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Author Topic: Einsteinian Roulette: OOC and NEW PLAYER INFO  (Read 2549881 times)

Sean Mirrsen

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Re: Einsteinian Roulette OOC
« Reply #570 on: February 07, 2014, 10:45:48 am »

Name something small ships could do better.
Sneak attacks, precision attacks, multi-directional attacks, close range combat.

One large ship versus its mass and cost in small attack craft will need to be a smooth adamantium sphere if it wants to not have its engines blown off, its access hatches and shuttle hangars gouged out, and every nook and cranny not protected by copious point defense crammed with sabotage-happy little ships.

Consider the case of two ships versus a ship and a fighter swarm. Unless one of the pair of ships is a dedicated point-defense ship, things will go rather badly for the two. With a fighter escort, the single ship can have its entire weapons complement focused on killing other ships.

Assume that the pair is a PD ship and a mirror ship of the other one. In a long range engagement, the fighter-side ship-killer can destroy the PD ship, leaving the single enemy ship-killer helpless against the fighters. In a short-range engagement, the PD ship will not be able to screen off the whole fighter swarm (assuming, again, equivalent mass and/or cost of the fighters) quickly enough to prevent them from giving their big brother ship an edge over the enemy. And once the the enemy ship-killer is gone, then even if the fighters all perish, the surviving ship-killer will be able to finish off the dedicated PD ship.

If both ships are a mix of PD and ship-killer, the situation is more difficult to predict, since RL ships would lack healthbars to give a definite answer. If the engagement is long-range, the battle is decided by whether or not the two ships have sufficiently big weapons to outgun it together. Depending on the drive systems and weapons used by the fighters, if they can reach the two ships before their side's ship is destroyed, they may still turn the tide of battle. If one of the mixed PD ships is destroyed, it might no longer have enough firepower to overcome the swarm. This is not even taking into account that the same weapons used to shoot down fighters at long range can theoretically be mounted on the fighters themselves - therefore the fighters won't just be racing through the void, they'll be laying down their own covering fire. And if the big brother ship provides targeting solutions, all the better.

So no, especially considering the tech level in ER, a fighter swarm can be advantageous. PD weapons would either be numerous enough to engage the whole swarm - which means they'd have to be small enough to fit on fighters themselves - or large enough to outrange fighters, in which case they'd draw power away from the ship's main guns.
It's quite possible to build a strategy on this as well, with a carrier battleship designed with nominal ship-killing power, and an array of smaller precision weapons designed to take out enemy point defense to allow its complement of fighters to engage. Anything precise enough to target a fighter over two hundred thousand kilometers away would be relatively fragile, and a ship on the other side could just as easily use a similar weapon to take out the point-defense weapon. Even if it's a smaller target, nominally, it's situated on a large and far slower moving ship.

Bottom line, it's far too early to discount space fighters completely. Fighters and shuttlecraft have uses besides combat, and their combat uses depend largely on the tech level and the strategies you're employing. To us, in the nearest future, space fighters are useless. In ER, with compact weapons of extreme power being available, space fighters can be quite useful. Case in point: The Black Death. Horribly expensive, sure. Yet to be proven effective, of course. But if early tests are anything to go by, it can leave quite a mark on far bigger and more expensive ships than it.
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GreatWyrmGold

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Re: Einsteinian Roulette OOC
« Reply #571 on: February 07, 2014, 11:18:45 am »

Name something small ships could do better.
Sneak attacks, precision attacks, multi-directional attacks, close range combat.
No such thing, why can't big ships do that, why can't drones/missiles/etc do that, why can't everything do that.

pquote]
One large ship versus its mass and cost in small attack craft will need to be a smooth adamantium sphere if it wants to not have its engines blown off, its access hatches and shuttle hangars gouged out, and every nook and cranny not protected by copious point defense crammed with sabotage-happy little ships.
[/quote]
Wrong. A large ship can have a hell of a lot more armor than a small ship can have weapons.
Moreover, if this is somehow true, why not cut the cost even more by replacing the fighters with drones?

