10-31-2017, 03:41 PM | #71 |
Join Date: Oct 2014
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Re: [Space] Fighter-to-ship ratio: what is it and why?
In my universe, space fighters are used for the following reasons:
Fuel is everywhere. Reactionless drives that run on pure mana (sorry, Exotic Energy) are used, and space is a Low Mana zone. Also, they don't create heat, and detecting exotic energy at long range is almost impossible. Every computer that has no soul can be hacked in literally seconds if you have a tech mage (sorry, Exotic Energy Specialist that have followed the Combat Hacker MOS) that can link his soul to it, though the exact time depends on the skill level of your soldier and the complexity of the software. FTL depends on psionics, and psionics can detect each other. What you want is drop near your target (ideally behind a big hiding spot like a planetoid), and send fighters and bombers that use nullpsi tech and turn it off right before the attack. Weapons outpace defense except for psi shields, and those run out eventually. A battle between vehicle is basically a contest of whom can run out of psi shields last, and evasive actions are a pretty big part of that. Missiles are psi-guided. Meaning they are literally guided through a psychic link from operator to missile, and only by defeating the operator in a contest of will can you take over his missile. Psi strength diminishes with distance though. |
10-31-2017, 04:54 PM | #72 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: [Space] Fighter-to-ship ratio: what is it and why?
"Space fighters" are another one of those things that only exist due to Rule of Cool and the aforementioned Zeroth Law. Not unlike stealth in space.
But an independent missile bus makes a lot more sense than a fighter. Also, I'll pimp a little here: there is a really neat computer game out called Children of a Dead Earth that covers space combat. It makes heavy use of missiles, missile buses, and drones, but no fighters. This was not by design- it evolved from the principles programmed into the game, which are pretty rigorous (in most ways). As the model has improved the game has diverged significantly from what the devs were expecting. The devs sort of seemed to expect "broadsides" of some sort, but players have left those designs all behind, instead making spindle-shaped ships with heavy nose armor and radiators protected by the bulging "waist" that are dominating other designs. (So... they sort of look like Golden Age atomic rockets...) You can also design your own weapons, armor, missiles, reactors, rockets, etc., though the player designs tend to operate unrealistically close to materials limits and have a shocking disregard for crew safety. The boards are as interesting to read as this one- some real experts tend to pop up. Still, an outstanding game for anyone with pretensions of scifi snobbery. If that's you, it's on Steam- check it out.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 10-31-2017 at 05:01 PM. |
10-31-2017, 04:59 PM | #73 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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10-31-2017, 05:01 PM | #74 | |
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Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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10-31-2017, 05:24 PM | #75 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: [Space] Fighter-to-ship ratio: what is it and why?
A pilot in the vehicle, and all of the plumbing that implies.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
10-31-2017, 05:24 PM | #76 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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10-31-2017, 05:28 PM | #77 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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But more cogently, the game uses no technology that hasn't been at least demonstrated. (When last I checked in there was a debate on the forums about whether or not we had enough data on particle beams in vacuum to model them, and I personally would kill to use a CASABA HOWITZER.) So, among other limits there is no strong AI. And when a cruise takes months or years it's handy to have monkeys on board to deal with glitches, do routine maintenance, deal with damage control, etc. Not to mention that needing minutes, hours, or days for an attack order to reach the ship is a severe limitation in some situations. And, of course, Zeroth Law... :) But, yes, your point is made. Every ship could be an unmanned drone and missile bus.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 10-31-2017 at 05:42 PM. |
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10-31-2017, 06:04 PM | #78 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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10-31-2017, 06:11 PM | #79 | ||
Join Date: Jan 2014
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Re: [Space] Fighter-to-ship ratio: what is it and why?
One way you can possibly have space fighters in a realistic space setting is having mind-upload piloted fighters.
In a novel called Hegemony, pilots are uploaded into piloted space fighters that are launched using the primary laser array of the launching ship to accelerate to 82 G's: Quote:
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Last edited by warellis; 10-31-2017 at 06:16 PM. |
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10-31-2017, 06:12 PM | #80 | ||
Join Date: Jan 2014
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Re: [Space] Fighter-to-ship ratio: what is it and why?
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https://i.imgur.com/BHOHko9.jpg Last edited by warellis; 10-31-2017 at 06:15 PM. |
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