Supplement Four
SOC-14 5K
We've discussed this in various threads over the years. I think it a facinating topic. When you consider the OTU, there are only a few places where space combat can take place.
A ship spends most of its time in Jump Space. The only time it's in Normal Space is during the travel to the jump point or travel from jump exit to destination. If you don't have to mess with the 100 diam limit of a star, the J-points are relatively close--so only a small portion of the journey is spent in normal space.
Further, high TL, high pop, well traveled systems will benefit from system defense boats and be virtually pirate-free.
On worlds where the 100 diam limit of the system star comes into play, we're talking about a heck of a lot of space to cover. Space combat is more likely at the jump exit point.
But, long journeys from jump exit to destination, or long in-system travel, are not the Corsair free-for-all that they would seem at first. A ship accelerates at full speed to the half way point of the journey. Then, the ship will declerate for the last half of the journey.
Very quickly, ship's on long in-system trips achieve a velocity that makes them all but invulnerable to attack. If a Pirate waits out in deep space, somewhere along the route taken by a ship on a long in-system journey, the Pirate will be lucky to get in one shot at the speeding vessel that zips by. It's akin to standing on the side of a freeway with a hand gun, trying to hit a car as it zooms past at 70 mph.
Pirate vessels must match vectors in order to conduct combat. This most often means that a defender will see the pirate coming for a long, long time--not unlike in the 1800's with combat betweens ships-of-sail.
Surprise by a pirate vessel is very hard to achieve. Most often, the prey will see the enemy coming and comm in for help. If Corsairs do take on a vessel, it's likely that the starport and other system ships will only be able to watch as the attack takes place, unable to do anything about the attack. This also means that Corsairs will have a limited time table to get the job done.
A ship spends most of its time in Jump Space. The only time it's in Normal Space is during the travel to the jump point or travel from jump exit to destination. If you don't have to mess with the 100 diam limit of a star, the J-points are relatively close--so only a small portion of the journey is spent in normal space.
Further, high TL, high pop, well traveled systems will benefit from system defense boats and be virtually pirate-free.
On worlds where the 100 diam limit of the system star comes into play, we're talking about a heck of a lot of space to cover. Space combat is more likely at the jump exit point.
But, long journeys from jump exit to destination, or long in-system travel, are not the Corsair free-for-all that they would seem at first. A ship accelerates at full speed to the half way point of the journey. Then, the ship will declerate for the last half of the journey.
Very quickly, ship's on long in-system trips achieve a velocity that makes them all but invulnerable to attack. If a Pirate waits out in deep space, somewhere along the route taken by a ship on a long in-system journey, the Pirate will be lucky to get in one shot at the speeding vessel that zips by. It's akin to standing on the side of a freeway with a hand gun, trying to hit a car as it zooms past at 70 mph.
Pirate vessels must match vectors in order to conduct combat. This most often means that a defender will see the pirate coming for a long, long time--not unlike in the 1800's with combat betweens ships-of-sail.
Surprise by a pirate vessel is very hard to achieve. Most often, the prey will see the enemy coming and comm in for help. If Corsairs do take on a vessel, it's likely that the starport and other system ships will only be able to watch as the attack takes place, unable to do anything about the attack. This also means that Corsairs will have a limited time table to get the job done.