There isn't much to talk about? Really?
I meant that "we don't have any improved tech of sufficient caliber to talk about yet". We can talk about things, but in the end what we'll use will be decided by what exists and works. Right now that's just the mass drivers, lasers, and missiles.
We aren't going to decide whether to use missiles, lasers, railguns, gauss weapons, PSLs, HEPs, crystalline projectors, mindfuckers, nuke teleporters, fighters, rolly surface turrets, overloading manip launchers (cyanine missiles?), oversized automanips, AoW SM spheres, or whatever? There's plenty of options I missed there.
My preference would be a mix of advanced kinetic and energy weapons coupled with specialist ships for nonstandard solutions. For the latter I specifically want "barrier ships". Ship-to-ship weapons being what they are, they are very hard to defend against, so I'd like to develop some options for cost- and energy-effective defense, especially against kinetic weapons. I have a number of ideas in that regard, but Anton's "secretive inventor" nature is going to get in the way of getting all of those rapidly developed.
How about fleet composition? Are we using mostly heavy capital ships, with cruisers being focused on stealth? Lots of skirmish-oriented cruisers, with a few battleships sniping? Massive supercarriers with huge fighter swarms? A generic balanced fleet? Lots and lots of almost unarmored blitz ships?
Primarily a "workhorse strikeforce" supported by specialists. There's a lot of "ifs" and "buts" here. If the barrier ships work, for instance, then the incredibly costly strikecraft carriers can be viable, as the carriers can then be screened and not taken out with a couple of well-placed shots. If some of my other ideas pan out, a different kind of specialist ships would be possible, one that could pretty much just waltz right up to the side of any enemy ship and do whatever. If we can make teleporter-bombs work on the fleet battle scale, then we won't need any of those - we can just telebomb everything we're up against, including something nasty like accelerated sharkmist bombs to cripple capital ships. The possibilities are endless, but until at least some of the possibilities are certainties, I have nothing to put forward. Therefore, not much to discuss.
What are we focusing on in our design balances? Are our ships super-heavily armored, so that we have minimum losses? Do they have massive amounts of stealth tech, so we can choose our battles and have excellent intelligence? Armed to the teeth, so that they can destroy a UWM fleet many times their own size? Extremely mobile, so that we always have the option of fleeing, and repositioning is simple? Cheapness, so that we can close the attrition gap?
I would lean towards tech-advantage. Throwing numbers at the enemy is how UWM is used to fighting. What exactly the tech-advantage will be, highly depends on what tech we manage to develop. Either a defense advantage or an offense advantage will work, but in either case (or in combination) it would have to be
decisive. One our ship taking out five to ten of theirs of the same weight class without suffering critical damage kind of decisive. Mobility though... eh. I have a /very rough/ idea of what we could do to try for the mobility angle, but just being able to be (or not be) in a given place when we need it won't let us win a fight where everything else is stacked against us.
My preference would be heavily armored capships, primarily using upscaled PSLs mixed with FELs and possibly mindfuckers, with the cruisers being stealth oriented troop carriers specialized for orbital bombardment. Add in a few AoW amp stealth fighters. Does this line up well with your preference? Do either of our preferences line up with Pyro's? Or Radio's? Or PW's judements on what would be actually effective?
Well, see above. On a basic level, yes, it lines up with my idea of a workable fleet composition, but PSLs and FELs won't be enough to tip the scales in our favor. Mindfuck guns are a big maybe, we'll have to test them, but the effect can be resisted, and any automated and robotic systems will be unaffected - so if a ship has a non-biological computer that's been already given orders to target and engage, disabling the crew with the mindfuck effect won't accomplish much. Ultimately, I'd like to at least toss some of the advanced armor composites we've been developing on them as well, at least to absorb laser fire. If we can get ablative armor that can stand up to a single shot of a shipborne mass driver, then we need to use that on everything we have. The ships we can make now,
will not cut it at all.I don't know. So we should probably talk about it. If nobody does, I'm going to build whatever I think is best, unless someone else builds something themselves. A poor decision is far better than none at all.
Okay, let's talk and make plans then. Saint will get a chance to talk to Anton while he's getting some poor Sod's face melted off by his new prototype tomorrow-ish. They can discuss fleet composition plans then, especially since Simus kinda saddled Anton with managing the shipbuilding, so it's his responsibility anyway.
Annoying that Steve is keeping secrets like that. It's perfectly logical, seeing as he both knows far more than any of us, and plans to kill us all, but annoying all the same.
Yeah. Even Anton has no idea what those ships are for, and he's the one building them. Secrets, secrets everywhere. But the Scabbard class is something Anton actually thinks the ARM is going to need. It's not going to need EIGHT of them, at least in the immediate future, but the two that will actually end up making runs to and from Hephaestus will definitely be useful.