
Forgot about The WW-SAMAS in NW, though I could see it using a different size package considering other examples have room for a lot more (but actually get a smaller number, or maybe they auto fire off multiple smaller packages? who knows).
Until the Robotech 2e Macross and Especially Southern Cross books came out the WW SAMAS was the best EW platform we had. Jamming, C&C capabilities, comms, SigInt, and chaff this PA had everything the setting was missing. One of my big complaints is that we don’t see any real EW platforms being created by the major powers like CS, Triax or NG. At least not that I remember.
ShadowLogan wrote:Mutants in Orbit sort of tries to give a reasons to use chaff in space (MiO pg83, pg84's Sandcaster is limited to #3 and #4):
1. counter missile (given)
2. temporary change radar signature of the vehicle
3. Diffuse (reduce damage) Lasers for period of time (personally I'd probably reduce the time for highly agile platforms like "fighters" or 'bots or pa types)
4. provide an offensive weapon (does damage if you fly into the cloud)
Chaff use #4 is likely not to come up as much (though could fall under #1, but damage is so weak limiting it to low end missile types), but #3 can be a useful feature since IINM lasers are a common weapon. #3 couldn't be done in an atmosphere, but in space it might as the stuff will "linger" (or "float") longer before it spreads out due to motion.
When this book came out my friends and I were still playing the old Nighthawks game, part of the old TSR Star Frontiers game. It had a similar defense but it was mainly water vapor, even in that game it was kind of useless.
I took the idea of chaff and flares from the CS and Triax jets, added in some of the effect of the MiO chaff and called them Dazzlers. Basically it was a small EMP device combined with a massive burst of light in all ranges from IR through visual into the UV that could blind sensors, vehicle and missile, in both directions along a straight line. So if you are being tailed by another fighter and it launches missiles these have a chance of stopping the missile and disrupting the weapons system lock of the hostile on you but also you on the hostile. It, however, did nothing to the weapons lock from the guy diving in on any other vector. These also worked as distractions so you blind pursue, cut engines, flip your fighter and fire before they see it coming. Of course if you lose your weapons lock you have to fire blind. Big ships, Light Cruisers and up, had no use for these. Even most Frigates and destroyers weren’t fast or maneuverable enough to get much use out of them so I gave them a EMP beams along with jamming arrays and decoys to do the same job.
To me something like this felt more a part of a sci-fi environment than cans of sand, bottles of water, or burning strips of magnesium.
Fenris2020 wrote:I'd also increase the automation on everything. For instance, the show Andromeda has basically a PC group tooling around in a rather large vessel; granted the ship has some problems, since it's not fully crewed, but they get by,
My original PW group had a cruiser class vessel that could be crewed by just one person with the help of an AI and crew bots. The problem for a canon game though is supposedly people hate AI and don’t use them much. I ignore this in my game reducing crew numbers by 20% to up 75% depending on the size and purpose of the vessel. One of the largest uses of space on these ships is going to be air, food and water for a living crew so I have to imagine that no matter what phobia they have they are going to automate.
This is covered in some of the middle books of the Honor Harrington series. For a long time the Manticorian Navy had a real manpower problem even going so far as to decommission still useful ships to crew newer, more powerful units. When they really started to develop heavy automation they managed to really expand the force.
This makes sense. Even just one star system with Phase World level technology would have the resources to field thousands of ships and with automated construction you could really crank them out. The problem is where do you get the crew? Even Starfleet with all of its heavily populated worlds had a significant manpower shortage during the Dominion War so yeah I think this would be included in any rewrite as well.
-TLR- wrote:One of the key problems I see in all Palladium Space-Combat is a misunderstanding of the power, range, and tactical usage of missiles. First, nobody is wasting money and design effort on a "long-range" or "cruise" missile that doesn't support either multiple boost-stages, or continuous guided acceleration! We (20th/21st century humans) already have multistage missiles. For Phase-World tech, strap a limited-life (an hour would be plenty) throw-away CG drive on a pocket-nuke or large bomb with even a primitive guidance-system, and nobody is credibly dodging these things when fired en mass.
While I agree with all of this, like everything else in a game, the space combat system has to serve the story you are telling. In this case you need a system that makes room for robots & power armors, space fighters, and especially magic and other abilities.
Once your missile speeds, ranges and numbers get to a certain point fighters and PAs are useless, mages never get a shot and I don’t care how tough that cosmo-knight is once he has 50 nukes at 10 times his speed flying up his @$$ is done. I do really increase missile ranges and speed in my game but I have kept much lower than in most sci-fi just to keep all these things in play. Especially magic and super powers as that is supposed to be a huge part of the setting.
-TLR- wrote:More importantly, dump a swarm out at your current velocity (but not "fired up"), and let them coast near your target(s) before they come "on line" at relatively close range with seeker guidance warheads at high G's. 20th-century Nike Sprint missiles accelerated off of a warship deck at such high speeds they literally incandesced from the air friction! Surely CCW/Phase-World can match primitive 20th century tech!
The MiO book had a type of smart missile that was basically two missiles together that could be dropped like a mine and activated by remote, timer, or set situation. We eventually replaced these with pods similar to the SAWS in Rifts Mercs but I think that is definitely something you need and of course this needs to be wrapped in the best stealth tech.
-TLR- wrote:The other glaring problem is ranges and distances in space. If your sublight drive are capable of any meaningful percentage of light-speed, then even lasers (and similar directed-energy weapons) start having problems hitting. If a ship can change velocity by 0.1% of light-speed in a combat-round, then there is a real good chance that it is effectively no longer where you are aiming (that image you are seeing is already old before you shoot at it, and nobody in "space-fighter" combat flies in easily-predicted trajectories). Automatically-randomized thrust-vectoring is bound to be de-rigeur.
This is where I go back to Star Wars vs harder sci-fi like the expanse or Honor Harrington. Phase World is science fantasy so while I do want to increase sub-light speeds and already have increased weapons ranges it has to be limited by the elements of the game.
One idea I had for increasing speeds was limiting maneuverability the faster you go. Yes if a ship is moving at 0.1c they are not going to be in the spot they were when you fired, but if they can’t do much more than go in a straight line well even a modern computer could hit that with a lightspeed weapon or another fast ship could cross your “T” deploy a spread of missiles, or you could fly write into a “minefield” of stealth missile pods. This, and giving defenses a huge advantage against missiles at range, i think we give you good reason why most battles would take place at lower speeds where everything can take part, but the speeds need to increase a little and sub-light cruise needs to be a thing for interplant stuff.
-TLR- wrote:That means various area-effect attacks will be most-common, The inverse-square law makes these energy-prohibitive for directed-energy weapons (even Plasma), but a "gravitic shotgun" that launches hundreds, thousands, or even myriads of projectiles capable of short-range terminal-guidance (e.g. micro-missiles with simple target-recognition abilities) might be quite effective. Enough titanium ball-bearings launched at 0.5c from out-of-sensor ranges, followed by tactical maneuvers to lure the foe "into position", could be devastating.
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It would actually be game ending. The weapons used need to have a tactical and even strategic use but as I said you still want battles to last.