Here is an interesting article on space warfare by a Navel Analyist.
http://www.foreignpolicy.com/articles/2012/09/28/aircraft_carriers_in_space
R
http://www.foreignpolicy.com/articles/2012/09/28/aircraft_carriers_in_space
R
Science fiction authors and moviemakers tend to gravitate towards historical models they -- and their audience -- understand. So, sometimes you end up with "submarines in space" -- but a submarine is a vessel designed to hide under the water, which obscures your vision and forces you to use capricious sensors like sonar. Space, on the other hand, is wide open, and any ship putting out enough heat to keep its crew alive stands out from the background, if you have enough time to look. Other times we get "dreadnoughts in space," with gunnery duels like Jutland -- but again, hiding is hard, so this battle should take place at extreme range. Or you get "airplanes in space," which largely ignores that airplanes work in the real world because they take advantage of the fact that air and sea have different attributes.
All of these models are fun, and some work better than others, but they all present space combat in a way that doesn't really fit with the salient attributes of space.
Science fiction navies, however, are often a mishmash of time periods, with all of the "cool bits" mixed together. So, they don't make sense given the assumptions of the fictional universe or the non-fictional universe from which they were drawn.
FP: You seem particularly concerned about the "aircraft carrier in space" concept.
CW: I don't think "concerned" is the right word. Let's call it amused.
Completely ignores the square-cube law and its effects.
Wilfully ignores the effects of FTL drive type aside from the nBSG failure to use the surprise capabilities of the Cylons.
Traveller should be a borderline case for fighters...
Fighters make a LOT of sense under Bk2 and Bk5 - because of the rather unrealistic limits on turrets. Anything which gets you more turrets is a good thing...
FP: You have a list of factors that real navies must contend with, such as doctrine and acquisitions, that sci-fi navies don't. Can you elaborate?
CW: The full-up list is pretty long, but the different pieces group nicely into six major areas: 1) strategic assumptions, 2) strategic goals, 3) fleet missions, 4) fleet design, 5) force size, and 6) force management. These are the sorts of things one needs to think about when designing a navy. Most science fiction does not cover the whole model; at best it might cover Fleet Missions and Fleet Design in detail, with most other areas only vaguely defined.
Bill, I'd cut him a LOT more slack if he hadn't gone there with nBSG.
...Traveller should be a borderline case for fighters...
Fighters make a LOT of sense under Bk2 and Bk5 - because of the rather unrealistic limits on turrets. Anything which gets you more turrets is a good thing...
Merged the thread from Lone Star into this one.
add: what is PE and IS?
HG does, but Bk2 amplifies the value of more turrets at higher TL.Loses it at the higher techs because of the impact of computer differences, but it would be fascinating to play a tech level 9 or 10 war. Heck, I wish someone would publish stats on a First Frontier War Spinward Marches, back when men were real men, women were real women, and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.
When I see two threads on the same topic with the same referenced link, I usually consolidate them. It's a confusion reduction issue, just general good order. When I do, I also leave a permanent redirect.Is that why we have two posters with the same link?
I'll post a few snippets for the tl;dr ADHD crowd...