Quote
Consider the case of two ships versus a ship and a fighter swarm. Unless one of the pair of ships is a dedicated point-defense ship, things will go rather badly for the two. With a fighter escort, the single ship can have its entire weapons complement focused on killing other ships.
If missiles or other projectile weapons are things, a ship without good PD is pretty damn dumb.
If there are only energy weapons, there is no way the fighters have strong enough power sources to power weapons that can go through armor.

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Assume that the pair is a PD ship and a mirror ship of the other one. In a long range engagement, the fighter-side ship-killer can destroy the PD ship...
Actually, the dedicated ship-killing non-PD ship would logically be better at killing ships than the carrier, since it doesn't need to have a bunch of space and cost taken up by hangars, fuel storage, and the like for fighters, so the carrier would be blown up. Unless these "fighters" are somehow self-sustaining interplanetary craft, which...kind of makes them less and less like fighters.
Hence, the carrier-battleship would be destroyed by the dedicated battleship before the PD ship would be destroyed. Especially if the weapons in question were kinetic and not energetic in nature.

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If both ships are a mix of PD and ship-killer,
And why the hell wouldn't they be?

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So no, especially considering the tech level in ER, a fighter swarm can be advantageous.
Considering that your entire argument is full of holes, and that every argument for them applies even more strongly to unmanned drones, missile-like combots, and the like...no, there isn't.

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PD weapons would either be numerous enough to engage the whole swarm - which means they'd have to be small enough to fit on fighters themselves
I don't get the logic behind this or how it would be in any way relevant, since the PD guns would only need to get through the relatively thin armor of the fighters rather than the thicker armor plating of the large ships.

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- or large enough to outrange fighters, in which case they'd draw power away from the ship's main guns.
Considering that the sole requirement for "powerful enough to outrange fighters" is "stronger than the fighters' weapons," no they wouldn't. Especially if they included a kinetic component.

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It's quite possible to build a strategy on this as well,
Ah, but would it be effective against anything except your hypothetical fleet of ships incapable of dealing with carriers or fighters?

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Anything precise enough to target a fighter over two hundred thousand kilometers away would be relatively fragile, and a ship on the other side could just as easily use a similar weapon to take out the point-defense weapon.
Why not just use the weapons, then?

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Even if it's a smaller target, nominally, it's situated on a large and far slower moving ship.
Now the carriers are smaller and faster than the other ships?

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Bottom line, it's far too early to discount space fighters completely. Fighters and shuttlecraft have uses besides combat, and their combat uses depend largely on the tech level and the strategies you're employing.
It's very, very setting-dependent, and the harder the setting the harder it is to justify space fighters.
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Re: Einsteinian Roulette OOC
« Reply #572 on: February 07, 2014, 11:50:40 am »

what about multiple small engagements in rapid succession? it seems to me that the fighter swarm would lose momentum far faster than a single ship of equal size.

Now then, a fighter swarm of equal size vs a single large ship, assuming the swarm can get close without being flyswatted, I would expect the fighters to win by virtue of destroying all the point defenses covering one area of attack, then sitting in their newly created dead zone and grinding the large ship into dust. all the weapons and firepower that can't be aimed at them don't matter, which is why capital ships need fighter escorts, to pick straggler enemy fighters off their dead zones from battle damage. If you have another capital ship do it with capital ship sized weapons, then the tiniest of errors will mean you're taking frienly fire from capital-ship sized guns. a PD capital ship isn't an answer to this because it can only protect the faces of the ships turned towards them, and there is nothing keeping the dead zone fighters from grinding their way across the hull of their victim, killing turrets with focused fire and keeping their victim between themselves and the PD ship.

The above scenario is also why a spherical ship is a bad idea. a flat surface with turreted PD guns can use all of them against anything on that side. a curved one needs to put the PD turrets on towers so they can aim *down* against the curvature of the surface to group their fire. the closer to a sphere you reach the taller the towers you need. eventually the towers themselves  become hazards to each other's field of fire, and a small drone or ship can get close to one, get below its turret depression, and use it as cover against the others.

the question is if your fighter swarm can get that close and match velocities in the first place. remember how momentum works in space, in order for the fighters to do the kinds of tricks I just described they need to slow down as they approach, making themselves easy targets for whatever guns the capital ship has. if the cap-ship has efficient flyswater guns... well, i'd honestly expect a few to get through anyway. and lets say they're so good that they manage to take out the ship afterwards using close-range trickery. how do they get from target one to target two? they have to run that same suicidal gauntlet again, and don't have the numbers anymore to make it.  that's why I worry about fighters being able to handle multiple engagements. we aren't going to have the weight advantage in our fights, going even-up won't cut it.

