From the High Guard 1979 discussion to this less well-defined discussion on BCS.
BCS DESIGN
D1. Traveller's basic assumptions of (a) layered defense (b) Tech is a force multiplier (c) armor is important.
D2. Size defines BCS (>2500t). Defenses define a Capital Ship.
D3. BCS design is formula based.
D4. HG79's more abstract attack strength by type, as opposed to the more flexible HG80.
D5. [2012 Marc] Pick a BIG weapon (or an array of BIG weapons) and then build a ship around it/them (power, crew, armor, M, J, maybe some other support like squadrons of protective fighters and interceptors, command and control to co-ordinate all the protective ships that will fly with it, and
The Kokirrak!
D6. [2012 Marc] The secondary weaponry is like the laser cannon on the Death Star… defenses against enemy attacks. Like AA guns on Battleships. The secondaries don’t project power, they prevent or reduce damaging attacks. [Rob 2022: perhaps cards assist]
BCS COMBAT
C1. [2020 Marc] I think once the foundation is laid: shoot, penetrate, damage, there is great room for lots of interesting (and wildly variable) results. strange weapons. strange interventions, weird options.
C2. [2012, 2020 Marc] The core of the game is the Battleship to Battleship slog. All other ships become cards: Cruiser Escort diversion, Destroyers interfere, Fighter Bombers attack, etc.
C3. [2020 Marc] I think cards transform the game from pure wargame to playable, interesting role-playing and narrative.
C4. HG79/80 Types of damage (surface explosion, interior explosion, radiation, special, critical and ship explodes).
C5. [2010 Marc] at the high end of the spectrum, we needs fleets or squadrons or ships that actually can deliver planetbuster bombs or scrub worlds.
C6. [2020 Marc] Only Battles can kill Battles. Except. Luke's Xwing can hit the secret vulnerable spot, or the Hero Suicide Run can get through and find the open Hangar bay door (and in the vanishing flames of the Suicide exploision, our hero emerges still alive (because even Suicide only means OOA).
C7. DAMAGE. [2016 Marc] Our choices are:
EXAMPLES
[2020 Marc]
Imagine big ship combat. The definition of Battleship is "a ship able to take on anything, and defeat it."
If the target isn't a battleship, then one or two shots will destroy it. The problem is facing other battleships.
“[Capital Ship] Kokaari is firing, sir!” The spinal meson gun fired and [Fash Cruiser] Emesh exploded.
*** A Fast Cruiser probably doesn't carry a Meson Screen, and a Battle can just destroy it.
The Captain looked at me and I nodded. “Meson screen down. Fire.”
...
Their burst of strange particles reached us just as we fired: carefully chosen to ignore most matter; carefully timed to degrade into energetic bursts once they had passed through our armor. They rocked our interior. I felt vibrations through my feet. Visuals and audibles across the bridge signaled damage. I heard a comment that our jump drives were shredded. If we didn’t win this battle, that would be the least of our worries.
“Meson screen up!”
In a mirror image of us, our particles hit Intrepid. “Their maneuver drives are out.”
I wished it had been their main gun.
*** Battles probably can't aim enough to guarantee hitting a specific part of the target.
Imagine a Bismarck chancing a flotilla of Destroyers. The little ships have almost no chance of doing any damage with their guns, and probably not much damage with their torpedoes/missiles. The flotilla's best option is to scatter, and maybe snipe.
Imagine a Bismarck chancing upon a Rodney. As individual ships, and assuming both have missions to fight, they will shoot and shoot. A good hit will inflict some damage. A critical hit will stop the other (or severely curtail it's operations). Naval architecture is about doing the best they can with resources: armor, damage control, good weapons, redundant systems.
BIG HULLS
[2010 May; Marc]
Suggest setting TL for Asteroid Hull low? E.G. Sky Raiders' TL? We may forget this when BCS is built...
Discuss: Volume penalty for using an Asteroid Hull?
Remember TL Stage Effects still apply… so there’s always the potential for a Prototype or Experimental Hull.
REFUELING
[2011 May; Marc]
RDME in Big Ship refueling would be fun.
Percolator.
Rendezvous with Ice Planetoids (in the inner System or in the Cloud).
Rendezvous with a Comet.
Also local production of Anti-Matter (facilitated by a Power Plant).
Or finding an Anti-Matter asteroid.
RANDOM THOUGHTS
[2022 April; Marc]
Are Sieges and Assault Carriers and Ortillery sitting ducks. They need to be deployed, but they can't be until one side achieves Space Superiority or Space Supremacy?
Or is it Klendathu Drop, where many Assault Carriers are smashed,. but some still get through?
An obvious strategy is to make your Dreadnought J2 rather than J4, so you have more room for weapons and such. Or can we allocate fuel as Armor?
Tractors, Fusion Guns, Plasma Guns are all just Anti-Fighter Anti Missile equipment.
I wonder if we can have Anti-Aircraft Cruisers. Cheap cruisers (Remoras) that provide that Anti-Fighter protection or Anti-Missile protection. That lets us make the Dreadnought stripped down to armor and guns. Less crew. Less upkeep.
Imagine a Deathstar without the huge population. Just a Destructo Beam and a Drive.
Remoras again. Imagine a stack of Ship Cards that share their defenses.
BCS DESIGN
D1. Traveller's basic assumptions of (a) layered defense (b) Tech is a force multiplier (c) armor is important.
