• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Crew Complements

While creating the design system for 2320, I had considered going with larger crews for military vessels and smaller crews for civilian vessels. 15-man crews for a glorififed spaceplane didn't sit quite right. However, to have done so would have further widened the compatibility gap between 2300AD and 2320AD designs. (In this case compatability refers to look-and-feel, rather than actual stats.) It may still happen, but I wouldn't count on it.
 
It is my observation also that statistics of military ships in games (in general) tend to be undermanned, while civilian ships are overmanned, also.

Some of the Star Trek games (FASA, and Last Unicorn) felt "About Right". I am sure they modeled stats loosely on real-world numbers from Jane's or something.
 
Oh dear, look what I started by bringing in Bill.... ;)

Jeddak, you would do well to listen to our naval folks here. Loads of experience there. I think one of the issues is that so many movies and TV shows have used the sub paradigm that it kinda sticks in our heads as a way of thinking about space combat.

I think subs are a better fit (lifestyle-wise) purely because there is no "topside" in a spacecraft. You can't take a nightly stroll on deck after dinner to watch the sun set. "You live in a tin can, rookie, get used to those smells...."
 
Originally posted by Fritz88:
Oh dear, look what I started by bringing in Bill....
Frtiz88,

He asked, I told him, he took exception, and I told him again. ;)

I am a nasty, old, gray headed, fat man, aren't I?

I must agree with the other posters suggestion that our perceptions about space combat have been shaped more by TVs and movies than the actual rules of the combat games themselves. However, the fact remains that, because 2300AD ships do not fight like submarines, submarines are not good analogs for 2300AD spacecraft.


Have fun,
Bill
 
Originally posted by Bill Cameron:
And especially NO when we limit this conversation to the 2300AD. In 2300AD you have stutterwarp traces ships can follow at FTL speeds, gravitational sensors that pick up FTL 'shelf' crossings, and a host of other sensors. Look at both the SC and NAM combat rules, each ship, missile, or drone is represented on the map at all times. Yes, sometimes as just a bogey marker, but it still there.
Hmm. You're right, what comes to game rules. Maybe I'm just thinking more on basis of my own ideas and improvements, how things SHOULD be in the game. And I don't like the idea of automatic detection. My point is that I'm trying to make game better.

In 2300AD there is no stealth comparable to that which a submarine enjoys today. Each opponent knows where the other is, maybe not enough to get a target lock, but they know where the other is.
Yeah, I'm not saying that they are the same thing, but space isn't a pool table either. Stars, planets, explosions etc. all block view "behind" them.

You completely fail to understand what rudentactik was all about. Even when part of a 'pack', a submarine still approached its targets alone, selected its target alone, fired on its target alone, and withdrew from the battlespace ALONE. The only real 'co-operation' was having a sub act as a 'trailer' after contacting the convoy. The subs did not plan or carry out their attacks together in any manner.
Ok, not that good example.

Now contrast that to SC-NAM with the different classes of spacecraft you mention. We have scouts, fighters, missile ships, beam ships, and carriers all working together and in communication with each other during battle. That is something subs have never done and can never do.
Anyway, my point is not to compare submarine warfare to that of 2300AD space crafts but to find similarities between 2300AD and anything historic/modern. Warfare is something of a mix of submarines and surface warfare, but life itself in spacecrafts is much closer to that in submarines than in surface vessels. As above is pointed out, you cannot take a solitary walk on deck looking at sunset.

Weapon ranges in 2300AD are short, but no where near as short as modern tactical sub weapons are relatively speaking. Because of the sensor limitations subs operate under, their tactical weapons (not SLCMs or ICBMs fired against fixed targets) are relatively short. A sub-launched SSM may have the same theorectical range as a surface-launched version, but the sub's sensors cannot acquire a target at a distance anywhere near that which other platforms can.

