I was reading through Hard Times, where it was talking about how the war progressed.
It got on to the topic of commerce raiding, and I was thinking about how that manifests itself.
In terms of actual blowing up freighters and transports, I'm guessing that happens very little. Discounting in system travel, which would consider an edge case in terms of impact on a strategic scale, any ship to ship combat is going to happen within the 100D of the main planet in the system. I also disregard jump masked/shadowed planets, as they're an edge case as well.
But, for the majority of cases, the bulk of civilian traffic happens within 100D of the main world, either accelerating to Jump, or coming out or Jump and vectoring to the planet.
All told, this gives a very short window of actual exposure for a transport leaving the world.
From a Size 8 world, it's a 4.5hr burn at 1g to the 800K mile 100D limit. If a ship were to arrive within the system, it would basically have that much time to maneuver and start attacking ships en route to exit. But once it arrived, especially after it fired the first shot (assuming it's not immediately identified as hostile), then whatever ships are on planet or in orbit will simply not leave.
If there are any active space borne defenses, the raider may not be able to take any transports, as it will want to deal with the local defenses first.
If the raider can not defeat the local defenses, it will either linger out of range, or just leave the system. By lingering, it can keep any space borne defenses in the system (if they're Jump capable). If the local defense are just SDB, the raider will probably just leave, as lingering has no effect.
If it remains, it'll not really be a threat to the civilian traffic. Civilian traffic doesn't really need to be convoyed to the 100D limit, rather simply have the traffic funneled to a specific route that is picketed by defending forces to keep the raider at bay.
If there are no space borne defenses, then the raider can go in to embargo mode.
If the planet has defenses, they're not good enough to protect traffic all the way out to 100D, save perhaps being capable of a huge missile volley, but that's not likely. But I think we can assume that a planet has sufficient defenses to keep the raider away, protect ships in orbit, protect orbital facilities, but not protect traffic out to 100D.
Now the raider is in embargo mode. Any transport traffic will either lay waiting for the threat to pass, or maybe it can try exiting the system using the planet as a shield -- accelerating away, keeping the planet between itself and the threat. If the raider has multiple ships, this may not be possible.
The other aspect is of course that the raider will have free access to any incoming ships. This is the potential for real damage. These ships don't know what they're coming in to. Their, at best, 2 week old information is that the system was safe.
If a response fleet arrives, the raider can just leave. We have to assume that the raider is equipped and fueled to leave whenever it wants. I don't think that a raider can assume it was going to be able to fuel at the planet that it's embargoing.
Minimally, the raiding fleet can linger for 2 weeks before any potential out system relief shows up, save for a force that just happens to show up. A reaction force designed specifically to deal with the raider isn't going to be there for 2 weeks.
Also, the presence of the raider will be known within a week to at least one system, and from their traffic can start slowing down in to the embargoed system. A little wave of uncertainty will float out about the embargo as ever older information spreads. Consider that news escapes the system, a reaction force responds, and then the all clear is given. That's a 3 week process right there, and at a minimum a 2 week window of uncertainty that traffic may well simply lay idle, waiting for an all clear.
It's easy to see how a single raider encounter can snarl up a system for some time. Not all freight captains are blockade runners, many simply will not risk their ships. It's easy to see a bunch of transports making a group rush to the 100D limit, simply hoping that their ship is not the one attacked. Some will get through, but some may well not get through.
How many captains are willing to risk their MCr ships, their crews, passengers, and themselves? Arriving captains won't have the luxury of flying out in a "target rich" environment. They don't know when they're arriving, and may well be easy pickings for the raider.
If the system has a lot of traffic, then, maybe. But that traffic is the uninformed traffic. If you have 100 ships arriving per day in a system, that's a ship every 24 minutes arriving in system. The incoming ships only hope is that the raider is busy with somebody else when they arrive. Not very good odds.
So, it seems that even a small encounter can have a big impact on trade, simply by imposing the threat. Add in the time lag, and a single ship can make a pretty big wave in the intersystem trade markets.