Fighters are necessary as a form of mobile point defense that can cover angles on all sides of a ship at once. drones are better at the same job defensively, but not offensively because of latency. a *fighter* that was basically just an ai control center and a swarm of drones that traveled with it (so there'd be no netlag from distance, space is BIG.) could work just as well... until the controller was picked off and you have a useless swarm of uncontrolled drones.
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GreatWyrmGold

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Re: Einsteinian Roulette OOC
« Reply #573 on: February 07, 2014, 12:01:40 pm »

Now then, a fighter swarm of equal size vs a single large ship, assuming the swarm can get close without being flyswatted, I would expect the fighters to win by virtue of destroying all the point defenses covering one area of attack, then sitting in their newly created dead zone and grinding the large ship into dust.
1. Define "equal size".
2. How would they close?
3. How would they destroy all the PD without being destroyed first?
4. How would they penetrate the armor before the larger, admittedly more cumbersome, weapons of the ship destroyed the remaining fighters?
5. Why couldn't unmanned, disposeable drones do the job better and cheaper?

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a PD capital ship isn't an answer to this because it can only protect the faces of the ships turned towards them, and there is nothing keeping the dead zone fighters from grinding their way across the hull of their victim, killing turrets with focused fire and keeping their victim between themselves and the PD ship.
Which is why PD is important for all ships. That, and kinetic weaponry.

Quote
Fighters are necessary as a form of mobile point defense that can cover angles on all sides of a ship at once. drones are better at the same job defensively, but not offensively because of latency. a *fighter* that was basically just an ai control center and a swarm of drones that traveled with it (so there'd be no netlag from distance, space is BIG.) could work just as well... until the controller was picked off and you have a useless swarm of uncontrolled drones.
Why couldn't the drones be controlled from within?

And what's the point of having a "fighter escort" instead of just more weapons on the capital ship? This isn't ocean, you can have weapons on all sides.
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Re: Einsteinian Roulette OOC
« Reply #574 on: February 07, 2014, 12:07:38 pm »

@GWG: I meant that the defending ship's PD may be a smaller target for the carrier than the incoming fighters are for the defending ship's PD, but they're also far more stationary. And there can be far more fighters than PD weapons. A carrier launching fighters only needs to focus on the defenders' counter-fighter weaponry, as long as there are other ships to deal direct damage to enemy ships. With the deadly accuracy and penetrating power of laser weapons, numerous small targets can be preferable to a single large one. In this setting, weapons evolve to be PD-against-PD, with the fights starting out as several ships exchanging fire and attempting to remove each others' PD capability, in addition to causing damage with bigger guns. Once PD capability has been removed, missiles and fighters enter the fray. Missiles are dumb destructive weapons - even the best missiles will be inaccurate, and will need to blast through enemy armor to deal significant damage against a maneuvering ship. More likely than not they will be nuclear, and if the ships have sufficient value to make taking them in a repairable state worthwhile, they will see limited use, or as a desperation tactic. Fighters and drones, however, will be precision-attacking weapons, capable of closing distance and attacking various vulnerable areas of the ships. Drones have their own set of advantages, and if the fight is at a close enough distance they can be remotely controlled with enough accuracy to make them preferable. If the fight is over light-second distances, manned fighters and gunships would be used instead, as command centers for drones and attack units with individual initiative.

ninja edit: a "fighter escort" is, in this situation, used to replace the point-defense where it is inevitably destroyed by enemy fire. Unlike point-defense turrets, fighters can move to cover different areas of the ship.
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BFEL

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Re: Einsteinian Roulette OOC
« Reply #575 on: February 07, 2014, 12:12:46 pm »

Smaller craft ARE more manoeuvrable in space actually, since it would take less energy to shift their mass and velocity into a different direction. 
Yes but LARGER CRAFT MEANS LARGER ENGINES! LARGER ENGINES=MOAR POWER= SAME MANEUVERABILITY. Though definitely priceyer

And as GWG pointed out, this DOES get limited by the Square/Cube law, but overall its no contest, large ships rule, and any function fighters could perform are better performed by missles or drones.

