08-31-2007, 11:59 AM | #51 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
|
|
08-31-2007, 01:05 PM | #52 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
Once you get atop the gravity well, space travel gets pretty cheap. It doesn't take much to get going at a good clip, because you're not fighting an intense gravity pull (You still have to deal with the sun and such, but compared to getting off planetside, that's nothing). Realizing this, if we ever get a serious space faring civilization, we'll build something akin to a space factory in orbit (or a lagrange point), similar to how we're building the space station. This will be very expensive, but it'll repay itself eventually. (Building something similar on the moon is an option too. It's a gravity well, but nowhere near as powerful). For materials, you grab NEOs. There's plenty of them, and you just drag them into a lagrange point and get to work. TADA! Instant warship, just add combustibles and equipment. It still costs a pretty penny to get fuel and such up there, but ONCE its up there, you can do quite a bit with it. I doubt we'll see interplanetary warfare as extremely long distance ("I fire a missile from earth at a ship orbiting Mars"). It's too easy to dodge, unless you're completely immobile (like a sattelite or a space elevator), but I can see ships as roving missile platforms. The presence of a ship is a major diplomatic tool. It's much more impressive to orbit a rogue planet with a looming battleship than it is to mention cruise missiles that they won't see until they hit, and the captain of a space-barge can react more quickly to a situation at hand than someone several minutes (or more) away by light lag. Plus if you're transporting some kind of interplanetary good (Hydrogen from a gas giant, for example) and you have to deal with pirates, having an escort is handy. So I suppose I lied. It's not just a "reason" we need, but infrastructure too. We COULD build a space barge and send it up, but there's no real point to it, as all threats come from earth, and we have plenty of earth bound weapons to deal with them. But if you want to colonize other planets, you need big ships. Big ships are best built with orbital factories so you don't have to send quite as much up when you finally go check out Mars. Once you have space colonies and orbital factories and interest in NEOs, asteroids and gas giants, then naturally, space warships will follow, to protect/attack colonies, or defend/pirate industrial interests. Note that this scenario tends to preclude space fighters. One of the basic premises of a fighter is that "metal is expensive, but fuel is cheap, so we need to reuse the structure and weaponry of our little attack craft, but we can afford to waste fuel" while the reality is likely to be the opposite: computers are extremely light, thus easy to send off the planet, and metal is easily available in space already. Fuel, however, tends to be pricey, coming inevitably from a big gravity well. So you get missiles: We can throw away the structure and computer, but we can't throw away the fuel. --- Someone mentioned that the reason fighters are really more like "light gunships" is that they travel in the same medium as the rest of the ships. But what if they didn't? What if FTL capable vessels had to stay "half-warped" or something, and could engage each other, but had to send "real" fighters in to do damage to planets, or to attack these half-warped ships from their vulnerable, "real space" flanks? Or something like that. |
|
08-31-2007, 02:50 PM | #53 | ||
Join Date: Jul 2007
Location: San Antonio, TX
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
I thought that bit was clear in my post. I'm thinking that I'll have to double-check all my posts, as people keep telling me things I've already suggested... The rest of your post assumes capabilities that ARE beyond us, such as not only having facilities on Mars, but also having facilities on Mars that's willing to fight with Earth... even so, there are a few comments I'd like to make: Quote:
It's hard to dodge something that moves with you.
__________________
She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 08-31-2007 at 02:53 PM. |
||
08-31-2007, 07:34 PM | #54 |
On Notice
Join Date: Apr 2007
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Assuming said missile survived to make its final approach to target, it would have a much better chance of hitting something if it was an active radar/passive IR homer.
Not that it would matter, since you could zap it with a laser or simply launch a much cheaper countermissile, I'd imagine.
__________________
If you think an Apache can't tell right from wrong....wrong him, and see what happens. Last edited by Apache; 08-31-2007 at 07:37 PM. |
09-01-2007, 02:19 AM | #55 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
|
|
09-01-2007, 02:31 AM | #56 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
There's no real reason. That's why you have made-up reasons, like living being all being slightly psychic, and thus able to dodge better than AIs, by precognitively knowing which way to dodge (this also makes living gunners better at guessing where to fire, too).
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
10-30-2017, 10:46 PM | #57 | |
Join Date: Aug 2005
Location: Portland, Oregon
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
Fighters can be the platforms for the countermissiles. They can be vectored onto the axis of an incoming salvo. They add an extra layer of defense and can work from closer to the incoming then the fleet's targeting. Alternatively they can direct a friendly salvo which has gotten beyond the main fleet's directive capability.
__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
|
10-31-2017, 02:10 AM | #58 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Unmanned craft, missiles, etc. are nice as long as the opponent is technologically lagging behind your tech (not necessarily a complete TL).
I don't want to be in the commanders seat when launching a full nuclear strike at a silly enemy with his carrier and silly manned aerospace fighters to see the missles have been hacked and turned around or get captured The Expanse spoiler -
Spoiler:
Last edited by Lord Azagthoth; 11-01-2017 at 12:00 AM. |
10-31-2017, 04:50 AM | #59 | |
Join Date: Feb 2016
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Quote:
'Cause I actually read those books and I want to watch that series. Also... killer necro on this thread. |
|
10-31-2017, 05:30 AM | #60 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
|
Re: [Space] Fighter-to-ship ratio: what is it and why?
Very careless of me.
I've put in under spoiler alert for future readers. |
|
|