It got on to the topic of commerce raiding, and I was thinking about how that manifests itself.
In terms of actual blowing up freighters and transports, I'm guessing that happens very little. Discounting in system travel, which would consider an edge case in terms of impact on a strategic scale, any ship to ship combat is going to happen within the 100D of the main planet in the system. I also disregard jump masked/shadowed planets, as they're an edge case as well.
But, for the majority of cases, the bulk of civilian traffic happens within 100D of the main world, either accelerating to Jump, or coming out or Jump and vectoring to the planet.
All told, this gives a very short window of actual exposure for a transport leaving the world.
From a Size 8 world, it's a 4.5hr burn at 1g to the 800K mile 100D limit. If a ship were to arrive within the system, it would basically have that much time to maneuver and start attacking ships en route to exit. But once it arrived, especially after it fired the first shot (assuming it's not immediately identified as hostile), then whatever ships are on planet or in orbit will simply not leave.
If there are any active space borne defenses, the raider may not be able to take any transports, as it will want to deal with the local defenses first.
If the raider can not defeat the local defenses, it will either linger out of range, or just leave the system. By lingering, it can keep any space borne defenses in the system (if they're Jump capable). If the local defense are just SDB, the raider will probably just leave, as lingering has no effect.
If it remains, it'll not really be a threat to the civilian traffic. Civilian traffic doesn't really need to be convoyed to the 100D limit, rather simply have the traffic funneled to a specific route that is picketed by defending forces to keep the raider at bay.
If there are no space borne defenses, then the raider can go in to embargo mode.
If the planet has defenses, they're not good enough to protect traffic all the way out to 100D, save perhaps being capable of a huge missile volley, but that's not likely. But I think we can assume that a planet has sufficient defenses to keep the raider away, protect ships in orbit, protect orbital facilities, but not protect traffic out to 100D.
Now the raider is in embargo mode. Any transport traffic will either lay waiting for the threat to pass, or maybe it can try exiting the system using the planet as a shield -- accelerating away, keeping the planet between itself and the threat. If the raider has multiple ships, this may not be possible.
The other aspect is of course that the raider will have free access to any incoming ships. This is the potential for real damage. These ships don't know what they're coming in to. Their, at best, 2 week old information is that the system was safe.
If a response fleet arrives, the raider can just leave. We have to assume that the raider is equipped and fueled to leave whenever it wants. I don't think that a raider can assume it was going to be able to fuel at the planet that it's embargoing.
Minimally, the raiding fleet can linger for 2 weeks before any potential out system relief shows up, save for a force that just happens to show up. A reaction force designed specifically to deal with the raider isn't going to be there for 2 weeks.
Also, the presence of the raider will be known within a week to at least one system, and from their traffic can start slowing down in to the embargoed system. A little wave of uncertainty will float out about the embargo as ever older information spreads. Consider that news escapes the system, a reaction force responds, and then the all clear is given. That's a 3 week process right there, and at a minimum a 2 week window of uncertainty that traffic may well simply lay idle, waiting for an all clear.
It's easy to see how a single raider encounter can snarl up a system for some time. Not all freight captains are blockade runners, many simply will not risk their ships. It's easy to see a bunch of transports making a group rush to the 100D limit, simply hoping that their ship is not the one attacked. Some will get through, but some may well not get through.
How many captains are willing to risk their MCr ships, their crews, passengers, and themselves? Arriving captains won't have the luxury of flying out in a "target rich" environment. They don't know when they're arriving, and may well be easy pickings for the raider.
If the system has a lot of traffic, then, maybe. But that traffic is the uninformed traffic. If you have 100 ships arriving per day in a system, that's a ship every 24 minutes arriving in system. The incoming ships only hope is that the raider is busy with somebody else when they arrive. Not very good odds.
So, it seems that even a small encounter can have a big impact on trade, simply by imposing the threat. Add in the time lag, and a single ship can make a pretty big wave in the intersystem trade markets.