pendragonman said:
Let's look at your TL 9 planet, outside Imperial space (say, for the sake of argument, in Vargr country). Let's also say that it has that squadron of fighters.
That set of fighters relies on a sensor network for target vectoring. We have two possibilities that would allow the act of piracy to go unhampered.
1) The sensor system is automated, i.e. it is entirely computer controlled, vectoring the fighters without human interference at any level between detection and vectoring.
2) The sensor system is human interfaced. i.e. a person uses the sensors to locate potential targets, then vectors in the fighters
Of course, there is also the possibility that the sensor net is laid with an inadvertent shadow (or hole in the net). Like not placing one to cover the dark side of a moon.
There is also the "shift change" of the on duty flight of fighters. The end of shift group, in a hurry to get home, land a few minutes early. This would create a window of opportunity for a pirate. Especially since this kind of laxness can occur at a planet that has not had any "hot" combat with raiders or pirates recently. Alternately, the new flight could have some sort of delay in launching.
First, thank you for the specific examples. This puts a little meat on the bones of “yes there are pirates” or “no there are not pirates”.
For the sake of argument, assume that this backward world has not been attacked for 50 years, the system is old and worn and the people are understaffed, underpaid and lazy. The end result is a massive system failure on multiple levels using 3 or 4 of the ideas in your post.
Turn 0: The Pirate is sitting just past the 100 diameter jump limit in a sensor blind spot (1,280,000 km from the planet) at rest. A Merchant arrives 200,000 km from the pirate [sensor range =600,000 km] at rest – this allows the pirate to detect the merchant without being detected by the merchant [sensor range =150,000 km] and delays the distress call.
Turn 1: The Merchant accelerates at 1G to 10,000 km per turn [1000 seconds] and heads to port. The Pirate accelerates at 4G to 40,000 km per turn and attempts to intercept the merchant. The Pirate is 170,000 km from the merchant and both ships are 1,270,000 km from the planet. Both ships are off the planetary sensor net and the pirate is undetected by the merchant.
Turn 2: The Merchant accelerates to 20,000 km per turn still heading to port. The Pirate accelerates to 80,000 km per turn to intercept the merchant. The Pirate is 110,000 km from the merchant and both ships are 1,250,000 km from the planet. Both ships are off the planetary sensor net. The Merchant can now detect the Pirate and challenges the unknown ship via radio. The Starport officer on duty is now aware of an incoming ship (the merchant) and powers up the beacon and calls for the cargo handlers to report for duty.
Turn 3: The Pirate orders the Merchant to “halt and be boarded, or run and be destroyed”. The unarmed Merchant broadcasts a Mayday and complies. The Merchant decelerates to 10,000 km per turn. The Pirate decelerates to 70,000 km per turn to intercept the merchant. The Pirate is 50,000 km from the merchant and both ships are 1,240,000 km from the planet. The Starport is finally aware of the pirate problem and orders the fighters to intercept. The pilots dress and head to their fighters this turn.
Turn 4: The Merchant decelerates to a stop. The Pirate decelerates to 30,000 km per turn to intercept the merchant. The Pirate is 20,000 km from the merchant and both ships are 1,240,000 km from the planet. The Pilots warm up their fighters, taxi to the runway and launch next turn.
Turn 5: The Merchant is stopped. The Pirate decelerates to a stop and intercepts the merchant. The Pirate/Merchant are 1,240,000 km from the planet. The fighters accelerate at 6G to 60,000 km per turn and are 60,000 km from the planet and 1,180,000 km from the Pirate – beyond the tracking range of 900,000 km.
Turn 6: The Pirate has 16 minutes to loot the merchant. The fighters accelerate to 120,000 km per turn and are 180,000 km from the planet and 1,060,000 km from the Pirate – beyond the tracking range.
Turn 7: The Pirate has 32 minutes to loot the merchant. The fighters accelerate to 180,000 km per turn and are 360,000 km from the planet and 880,000 km from the Pirate – within tracking range. The pirate navigator reports that the fighters have entered weapon range (at –5 to hit) and the pirate captain decides to leave now rather than risk possible beam weapon attack.
Turn 8: The pirate accelerates at 4G to 40,000 km per turn towards the safe jump limit (1,280,000 km) and is 1,280,000 km from the planet at the end of the turn. The fighters accelerate to 240,000 km per turn and are 600,000 km from the planet and 680,000 km from the Pirate.
Turn 9: the pirate jumps to safety.
From this scenario, Pirates require a great deal of luck. The pirate ship had only 32 minutes to loot the cooperative Merchant.
1. If the Merchant had fired off sand and run for the planet, the Pirate could not have intercepted before coming under attack by the Fighters.
2. If the fighters had been ready to launch immediately, they would have intercepted the pirate.
3. If the fighters had Lasers, they would have been able to attack the Pirate for two turns before he jumped to safety [unless the pirate looted for only 16 minutes and jumped from less than 100 diameters].
Fighters were able to reach shooting range of the 100 diameter limit on the fourth turn after launch and would physically reach the 100 diameter limit on the fifth turn after launch. That leaves a pirate operating within 100 diameters of a world less than 80 minutes from the moment he is detected to get the goods and jump away. How long does it take to charge the jump drive and jump?
pendragonman said:
Now, that covers your fighter defended planet. Suppose the planet relies strictly on planetary based missile batteries. Even at missile acceleration there is a large amount of time needed to get out to, say, 90 diameters.
Planetary based defenses would create a kill zone within 900,000 km of the planet (the limit of planet based sensors to track the target) and a Pirate haven between 900,000 km and 1,280,000 km (the jump limit). At 1G it would take 8 turns (2.1 hours) for a Merchant to run the gauntlet and draw the pirate into the planetary fire range. Sounds like an Amber Zone to me. Of course even a single Launch with military sensors orbiting at 680,000 km from the planet might be able to extend the planet’s missile range to the jump limit.
The time for a missile to travel from surface to jump limit would be the same as the fighter – it will impact on the fifth turn, so that gives the pirate only 4 turns (67 minutes) to do his thing and leave.