Drones as in Remote Control Drones ala the current drones the US uses to shoot missles at terrorists. As in, the operator is in a perfectly safe place that transmits his commands to the drone, and the drone doesn't have to waste space and energy on being livable. Still get the "human" benefit, but without the utterly retarded drawbacks "true" fighters would have.
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Radio Controlled

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Re: Einsteinian Roulette OOC
« Reply #576 on: February 07, 2014, 12:16:26 pm »

Quote
Unlike point-defense turrets, fighters can move to cover different areas of the ship.
Put the turrets on rails so they can move around the ship.

Really, I ask again to read the links and text provided here, they answer so many issues discussed here. Though I do think 'fighters' are possible (though probably not efficient) in ER, but only at jump points (depending on how big those are). Though maybe, if we use that anti-laser coating on our ships, their survivability increases greatly (since non-laser PD could have trouble hitting smaller craft if it's maneuverable enough).

Quote
Drones as in Remote Control Drones ala the current drones the US uses to shoot missles at terrorists. As in, the operator is in a perfectly safe place that transmits his commands to the drone, and the drone doesn't have to waste space and energy on being livable. Still get the "human" benefit, but without the utterly retarded drawbacks "true" fighters would have.
One possible drawback: if the signal to or from your drones can be scrambled in some way, you have a problem. And fully autonomous drones have their own problems.
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Re: Einsteinian Roulette OOC
« Reply #577 on: February 07, 2014, 12:18:21 pm »

Now then, a fighter swarm of equal size vs a single large ship, assuming the swarm can get close without being flyswatted, I would expect the fighters to win by virtue of destroying all the point defenses covering one area of attack, then sitting in their newly created dead zone and grinding the large ship into dust.
1. Define "equal size".
2. How would they close?
3. How would they destroy all the PD without being destroyed first?
4. How would they penetrate the armor before the larger, admittedly more cumbersome, weapons of the ship destroyed the remaining fighters?
5. Why couldn't unmanned, disposeable drones do the job better and cheaper?
1. equal total mass meaning roughly equal buildcosts.
2. engines
3. focused fire. the large ship's guns on every side but the on the fighters pick are completely irrelevant, and as a result the fighters have more available firepower. also the big non-pd guns don't matter to the fighters either.
4. the larger weapons are on the surface in turrets, with a limit on have much armor they can have while still being able to turn to switch from target too target. it doesn't matter that they can one-shot a fighter if after they 1-shot one of them there's 70 left and they can't turn fast enough to aim at a second one.
5. again, netlag. notice how the gunner bot ai is completely inappropriate for this kind of work. there's a reason the UWM uses sods instead of bots. you need a brain in control, and with the kind of distances you have to cover in space, light-speed communications will not cut it. you ever try playing a shooter with 900ms of latency? we're talking about some of the most finnicky kinds of positioning trickery possible in space combat and you want to do that while lagging?

either you get a good ai and a laggy controller, a bad ai that can't do the job, or you put a brain in there... which, with life-support systems and armor, only takes up the torso of one of our robo-teammates.

yeah, a brain is worth it.
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Re: Einsteinian Roulette OOC
« Reply #578 on: February 07, 2014, 12:20:49 pm »

Quote
3. focused fire. the large ship's guns on every side but the on the fighters pick are completely irrelevant, and as a result the fighters have more available firepower. also the big non-pd guns don't matter to the fighters either.

Put the turrets on rails so they can move around the ship.

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netlag
ER has instant quantum handwavium communications.

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4. the larger weapons are on the surface in turrets, with a limit on have much armor they can have while still being able to turn to switch from target too target. it doesn't matter that they can one-shot a fighter if after they 1-shot one of them there's 70 left and they can't turn fast enough to aim at a second one.
Pretty sure a turret doesn't need to be armored, since any hit will probably cripple its ability to shoot straight anyway, even if it doesn't destroy the whole thing. So armoring the turret is pretty useless. And I have more faith in the turning capability or a turret than the maneuvering of an entire (fighter)ship. Remember: due to distance, turning a turret 1°to the right means it can shoot at a new target that was quite far from the first target given enough distance.

