Unfortunately canon in the form of the FFW board game makes it clear that every single IN base on the map can refuel any fleet that calls there and refit/repair any damaged squadron. Which of course begs the question just how many fuel shuttles, fuel storage tanks, missile magazines, freezing stations are part of the base.
keep in mind: canon doesn't say you can't land ships over 1000Td... and gives a few 3000 Td ships full streamlining. (which includes landing capability.) I can't think of any above 5000Td with full streamlining.
Great Lakes Naval Base is a US Navy base. It is located on Lake Michigan, one hour north of Chicago, in the US. It has no capacity to repair any ship, nor refuel any ship, nor re-arm any ship.
China Lakes Naval Air Weapons Station is located in the Mojave Desert, and is the US Navy's largest facility. It is a bit hard to repair, refuel, or re-arm ships in the middle of the Mojave Desert.
Naval Submarine Base Kings Bay is a US Navy base. It can handle rearming submarines. No major repair facilities, no major refueling capability, no major surface vessels assigned there.
As for ship construction, I would suggest that you take a look at where ships are actually built, and by whom they are built. Is in not the Navy.
Edit Note: I probably should add the Washington Navy Yard, Annapolis, Maryland, and Newport, Rhode Island to that list too. Then there are the Naval Air Stations, and the Support Command locations.
keep in mind: canon doesn't say you can't land ships over 1000Td... and gives a few 3000 Td ships full streamlining. (which includes landing capability.) I can't think of any above 5000Td with full streamlining.
You don't want a fleet HQ dirt side. Fleet HQ is going to be built into the ships of the squadrons assembled to make the fleet.
Since the Admiral commanding the fleet has to travel with the fleet and is totally outside communications with a superior (how far away is the sector Admiral?) it makes sense that the fleet CnC is some sort of computer and commo protocol built into capital ships.
FFW presents fleets as being very organic - they can change squadron assignments and commanding admiral with a minimum of fuss, no sending off to higher authority to do so.
US naming rules have "Base", direct support of a fleet; "Station", other major activity; "Facility", other activity or smaller size; "Naval Air Station" and "Naval Air Facility", for air with the stationing and support. They also have "Fleet Activities" not in US territory, which is a base with another title, and "Support Activity", which is a station not in US territory with another title.
I was responding to an earlier post asking for the US naming rules.
...The basis of many person's argument here is that EVERY SINGLE IMPERIAL NAVAL BASE, every single one, can do all of those things for every size vessel in the Imperial navy. This is just not practical.
It is, however, just possible that the Imperium doesn't use the word "base" in strict accordance with the USN naming rules.
What does "direct support of a fleet" cover? Would it cover the activities you'd be likely to find at a subsector capital (Which I still believe also means the presence of a fleet HQ)? Would it cover a refuelling facility for navy couriers?
Hans
Which brings up an interesting idea, how big does a space station need to be to mount a meson spinal? It's an orbital fortification that has the plus side if that wants to pull up digs, they can move them to another system, also good for various fortification of gas giants as well as orbital high ports/naval stations.
I've always assumed that every IN base (those listed in the OTU map) has the capability to serve, repair and refit any IN ship, and has large stocks of spares and munitions to do that, regardless of the world UPP.
Should that not be true, please, tell me how ships were served in the FFW [...]
Even worst would be the situation of the fleets trapped in Jewell and Efate, as they had no access to such a shipyard [...]
Exactly. The base is probably the only place that knows where the fleet is, to forward communications. This may actually make base communications more important, though.For traveller, several of these are impossible.
C3 (Command/Control/Communications) can't be shore side - the ships are often 2 weeks each way out of contact. ... It will be a coordination center, but it can't be doing command effectively in real-time.
You also want the ability to totally refuel however many ships are "in the docks" at once. If they come jumping back and need refit and re-arm, it's silly to make them go out to the gas giant and tank up after they get taken care of instead of during your repairs and such.Fuel - yes, fuel is essential to bases, mostly for reaction times,
Well, you gots to have somewhere to bring the "freeze & forget" casualties. So, definitely hospitals.Hospitals: yep, still there. But ships will be more reliant upon either on-board skill & facilities or "Freeze and store."
Oh yeah. Where else are your spies... errr... patrons going to come from?Intel Centers - They'll still be there
A good reason to stick to energy weapons, if possible (it's not). And, a good reason to invent the Replicator.Resupply will be the main duty of the base, and unlike modern, field resupply is a combination of guesswork and/or overkill.
So, crewing for a whole bunch of ships, without those ships around to keep them busy during the day? You are *asking* for trouble, aren't you?I'd expect full dual-crewing for all ships; bases thus have to house the off-shift crew.
Nah. At a minimum you have to get all those replacement crews back and forth.Airfield - irrelevant
Definitely. A depot for all the bits and pieces.Swapped out system repair