And if you think SC-NAM missiles are akin to torpedos, you have a lot of reading to do about torpedos. The best torpedos today have a useable range of under 12nm and are of limited endurance. Contrast that to the missiles of SC-NAM which have an essentially unlimited range and endurance.

The same detection paradigms do not apply between submarines and 2300AD combat. The active-passive dilemma is there, but the relatively limited nature of submarine-based sensors is no where to be seen in 2300AD as is the sensor masking a submarine's natural environment provides it.

There is no thermocline in space, no way truly 'hide'. There is nothing like the stealthy abilities the ocean provides a sub and nothing like the sensor limiting handicaps operating underwater forces on a sub.

Re-read the rules. You remembered the 'hide and seek' part correct, but you missed the mention of a game called Harpoon. There is more to modern naval warfare than submarines. Surface craft armed with missiles play hide and seek too. Surface craft can also work together, like spacecraft in 2300AD and unlike submarines.
Yes, there are many aspects of submarine warfare that don't fit to 2300AD, so is in surface warfare. And 2300AD differs from both of them because it's pure fiction. I repeat that what I'm trying to do is not to copy everything straight from the real life, but instead finding similarities to get some sense of realism to a game.

That can be said about any naval combat as far back as the trireme. It isn't just specific to submarines.
True, but I still think that living in submarines is quite close to living in spacecrafts. We got little carried away with the warfare part, but my main point is to make some sense to crew complements and to get some picture of living as spaceship crew member, to fix what is broken and to add some realism to the gaming experience.

Remember; Form Follows Function. Spacecraft in 2300AD are not precise analogs of modern submarines because the two operate and fight in very different ways. One fights alone with a constrained sensor picture and the limited weapon ranges that entails. The other fights in groups with a 'clearer' sensor picture and the lengthy weapon ranges that creates.
Good point, and I agree. There are differences, too. Especially in fighting part.

Should you use subs for all the nitty-gritty details. Of course not. Your organizational charts, department groupings, and whatnot fall into that catagory IMHO. ForEx: subs carry no small craft other than inflatable boats, yet nearly every SC-NAM vessels either carries an interface craft or is interface capable. Does your submarine derived organization have a flight/boats department?
My Kennedy example (and it was just that: example) didn't include any small craft crews or mechanics, since Kennedy usually doesn't have any. But its standard crew complement (according to source I used) is 91 (with marines platoon of 27) out of 100, so theres room for example flight crew of 2*2 and 2 mechanics for the small crafts, and after that it still has living quarters (and life support capacity) for three people, for example squadron commander and his aidees. So yes, starships can (and as you said, usually do) have small craft, and yes, I'm aware that submarines usually haven't. What comes to crew organization logic I used, IMHO it's the best I've seen so far.

Have fun,

Bill
I have,

- Jeddak
 
Jeddak,

My last few posts haven't been about your game specifically. Rather, they've been a general observation.

I remarked that the 'Submarine = Spacecraft' idea can be taken too far. You asked for an explanation of that remark and I answered. You asked for a further explanation and I answered again in greater detail.

What you do in your own games is your own business. "Is This Fun For Me And My Players?" is the only question you need ask yourself. The rest is inconsequential.


Have fun,
Bill
 
Bill Cameron Wrote:

What you do in your own games is your own business. "Is This Fun For Me And My Players?" is the only question you need ask yourself. The rest is inconsequential.
I'd like to quote this in my own sci fi RPG to be released next year.

Brilliantly stated.
 
The ranges of sensors are:

Grav: 150AU, but provides no location data

DSS: 1AU for a planet, no information given for ships, but we can assume it approximately 1 light minute since:

Black Globe Range is 30 hexes (1 light minute), at this range ships can detect each other, but have no other data (excepting speed)

Tactical Sensors can, in extremis, detect and locate a target 31 hexes away (range-16 active vs the lateral profile of a Kafer Alpha).

This provides a real concentration vs dispersion problem for a commander. See http://www.geocities.com/Area51/9292/2300/BG2k3.htm

It's worth noting, that a semi-official GDW rule stated remote objects could only be controlled 4 hexes away. It changes things slightly.