And in space, we talk about distance. Space is big.
« Last Edit: February 07, 2014, 12:29:33 pm by Radio Controlled »
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Sean Mirrsen

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Re: Einsteinian Roulette OOC
« Reply #579 on: February 07, 2014, 12:31:27 pm »

Quote
Unlike point-defense turrets, fighters can move to cover different areas of the ship.
Put the turrets on rails so they can move around the ship.

Really, I ask again to read the links and text provided here, they answer so many issues discussed here. Though I do think 'fighters' are possible (though probably not efficient) in ER, but only at jump points (depending on how big those are). Though maybe, if we use that anti-laser coating on our ships, their survivability increases greatly (since non-laser PD could have trouble hitting smaller craft if it's maneuverable enough).

Quote
Drones as in Remote Control Drones ala the current drones the US uses to shoot missles at terrorists. As in, the operator is in a perfectly safe place that transmits his commands to the drone, and the drone doesn't have to waste space and energy on being livable. Still get the "human" benefit, but without the utterly retarded drawbacks "true" fighters would have.
One possible drawback: if the signal to or from your drones can be scrambled in some way, you have a problem. And fully autonomous drones have their own problems.
Turrets on rails will have even less firepower than fighters. And they will be as vulnerable - and even more vulnerable - than fighters. Do you cover the entire armor in PD rails? Fair enough, even then you switch from a number of rapidly moving small targets, to a number of rapidly moving small targets confined to a slow-moving ship and forced to move on predetermined paths. In a PD-against-PD scenario, having PD turrets on sides not facing the enemy's carriers is just as advantageous as having them everywhere else. Those moving turrets are a good idea but if you move them all forward at once, they will get all taken out before they can make a difference. Wait until the enemy thinks you're done and launches missiles and fighters, and then you have the classic close-combat scenario.

And yes, I did read that. I revise my plans and theories as new information becomes available, and that bit of information I got a long time ago. Deadly accurate laser weapons work both ways, delta-V limits are deceiving - it takes a swarm of fighters less fuel to move here and there than a capital ship, and missiles and drones have their own disadvantages in the overall picture of war.
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Re: Einsteinian Roulette OOC
« Reply #580 on: February 07, 2014, 12:55:43 pm »

Quote
Turrets on rails will have even less firepower than fighters.
Why? You can say that, but unless we start talking numbers, I have more faith in giving decent firepower to a turret than a ship, which needs a lot of extra stuff (engines, fuel storage, ...) than that turret. A turret needs far less stuff than a fighter, so you can have many more of them for the same price. And if they have the same weapons, a turret could be far smaller than the fighter with equal weapons, so the turret is harder to hit.

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and even more vulnerable - than fighters
Why more vulnerable? Because they can only move in two directions? If your fighter wants to shoot at me, it needs to fly in a somewhat straight line, maneuvering too much will wreak havoc on its aim. At any given time, the turret can move in two directions that are opposite one another, so the fighter has to choose one and aim for that spot. If the distances are great enough the fighter can outmaneuver the turret fire, the turret can do so as well. Sure, you can destroy that bit of rail to impede mobility in that direction, but while you are firing at the rail the turret is firing at the fighter.

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rapidly moving small targets confined to a slow-moving ship
As long as the hull on which the rails sit is armored enough to take the fighter laser fire, this doesn't really matter. By the time the rails are shot up enough to really hinder mobility, the fighters squadron is gone.

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it takes a swarm of fighters less fuel to move here and there than a capital ship
Distances are too big to get anywhere in any decent time though. Unless they pack a lot of high energy-density fuel. Or specific encounters/ambushes around the FTL points. At which point you could just put some missiles there.

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Deadly accurate laser weapons work both ways
But when using turrets you can have far more of them, since each individual laser doesn't also need an engine, flight computers, communications gear, fuel,...

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In a PD-against-PD scenario, having PD turrets on sides not facing the enemy's carriers is just as advantageous as having them everywhere else.
Before we continue, I don't like working with examples like 'if it's A against B, A wins' since that assumes both A and B adhere to the same design philosophy. And most things don't work when compared one for one with another thing, combined arms and specialization and such.

