kilemall
SOC-14 5K
I worked out both missile bay ammo usage/costs and maneuver in my hybrid CT/HG version.
Striker of course gives us a missile count especially for the bay weapons, effectively 1 dton per missile, and a weapon diameter for HE purposes. They also match the nuclear weapon diameters, so we have that cost (notably cheaper then the supplement nukes).
Salvos are 2 bay missiles for 50tons, 4 for 100 tons. This yields 25 salvos per bay for expenditure.
Tested through and found a sweet spot of 750kg per missile, with assumption of 10x the 50kg warhead and the rest chaff/spoofing to allow the fewer large missiles to survive point defense. This yields us missile size too.
Two costing regimens for missiles- the first is the supplement build with bay missiles costing 15x the turret missiles, 10x the warhead and the balance an advanced ECM system costing Cr10000. The other is building missiles like they are small craft/ships- divide by 1000, bridges are the fusing systems, specific burn rate built in, computer model determines PD survival.
Maneuver involves using the CT system as is or some Mayday system if preferred. The main thing that has to be worked out are ranges and lines.
I went with 250000 km as short range, further is long. I also have a sub-100000km suicide range, but that’s outside the scope of this discussion. Tough to duplicate the shifting range feel of the abstract game, likely going to be long then short then long and breakthroughs happening even if half the ships are debris.
Real heartbreaking choice when ships lose their maneuver/agility whether to scuttle or slow down the whole fleet to protect them. I expect the usual choice would be scuttle the too badly damaged or no jump ships and repair those that can be. At a certain point the crews taken off ships are more valuable in the battle then the ships themselves.
Given the large amount of distance between ships and a lot of light speed weapons without area shielding to build a ‘wall’ with, I don’t see blocking physically as practical.
So I give the line ships their highest computer model summed collectively as a negative DM for ships behind them and not firing. The sphere of EW blocking extends 10000 km, but is not infinite. So it is possible that an effective blocking line can be formed against a main enemy fleet, but a flanking enemy fleet could fire into the rear ships.
A normal fully stocked fleet could move as a sphere, needing to have the same vee and accel to maintain the blocking. Such a fleet could protect its rear ships while repairs occur- but eventually a side of the front line would be shaved away, requiring rebalancing.
Striker of course gives us a missile count especially for the bay weapons, effectively 1 dton per missile, and a weapon diameter for HE purposes. They also match the nuclear weapon diameters, so we have that cost (notably cheaper then the supplement nukes).
Salvos are 2 bay missiles for 50tons, 4 for 100 tons. This yields 25 salvos per bay for expenditure.
Tested through and found a sweet spot of 750kg per missile, with assumption of 10x the 50kg warhead and the rest chaff/spoofing to allow the fewer large missiles to survive point defense. This yields us missile size too.
Two costing regimens for missiles- the first is the supplement build with bay missiles costing 15x the turret missiles, 10x the warhead and the balance an advanced ECM system costing Cr10000. The other is building missiles like they are small craft/ships- divide by 1000, bridges are the fusing systems, specific burn rate built in, computer model determines PD survival.
Maneuver involves using the CT system as is or some Mayday system if preferred. The main thing that has to be worked out are ranges and lines.
I went with 250000 km as short range, further is long. I also have a sub-100000km suicide range, but that’s outside the scope of this discussion. Tough to duplicate the shifting range feel of the abstract game, likely going to be long then short then long and breakthroughs happening even if half the ships are debris.
Real heartbreaking choice when ships lose their maneuver/agility whether to scuttle or slow down the whole fleet to protect them. I expect the usual choice would be scuttle the too badly damaged or no jump ships and repair those that can be. At a certain point the crews taken off ships are more valuable in the battle then the ships themselves.
Given the large amount of distance between ships and a lot of light speed weapons without area shielding to build a ‘wall’ with, I don’t see blocking physically as practical.
So I give the line ships their highest computer model summed collectively as a negative DM for ships behind them and not firing. The sphere of EW blocking extends 10000 km, but is not infinite. So it is possible that an effective blocking line can be formed against a main enemy fleet, but a flanking enemy fleet could fire into the rear ships.
A normal fully stocked fleet could move as a sphere, needing to have the same vee and accel to maintain the blocking. Such a fleet could protect its rear ships while repairs occur- but eventually a side of the front line would be shaved away, requiring rebalancing.