For SC ships to work together, some work needs to be done. The ranges are two great for radio communications (unless ships are willing to place very significant %'s of power into transmitters and have massive pylons ruining their stealth to receive them, and have a large electronic signature). The comms are tight beamed only. This means that to share tactical data every ship need to be tracking every other ship with a comms dish and a comms station with comms crew. With only 1 comms station, ships can only talk to one other ship, only share sensor and target data with them etc.

The obvious solution is the squadron flag, which is what the Battleships and Battlecruisers really are. A ship with a large array of comms station and a squadron command staff to co-ordinate missile strikes etc. Otherwise, strikes will fall at different times, allowing the target a point defence shot against each one rather than overloading the defences.

It certainly is possible to hide in SC, assuming noone is using active sensors, but only if powered down, and that still has a very significant chance of detection. Giant emitters or debris may help (i.e. each hex counts as two for ranging).

The best places to hide may be in the vicinity of gas giants or stars. There are certainly mentions of ships launching ambushes powered down in such situations, although you only really get one free shot, with forward deployed missiles and mines.

As for what needs manning when interstellar. I suspect the ship only requires the Helmsman and Navigator on the bridge, probably with the Officer of the Watch. The poor engineering staff meanwhile are busy trying to keep the ship from falling apart.

However, the portion of time ships spend the fast side of the FTL shelf is minimal. An average warship makes the average journey across the interstellar gap in less than 2 days. Then there's the dangerous buisness of crossing the shelf either at a Gas Giant in the outer system for a discharge (risking ambush and running into Sentinel fields, since this kind of area denial is the whole point of that weapons system), or crossing the main shelf, unable to run outsystem because the drive needs flushing (and the drive engineers are trying to keep it stable), knowing that if intercepted they must fight.

Finally for now, guns and submunitions probably fit the short range of torpedos and ASMs. However, the stutterwarp missile is a direct SLBM analogue. It's not of dissimilar size, delivers a nuclear warhead, and completely outranges close in weapons.
 
Thanks BMonnery, great post!


But before I make commets / questions, I would like to get one thing clear. Isn't there a mistake in in-system speeds?

Ship travelling warp 1 covers the distance of 1 AU (149597870691 meters, about 150 million kilometers) per day, which means 6,2 million kilometers per hour and about 100000 thousand kilometers per minute.

According to Star Cruiser rules ship is traveling twice its stutterwarp effieancy in hexes, per minute. That makes our example ship's speed 2 hex/min.

One hex being 2 light seconds, ship's speed should be 4 ls/min, which equals 1,2 million kilometers per minute. Which is more than 10 times the actual speed.

Am I right? Or is there something that I've missed?

Originally posted by BMonnery:
The ranges of sensors are:

Grav: 150AU, but provides no location data

DSS: 1AU for a planet, no information given for ships, but we can assume it approximately 1 light minute since:

Black Globe Range is 30 hexes (1 light minute), at this range ships can detect each other, but have no other data (excepting speed)
Do planets etc. block black globe detection directly behind them? That would open some interesting tactics to close the distance to target.

Tactical Sensors can, in extremis, detect and locate a target 31 hexes away (range-16 active vs the lateral profile of a Kafer Alpha).

This provides a real concentration vs dispersion problem for a commander. See " target="_blank">[url]http://www.geocities.com/Area51/9292/2300/BG2k3.htm
[/url]

That's one thing I don't like in Star Cruiser. IMHO it would be "better" that some kind of skill roll is needed for detection. Hmm, is there a different turn lenght for large scale fleet operations..?

It's worth noting, that a semi-official GDW rule stated remote objects could only be controlled 4 hexes away. It changes things slightly.
Hmm, I haven't heard of this, although I've been aware of problems of remote controling over long distances. This really makes things more interesting, since ships have to make "missile runs" and hang around long enough to get their missiles to targets. I think this explains the high opinions of Kennedys class.