But, for the sake of argument, let's assume we design two ships: identical in everything (you can use same amount of resources), except one has fighters and hangars and such to accommodate them. Now the other ship has resources left to spend on: more pd lasers, or another anti-cap ship weapon. Let's assume the one ship has as many extra pd turrets as there are fighters. So now there are just as many lasers on the field. But you still have extra resources left, since your turrets are cheaper than starfighters. Let's say they go into a few extra capship weapons and extra pd.

So they engage, pd versus pd and fighters against extra pd. But the extra capship weapons one the one ship destroy the whole enemy ship, so now some pd weapons are freed up to target the fighters.
« Last Edit: February 07, 2014, 01:06:18 pm by Radio Controlled »
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Re: Einsteinian Roulette OOC
« Reply #581 on: February 07, 2014, 01:07:29 pm »

Turrets on rails would only needlessly complicate the design of a ship, and magnify the expenses. Better and cheaper to just get a few smaller ships dedicated to anti-fighter duty. And while fighters COULD be effective, the fact remains that a full-sized battleship will be able to do far more damage with it's armament. Carriers are the auxiliaries in space, not the battleships.

Manned fighters would be an incredibly bad idea though, due to the manpower needed for that. It would be easer to use robotic-operated ones instead.

EDIT: Also, I do doubt the PD weapons would drain power from the main gund: The ships would have been designed with the weapon power draw in mind. They would be able to use all guns with minimal trouble.
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Re: Einsteinian Roulette OOC
« Reply #582 on: February 07, 2014, 01:16:29 pm »

PD against PD happens before fighters and missiles are launched. It's not the fighters' business to shoot at PD turrets. The fighters are not taking away from PD or counter-PD strength considering they themselves are PD, and replace PD that is not facing the enemy during engagement. This is basically the only way for either fighters or missiles to make an appearance.

Therefore, a ship that focuses on PD weapons loses to a ship that focuses on counter-PD tactics. If your strategy is to render the enemy incapable of point defense, and then deploying fighters, then fighters and missiles both are viable as part of that strategy.

ninja edit: not what I meant by "drawing power". For the same size of generator installed, a ship with a multitude of PD lasers has less power to devote to its main weapons - or it needs a bigger generator.
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Re: Einsteinian Roulette OOC
« Reply #583 on: February 07, 2014, 01:25:39 pm »

@GWG: I meant that the defending ship's PD may be a smaller target for the carrier than the incoming fighters are for the defending ship's PD, but they're also far more stationary.
...Which part was this referring to?

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And there can be far more fighters than PD weapons.
Depends on ship design and how much money you're throwing away. And again, unmanned drones and the like would be even more numerous, because they can be several times smaller and don't need all them fancy life-support systems or quite as much fuel.

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A carrier launching fighters only needs to focus on the defenders' counter-fighter weaponry, as long as there are other ships to deal direct damage to enemy ships. With the deadly accuracy and penetrating power of laser weapons, numerous small targets can be preferable to a single large one.
So, you're saying that no one is making any kind of big ship-killing weapons, only small ones for disabling surface systems? Seems like a pretty big hole in their defenses. And also like it would make fighters totally useless. If the dedicated ship-killing ship can't kill the carrier before the carrier blows all the guns off the dedicated point-defense ship (a pretty silly concept to begin with, I'd like to note), then the fighters--who need to have much smaller, weaker weapons than the big ships can have by their very nature--won't be able to do squat to the shipkiller.

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In this setting,
Which setting are you talking about?

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weapons evolve to be PD-against-PD, with the fights starting out as several ships exchanging fire and attempting to remove each others' PD capability, in addition to causing damage with bigger guns. Once PD capability has been removed, missiles and fighters enter the fray. Missiles are dumb destructive weapons - even the best missiles will be inaccurate, and will need to blast through enemy armor to deal significant damage against a maneuvering ship. More likely than not they will be nuclear, and if the ships have sufficient value to make taking them in a repairable state worthwhile, they will see limited use, or as a desperation tactic. Fighters and drones, however, will be precision-attacking weapons, capable of closing distance and attacking various vulnerable areas of the ships. Drones have their own set of advantages, and if the fight is at a close enough distance they can be remotely controlled with enough accuracy to make them preferable. If the fight is over light-second distances, manned fighters and gunships would be used instead, as command centers for drones and attack units with individual initiative.
This doesn't make much sense.
1. If most of the weapons on the big ships are no good for destroying anything except PD guns, missiles, and fighters, how the hell would the guns on the much, much smaller fighters do anything?
2. Wouldn't those manned command centers be ideal targets?
3. If this is the ER!Verse, why not just put in advanced AIs or, if needed, some kind of brains into the drones?
4. Wouldn't the ships who focused on devoting space for power or ammo for the big guns rather than for the fuel, hangar space, spare parts, etc for fighters have an advantage, since they could smash the enemy hull while they were still in the PD stage of combat--or possibly before, if the PD guns are specialized for, you know, close-range point defense and not long-range sharpshooting--instead of relying on the weaker guns of fighters?
That's what comes to mind immediately.

