07-13-2019, 04:29 PM | #41 | |
Join Date: Jul 2008
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Re: How to make space combat more survivable?
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07-13-2019, 04:42 PM | #42 |
Join Date: Aug 2004
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Re: How to make space combat more survivable?
Realistic future combat is unimaginably deadly at nearly any level. Check out the short, eight minutes or so movie "Slaughterbots" for a pretty good idea of what drone swarms can do to civilian populations at late TL8/early TL9. Its gets nastier from there as sensors improve
These could also be used inside ships to kill the crew, get a hull breach, drop in kill swarm, kill crew though at least such ships are compartmentalized and offer some defense. The best solution is either an ultratech one like force fields or just assume setting constraints keep spacecraft combat exceptionally rare or unknown Firefly does this pretty well, civilian ships there just aren't armed since the government allows it Do remember too that reactionless drives are doomsday weapons unless they have some kind of setting speed limits. Mount a cheap drive on some rocks, work it up top near C, cheap planet killer or ship killer Reaction drives fast enough to be interesting are also weapons with lethal exhaust |
07-13-2019, 06:50 PM | #43 |
Join Date: Jun 2006
Location: Twin Cities, Minnesota
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Re: How to make space combat more survivable?
One of the things that might be useful here is crazy distances between entities with the dramatic speeds, sensors (and counter sensor measures), and limited navigation data (or the sharing there of).
While the RAW might be useful if you get into range to use them, it might not really be that applicable as that situation isn't very likely or feasible in practice; because ranging isn't possible. At extreme range, small drones may seem to be useful (and safe), but sensor countermeasures may blank ink the target away. And mines or similar may be incredibly hard to work out because of the 1) need to heavily engineer something that can live in space and 2) make something that cannot be detected and still detects. Space may be a 'they cannot see us and we cannot see them' at default unless vast networks of sensor networks are in-place (home systems, etc) which will be grossly defended. If you look at ST:Enterprise, Terran vs other Terrans would be pretty safe, as we see with the boomers (who only really had issues when they were out TL'ed). It's only the other TL people that are a problem. Pulp 'Space Opera' story aside, it's hard to imagine ship to ship battles being a good thing really, politically and economically, the massive expenses and the ramifications. The chances of mutual destruction seem high and political fallout being huge. The opportunity for planet killing revenge is just too close at hand.
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07-13-2019, 09:15 PM | #44 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: How to make space combat more survivable?
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Under most circumstances, fleets only closed to gunnery range when aircraft were not a factor - Guadalcanal's night fights, Leyte Gulf after Halsey's carrier force ran off chasing a decoy, almost any battle involving the Royal Navy (who considered the Fairey Swordfish a practical weapon of modern warfare).
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07-13-2019, 09:45 PM | #45 |
Join Date: May 2005
Location: Oz
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Re: How to make space combat more survivable?
Yeah, but I think a WWII naval wargame would have to rules for it to happen if you set one up. They didn't happen in WWII because oceans are big, but in Star Wars space is only about sixty miles across.
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07-14-2019, 01:25 AM | #46 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-14-2019, 03:38 AM | #47 |
Join Date: Aug 2004
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Re: How to make space combat more survivable?
What was the very first segment in Star Wars if it wasn't a boarding action?
I have tinkered with adapting Mongoose Games Victory at Sea to model space combat, one day I may get a playable game out of it. WWII BB vs BB or other gunned ships - weapon range is a dozen or so miles Aircraft extend your weapon range to hundreds of miles and your delivery system is an order of magnitude faster than your ships. Now instead of thinking of manned bombers as aircraft think of them as piloted missiles (the life expectancy of carrier based bomber pilots was not very many missions. Last edited by Mike Wightman; 07-14-2019 at 10:06 AM. |
07-14-2019, 05:52 AM | #48 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-14-2019, 05:55 AM | #49 |
Join Date: Dec 2013
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Re: How to make space combat more survivable?
I found this article on hypervelocity impacts, and several thing stand out with respect to how GURPS: Spaceships models damage to spacecraft:
1) "In ductile materials, like metals, crater diameters are typically 2-5 times larger than than diameter of the impactor." - This suggests that in the hypervelocity regime that GURPS: Spaceships typically assumes, the exact velocity is of little relevance. Instead, the damage multiplier should max out at some value. For instance, for instance, a 28 cm projectile should typically produce a crater at most 140 cm deep in metal armours, which corresponds to approximately 50 dDR of steel - irrespective of the closing velocity! 2) In GURPS:SS damage scales with the square root of impact energy and DR scales with the thickness of armour. However, the equation on page 535 suggests that penetration depth scales with the cube root of impact energy. Hence, instead of multiplying damage by velocity, it should be multiplied velocity to the ⅔rd power. (Yes, this is a different conclusion from #1 above.) 3) The use of spaced armour, wherein armour about a fifth as thick as the diameter of the impactor causes it to shatter and disperse as a cloud of many smaller impactors, which, owing to their individually smaller diameter, can more easily be stopped. This suggests that spaced layers of dDR 2 steel plates can significantly reduce the destruction caused by 28 cm hypervelocity projectiles. Further considerations: 1) Water is incredibly effective, per unit weight, as armour. A fuel tank has about 1.1 the mass effectiveness of steel against high velocity long rod projectiles, and about 3.5 the mass effectiveness of steel against the hypervelocity jets of shaped charges. It seems reasonable that a Fuel Tank filled with water or other dense liquid propellants can be considered Steel Armor or Advanced Metallic Laminate Armor, depending on the situation and design. Most realistic spacecraft designs should probably be 50% Fuel Tanks or more, so this is a significant amount of extra armour! 2) In missile weapon design, missiles are typically required to have three times as much acceleration as their targets to have an appreciable chance of hitting a maneuvering target. This will impose sharp limits on the performance of a missile, probably forcing it to have a relatively low closing velocity and subsequently, damage multiplier. 3) GURPS:SS seems to assume that when a spacecraft is closing at great velocity with another spacecraft, projectile attacks will also close at great velocity. However, it's exceptionally difficult to land a hit on a moving or maneuvering target when the difference in velocity is great. As a rough example: If you're off by 1% in estimating the closing speed and you make course corrections every 0.1 seconds, at a closing velocity of 3000 mps you're going to be three miles off your target. If you're approaching the target at high velocities, you might actually want to slow the missile down, especially if you're not using proximity detonations! 4) Proximity detonations are essentially like giving the target free spaced armour, because it breaks the projectile into much smaller fragments that'll be unable to penetrate armour appreciably. Last edited by Eukie; 07-14-2019 at 06:53 AM. |
07-14-2019, 06:41 AM | #50 | |||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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