D2. Size defines BCS (>2500t). Defenses define a Capital Ship.
D3. BCS design is formula based.
D4. HG79's more abstract attack strength by type, as opposed to the more flexible HG80.
D5. [2012 Marc] Pick a BIG weapon (or an array of BIG weapons) and then build a ship around it/them (power, crew, armor, M, J, maybe some other support like squadrons of protective fighters and interceptors, command and control to co-ordinate all the protective ships that will fly with it, and
The Kokirrak!
D6. [2012 Marc] The secondary weaponry is like the laser cannon on the Death Star… defenses against enemy attacks. Like AA guns on Battleships. The secondaries don’t project power, they prevent or reduce damaging attacks. [Rob 2022: perhaps cards assist]
BCS COMBAT
C1. [2020 Marc] I think once the foundation is laid: shoot, penetrate, damage, there is great room for lots of interesting (and wildly variable) results. strange weapons. strange interventions, weird options.
C2. [2012, 2020 Marc] The core of the game is the Battleship to Battleship slog. All other ships become cards: Cruiser Escort diversion, Destroyers interfere, Fighter Bombers attack, etc.
C3. [2020 Marc] I think cards transform the game from pure wargame to playable, interesting role-playing and narrative.
C4. HG79/80 Types of damage (surface explosion, interior explosion, radiation, special, critical and ship explodes).
C5. [2010 Marc] at the high end of the spectrum, we needs fleets or squadrons or ships that actually can deliver planetbuster bombs or scrub worlds.
C6. [2020 Marc] Only Battles can kill Battles. Except. Luke's Xwing can hit the secret vulnerable spot, or the Hero Suicide Run can get through and find the open Hangar bay door (and in the vanishing flames of the Suicide exploision, our hero emerges still alive (because even Suicide only means OOA).
C7. DAMAGE. [2016 Marc] Our choices are:
- Several numbers, each of which can be decremented, like the UPP.
This allows wearing away of specific capabilities, and also potentially provides a hit location table.
- Hit Boxes associated with specific things like weapons and mobility.
This allows customized damage effects for ships.
- A generic value for the ship as a whole, in which hits reduce that total value, and by an algorithm reduce the capabilities of the ship as a whole. (Most naval miniatures are like this).
This is probably fastest.
EXAMPLES
[2020 Marc]
Imagine big ship combat. The definition of Battleship is "a ship able to take on anything, and defeat it."
If the target isn't a battleship, then one or two shots will destroy it. The problem is facing other battleships.
“[Capital Ship] Kokaari is firing, sir!” The spinal meson gun fired and [Fash Cruiser] Emesh exploded.
*** A Fast Cruiser probably doesn't carry a Meson Screen, and a Battle can just destroy it.
The Captain looked at me and I nodded. “Meson screen down. Fire.”
...
Their burst of strange particles reached us just as we fired: carefully chosen to ignore most matter; carefully timed to degrade into energetic bursts once they had passed through our armor. They rocked our interior. I felt vibrations through my feet. Visuals and audibles across the bridge signaled damage. I heard a comment that our jump drives were shredded. If we didn’t win this battle, that would be the least of our worries.
“Meson screen up!”
In a mirror image of us, our particles hit Intrepid. “Their maneuver drives are out.”
I wished it had been their main gun.
*** Battles probably can't aim enough to guarantee hitting a specific part of the target.
Imagine a Bismarck chancing a flotilla of Destroyers. The little ships have almost no chance of doing any damage with their guns, and probably not much damage with their torpedoes/missiles. The flotilla's best option is to scatter, and maybe snipe.
Imagine a Bismarck chancing upon a Rodney. As individual ships, and assuming both have missions to fight, they will shoot and shoot. A good hit will inflict some damage. A critical hit will stop the other (or severely curtail it's operations). Naval architecture is about doing the best they can with resources: armor, damage control, good weapons, redundant systems.
BIG HULLS
[2010 May; Marc]
Suggest setting TL for Asteroid Hull low? E.G. Sky Raiders' TL? We may forget this when BCS is built...
Discuss: Volume penalty for using an Asteroid Hull?
Remember TL Stage Effects still apply… so there’s always the potential for a Prototype or Experimental Hull.
REFUELING
[2011 May; Marc]
RDME in Big Ship refueling would be fun.
Percolator.
Rendezvous with Ice Planetoids (in the inner System or in the Cloud).
Rendezvous with a Comet.
Also local production of Anti-Matter (facilitated by a Power Plant).
Or finding an Anti-Matter asteroid.
RANDOM THOUGHTS
[2022 April; Marc]
Are Sieges and Assault Carriers and Ortillery sitting ducks. They need to be deployed, but they can't be until one side achieves Space Superiority or Space Supremacy?
Or is it Klendathu Drop, where many Assault Carriers are smashed,. but some still get through?
An obvious strategy is to make your Dreadnought J2 rather than J4, so you have more room for weapons and such. Or can we allocate fuel as Armor?
Tractors, Fusion Guns, Plasma Guns are all just Anti-Fighter Anti Missile equipment.
I wonder if we can have Anti-Aircraft Cruisers. Cheap cruisers (Remoras) that provide that Anti-Fighter protection or Anti-Missile protection. That lets us make the Dreadnought stripped down to armor and guns. Less crew. Less upkeep.
Imagine a Deathstar without the huge population. Just a Destructo Beam and a Drive.
Remoras again. Imagine a stack of Ship Cards that share their defenses.
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