• 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.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

orbiting structures in battle

The "How Junp Works" pdf is saying that it is strictly a linear problem. I have pointed out the fallacy with this in that thread.
 
The "How Junp Works" pdf is saying that it is strictly a linear problem. I have pointed out the fallacy with this in that thread.

So at this point you aren't actually arguing rules for a RPG, you are arguing physicis with the game designer.

Not a whole lotta point to that, really.
 
GO READ THE PDF. It's in there.

What PDF?

The "How Junp Works" pdf is saying that it is strictly a linear problem. I have pointed out the fallacy with this in that thread.

Dean has a point. You're arguing a "fallacy" in the conception of a fictional plot device introduced by a game designer. You can argue for the irrationality of light-sabers while you're at it, but I don't think it'll prompt Lucas to rewrite Star Wars.
 
After reading the various responses, I'm leaning strongly toward the deorbit model. I see the naval base's orbital facilities not as a single massive structure but as several smaller structures, each one capable of serving a capital ship (or several escorts). The structure would house the personnel, workpods, equipment, parts storage, fuel purification, and shuttles and other small craft needed to serve a capital ship that docked there. The structure could house enough fuel shuttles to collect and purify enough fuel to refuel the ship docked there in under a day. In the event of attack, the structure would be designed to be able to deorbit and take shelter at the naval base's ground-side facilities - possibly in revetments or fortified hangars designed for the task - then return to orbit after danger had passed.

An advantage of this method would be that naval bases are to some extent configurable: you dock structures to a tender and ship them from a base whose needs have shrunk to a base that needs expanding.
 
It's not a bad way to go but I think my Strip Fleet idea does the same thing better, and solves/handles a few other issues in the bargain :)
 
It's not a bad way to go but I think my Strip Fleet idea does the same thing better, and solves/handles a few other issues in the bargain :)

Except that, for anyone running in the OTU, there's no evidence at all for such a formation. All the auxiliaries shown are more military in role.

The morale benefits also are limited - long term LS is 20 Td per person, rather than 2-4Td, and to have enough ships even at 4Td for the average of probably 1 to 1.5 dependents per serviceman means absolutely huge fleets, compounding the already problematically large housing issues in case of stand-downs...

It's a sufficiently large a feature that, if it were part of the OTU, it would have to be noted somewhere. Plus, people tend to keep their valuables in their permanent quarters - making the strip-fleet a significant target in and of itself for both neutralizing the Navy by morale damage (Kill the families) and for the increased personal goods.

Plus, the dependents are likely to go stir-crazy.

I think it much more likely that dependents are housed on-or-near the dirtside base proper, and like modern navies, families have to deal with letters & vids via fleet courier... Likely as not, there is sufficient info space for every courier outbound to carry 20 xmails for each crewman in every ship, and whichever encounters the ship they're supposed to be on relays them.

Likewise, I'd expect some short video-recordings, as well. Same process.

Wet-naval families somehow survive up to 1 year away from home-port (Carrier deployment)...I don't see why the 3I would likely be much different.

I don't think most assets of the high port will descend, either - the few high ports we see (mostly in Dragon and TD, not in GDW canon) are not the kinds of things that lowering into a gravity well would be any kinder than the enemy.

The only thing that is going to save ports and bases in orbit is that they're more useful captured than destroyed. Arm them, and that changes.
 
I think it much more likely that dependents are housed on-or-near the dirtside base proper, and like modern navies, families have to deal with letters & vids via fleet courier... [...]

Wet-naval families somehow survive up to 1 year away from home-port (Carrier deployment)...I don't see why the 3I would likely be much different.

I don't think most assets of the high port will descend, either - the few high ports we see (mostly in Dragon and TD, not in GDW canon) are not the kinds of things that lowering into a gravity well would be any kinder than the enemy.

The only thing that is going to save ports and bases in orbit is that they're more useful captured than destroyed. Arm them, and that changes.


This is pretty much how I think of things, though I'm sure the situation varies per location.
 
I like Dan's idea better - it makes the Imperials different from the planet bound populations that owe allegiance to the Imperium but in reality are not really Imperial in culture.

There are huge gaps in the Traveller setting - the government code of the Imperial core worlds, how does a TL15 culture live day to day, that sort of thing.

We know lots about frontier worlds and sectors that are part of the Imperium by treaty but govern themselves - do the Imperial core worlds have individual governments or are they governed directly by the Imperium?
 
Back
Top