For SC ships to work together, some work needs to be done. The ranges are two great for radio communications (unless ships are willing to place very significant %'s of power into transmitters and have massive pylons ruining their stealth to receive them, and have a large electronic signature). The comms are tight beamed only. This means that to share tactical data every ship need to be tracking every other ship with a comms dish and a comms station with comms crew. With only 1 comms station, ships can only talk to one other ship, only share sensor and target data with them etc.
The distance problem might get easier if 1 hex equals only 0,2 light minutes, as stated above in my calculations. Good point that ships can communicate with only one ship at time per comms station.

The obvious solution is the squadron flag, which is what the Battleships and Battlecruisers really are. A ship with a large array of comms station and a squadron command staff to co-ordinate missile strikes etc. Otherwise, strikes will fall at different times, allowing the target a point defence shot against each one rather than overloading the defences.
SC combat really differs from sub warfare in this, I admit. I think that ships need more comms stations and I would also like that there would be more sensors stations, for example sensor range/3.

It certainly is possible to hide in SC, assuming noone is using active sensors, but only if powered down, and that still has a very significant chance of detection. Giant emitters or debris may help (i.e. each hex counts as two for ranging).

The best places to hide may be in the vicinity of gas giants or stars. There are certainly mentions of ships launching ambushes powered down in such situations, although you only really get one free shot, with forward deployed missiles and mines.
Captains need big balls for that kind of hiding, since they are totally helpless during power down. This reminds me of movie U-96, where the Germans tried to go with current trough the Gibraltar Strait. But that's what I like in SC, the human factor.

As for what needs manning when interstellar. I suspect the ship only requires the Helmsman and Navigator on the bridge, probably with the Officer of the Watch. The poor engineering staff meanwhile are busy trying to keep the ship from falling apart.

However, the portion of time ships spend the fast side of the FTL shelf is minimal. An average warship makes the average journey across the interstellar gap in less than 2 days. Then there's the dangerous buisness of crossing the shelf either at a Gas Giant in the outer system for a discharge (risking ambush and running into Sentinel fields, since this kind of area denial is the whole point of that weapons system), or crossing the main shelf, unable to run outsystem because the drive needs flushing (and the drive engineers are trying to keep it stable), knowing that if intercepted they must fight.
I would add the bridge engineers to necessary crew, and at least near star systems sensors and comms operators too in case of incoming transmissions.

In my Kennedy example there would be Officer of the Watch (Ops, Nav of Comms officer), Quartermaster (one of the bridge Cheif Petty Officers), helmsman, 3 engineers led by Petty Officer, and one operator for comms and computer stations. In TAC there would be full sensors crew (only two, though) and TAC officer (Gunnery, Sensors or Remote Control officer). Engineering watch consist of third of the available engineering crew, led by Engineering Officer of the Watch (Chief Engineer and other Engineering Officers). That makes minimum crew of 19 on duty round the clock. That times three makes 57, plus CO, XO and Weps, plus medical crew of 4, plus 27 marines, which makes total crew of 91.

Finally for now, guns and submunitions probably fit the short range of torpedos and ASMs. However, the stutterwarp missile is a direct SLBM analogue. It's not of dissimilar size, delivers a nuclear warhead, and completely outranges close in weapons.
Except if 4 hex rule you mentioned is used.

- Jeddak
 
Originally posted by BMonnery:
The ranges of sensors are:

Grav: 150AU, but provides no location data

DSS: 1AU for a planet, no information given for ships, but we can assume it approximately 1 light minute since:

Black Globe Range is 30 hexes (1 light minute), at this range ships can detect each other, but have no other data (excepting speed)

Tactical Sensors can, in extremis, detect and locate a target 31 hexes away (range-16 active vs the lateral profile of a Kafer Alpha).

It's worth noting, that a semi-official GDW rule stated remote objects could only be controlled 4 hexes away. It changes things slightly.