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ninja edit: a "fighter escort" is, in this situation, used to replace the point-defense where it is inevitably destroyed by enemy fire. Unlike point-defense turrets, fighters can move to cover different areas of the ship.
I'm not sure why the "PD-on-PD" style of combat would be adopted at all.

1. equal total mass meaning roughly equal buildcosts.
2. engines
3. focused fire. the large ship's guns on every side but the on the fighters pick are completely irrelevant, and as a result the fighters have more available firepower. also the big non-pd guns don't matter to the fighters either.
4. the larger weapons are on the surface in turrets, with a limit on have much armor they can have while still being able to turn to switch from target too target. it doesn't matter that they can one-shot a fighter if after they 1-shot one of them there's 70 left and they can't turn fast enough to aim at a second one.
5. again, netlag. notice how the gunner bot ai is completely inappropriate for this kind of work. there's a reason the UWM uses sods instead of bots. you need a brain in control, and with the kind of distances you have to cover in space, light-speed communications will not cut it. you ever try playing a shooter with 900ms of latency? we're talking about some of the most finnicky kinds of positioning trickery possible in space combat and you want to do that while lagging?
either you get a good ai and a laggy controller, a bad ai that can't do the job, or you put a brain in there... which, with life-support systems and armor, only takes up the torso of one of our robo-teammates.
yeah, a brain is worth it.
1. Building costs rely on a lot more than mass, you know. There are expensive components in each ship, things like computers and probably reactors and skilled personnel and life-support and stuff that will take up a much higher percentage of mass in smaller ships than larger.
2. Ha ha. They would be shot at. And dodging isn't really reasonable unless the projectiles are going very, very slowly. And, of course, going really fast means they need a much larger delta-v, which means they need a lot more fuel, which means they need to be that much bigger and more expensive.
3. I highly doubt the second half, and of course we're disregarding the possibility of other ships helping. Or of the PD guns being...effective. Or that the fighters couldn't possibly all approach from one side if there's an equal mass of them.
4. There would be more than one weapon, especially considering the PD turrets, which are much cheaper and smaller than fighters and hence could be much more numerous.
5. Why would you need distant controls? Automated combat machines have their drawbacks, but not nearly as big of ones as the space and life-support requirements of a fighter would.
And what functional difference is there between "drone" and "drone controlled by a brain"? Your complaints of brains needing life support are laughable, incidentally, when you're defending an option with LS costs several times higher.

Turrets on rails will have even less firepower than fighters.
I would like to point out that power can be transmitted through rails. Many a modern train proves this. Moreover, the turret's power supply could be almost wholly devoted to the weapon, rather than the possible two or three, plus flight computer, plus engines, plus life support, etc. Hence, your claim is not true, since power is pretty much the biggest limitation in the fighter weaponry.

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delta-V limits are deceiving - it takes a swarm of fighters less fuel to move here and there than a capital ship,
Wrong. Even assuming equal speed (and hence equal acceleration/deceleration), the sizes of fighter swarms Lenglon was talking about would have quite close to the same fuel. And why would the capital ships need to zoom around, anyways? Their maneuvering requirements during combat are limited, whereas fighters need to accelerate to get there, decelerate to not crash into or overshoot their target, and maneuver once there. Oh, and the fraction of fuel-to-total-mass would be precisely the same.

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and missiles and drones have their own disadvantages in the overall picture of war.
Such as?

Turrets on rails would only needlessly complicate the design of a ship,
Only if PD-on-PD isn't a thing. If PD turrets are an important target, then it's important to move them about.