The best places to hide may be in the vicinity of gas giants or stars. There are certainly mentions of ships launching ambushes powered down in such situations, although you only really get one free shot, with forward deployed missiles and mines.

Then there's the dangerous buisness of crossing the shelf either at a Gas Giant in the outer system for a discharge (risking ambush and running into Sentinel fields, since this kind of area denial is the whole point of that weapons system), or crossing the main shelf, unable to run outsystem because the drive needs flushing (and the drive engineers are trying to keep it stable), knowing that if intercepted they must fight.
All good points. But, as I was reading this particular post and the others of the last few days, I began to wonder on the 2300/2320 canon. By this time, has mankind actually explored a nebula? Has a nebula been used "officially" as a battlefied in "official" history?

And if it has, what type of degradation to the sensor rules apply?
 
To Bill Cameron & Jeddak-

Thank you both for putting forth both your points of view. The back and forth (I thought) was very good. I kinda want to dust off my 2300 novel idea and work on it again after reading this thread.
 
Originally posted by BMonnery:
peed is .645AU per day at warp 1.0, the scale in SC is broken and errata'd.
That just makes things even worse! I think the easiest (and the most correct) solution is to make hexes smaller. 0,1 ls/hex is quite close. That makes longer remote control distances possible, too.

- Jeddak
 
Originally posted by shanksow:
To Bill Cameron & Jeddak-

Thank you both for putting forth both your points of view. The back and forth (I thought) was very good. I kinda want to dust off my 2300 novel idea and work on it again after reading this thread.
You're welcome!

I've been thinking about 2300AD novels myself, too. Great setting for quite realistic, yet fascinating science fiction. For this purpose detailed staship crews are also handy, as for combination of role playing and tactical space combat. It would make the tactical situation to look a bit different if player characters take over ships bridge. But does that pirate hunting warship know it before it starts shooting..?


- Jeddak
 
However, weapons and detection ranges will be altered, to the point where at 0.1ls hexes lasers can fire 10 hexes or more.
 
Is it an option to increase the time for each tactical round instead of decreasing the range?

This would keep the weapon ranges and the hex plans size - maybe not the damage over time ratio ... but you cannot have erverything.

-Dun
 
The scale in Star Cruiser is not exactly an error, nor has the scale issue ever appeared in any official errata. Scale in Star Cruiser was a conscious design decision for the war game, and was never intended to be applied to the rpg in general. I don't remember the reason for the design decision, but it wasn't an error, per se, but a conscious choice on the part of the designer.
 
Actually, it's a copy and paste error carried over from 1st edition. A later errata confirmed the mistake but never explicitly fixed it. Hence years of argument....
 
Um, no. Sorry. It has never appeared in any official errata, and Joe Fugate specifically states:

One thing to be cautious of is taking tactical combat rules and assuming that the time scale, weapon range, and movement scale are all the same. Many combat rules use a distance scale oriented toward weapon range, with a time scale intended to compress a conclusive amount of gametime battle damage into a reasonable session time. The chosen movement scale may simply be one that "keeps the pieces on the map", and in effect is yet a third scale. This makes the game playable and doesn't really hurt the feel of the game, even though the movement scale does not match the time scale or the weapon range. Miniatures rules are particularly prone to the "three diffent scales" approach.

Since few battles last more than a day, the designers of a tactical game also don't worry about movement scale accuracy for long-distance travel. If you plot out the distance a tactical unit ( pick just about any tactical game you like) could move in a week's or a month's time, you will find the unit to be moving much faster than is reasonable.

Such is the case with the 2300AD starship combat ( and, the same is true, incidentally, of starship combat in GDW's other roleplaying games -- in case you had not noticed). You cannot use starship combat to guage in-system travel times over extended periods. The rate in AUs of 0.645 x ( LY speed) is the correct rate to use. -- Joe D. Fugate Sr.
 
Back
Top