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and magnify the expenses. Better and cheaper to just get a few smaller ships dedicated to anti-fighter duty.
"It's too expensive to build some simple rails and guns to move on them; let's build some new ships!"
And thus the UWM fires another engineer.

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Manned fighters would be an incredibly bad idea though, due to the manpower needed for that. It would be easer to use robotic-operated ones instead.
Aren't those basically drones?

PD against PD happens before fighters and missiles are launched. It's not the fighters' business to shoot at PD turrets.
So, in that case, the RC extra-weapons-ship has PD turrets when the SM carrier runs out (and more than just the extras, since the extras can concentrate fire), making the SM's fighters face some dangerous territory.

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The fighters are not taking away from PD or counter-PD strength considering they themselves are PD, and replace PD that is not facing the enemy during engagement. This is basically the only way for either fighters or missiles to make an appearance.
Well, it's extremely contrived, and based on the idea that fighters aren't significantly more expensive than turrets.

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Therefore, a ship that focuses on PD weapons loses to a ship that focuses on counter-PD tactics.
...such as PD turrets, in this weird scenario of yours.

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If your strategy is to render the enemy incapable of point defense, and then deploying fighters, then fighters and missiles both are viable as part of that strategy.
Big if.

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ninja edit: not what I meant by "drawing power". For the same size of generator installed, a ship with a multitude of PD lasers has less power to devote to its main weapons - or it needs a bigger generator.
So? In your scenario, the PD turrets are the important weapons. For some reason.
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Re: Einsteinian Roulette OOC
« Reply #584 on: February 07, 2014, 01:31:47 pm »

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Turrets on rails would only needlessly complicate the design of a ship
How so? Just stick a bunch of rails on your hull where they wouldn't get in the way. And I'd rather design some rails than a whole new miniature spaceship.

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Better and cheaper to just get a few smaller ships dedicated to anti-fighter duty.
I don't think so. Let's see what we need:
Rails:
cheap engine to move around on the rails for every one
turret hull and moving components for every turret
rails: really cheap, and scaleable: better railsystem give faster movement, and still cheaper than engines for a spaceship. And several turrets can share a rail, you can't share engines.
Targeting and movement computers for every one, or could computer resources of ship they're on (very small distance, so no delay even when wireless)
weapon and energy generator

Ships:
engines capable of complex maneuvers for every one
hull and mechanical components for every one
something to control it and aim for it for every one, and needs to be more sophisticated than turret counterpart to compensate for needing to do complex 3D maneuvers.
weapon and energy generator, same as turret

So, be honest: of the two above, which sounds cheaper overall?


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ninja edit: not what I meant by "drawing power". For the same size of generator installed, a ship with a multitude of PD lasers has less power to devote to its main weapons - or it needs a bigger generator.
Every turret just has same generator that powers the weapon on the fighter. Same cost. Big ships themselves have identical power source. Imagine sticking the fighters on your hull, but without all the things making the fighters expensive.

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Therefore, a ship that focuses on PD weapons loses to a ship that focuses on counter-PD tactics. If your strategy is to render the enemy incapable of point defense, and then deploying fighters, then fighters and missiles both are viable as part of that strategy.
But remember: spess ships are expensive, so one can have more weapons (or other stuff) than the other because not said weapons don't need an engine and hull and fuel etc themselves, something every single fighter does need.

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Therefore, a ship that focuses on PD weapons loses to a ship that focuses on counter-PD tactics. If your strategy is to render the enemy incapable of point defense, and then deploying fighters, then fighters and missiles both are viable as part of that strategy.

Let's give an easy example with numbers:

ship A has 10 pd lasers and 10 fighters.
ship B has 10 pd lasers, 10 extra turrets with same weapon as ship A fighters. And now you have some resources left to, say, buy 3 extra lasers. because engines for all your fighters and hangars aren't free.


Fight begins. In beginning, we have 10 pd lasers vs 23 lasers.
Let's say that we ignore the numerical advantage (for whatever reason), and they both lose 10 lasers. Meanwhile, fighters have deployed.
10 fighters vs 13 pd lasers. Tit for tat, B now has 3 lasers left.


An overly simplified example, sure, but it makes my point.
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