VarrusTheEthical wrote:
Edit: I didn't read Number Theoretic's post before making my suggestions, so I apologize for any overlap.
No need to apologize : the more data I receive, the more "calculations" I can run on what would be the best answer(s) to my questions.
Number Theoretic wrote:
I see. A pet peeve of yours?

This setting just doesn't have the technology to shoot something at even "only" 0.05 C ; or, if they
could do it, it wouldn't be able to reach such acceleration inside a Solar System, or it's terminal guidance would be so messy it would be likely to miss its target, or it would have to be so elaborate as to be a battleship in its own right set to "
Ludicrous Ramming Speed !!!".
So, simply not cost effective in the role you suggest.
Number Theoretic wrote:
That could work. Just make sure your asteroid is bigger and sturdier than the enemy's fortress or else he'll shoot your asteroid to rubble before it can become useful.
Eyuup. But even in this setting, it's still hard to
blow an asteroid to dust. But you can always try to fracture it or something, which will totally mess its terminal guidance and make it miss its target. But it'll still be hard to achieve I think ; especially so if the Ramming Asteroid has automated (point- and anti-boarding-) defenses.
Anyway, even if you can't destroy a Space Fortress, you can still relatively easily mission-kill it, and send your ships for a boarding action to mop-up what's left.
Number Theoretic wrote:
Recon, on the other hand, is debatable because you simply need it to know well enough where to shoot. I would consider it essential. Recon- and/or Command Ships could furthermore do electronic warfare like for example jamming or attacking the enemy's communication networks.
Don't worry, I'm planning to integrate these functions. I'm just working on
how exactly to integrate them.
Destructionator XIII wrote:
Instead of trying to take somebody's land, make your own and use it as the beachhead foothold. You drop down a whole bloody navy and conquer the world from your sea base.
Interesting. I don't think I'll use it in this
highly hypothetical game (as it's supposed to be centered on space combat), but nonetheless interesting (as it can affect in-game missions). Though I think it is still a helluva target for the planetary Wet Navy, especially subs and the like. And 'sploding a Nuke at sea isn't such as big a no-no as it would be on land, so...
You try to land an asteroid, but I don't think this setting has the technology for.
@ Purple :
Er... I must not have bee clear enough, pardon me, but... This isn't the
entire freakin' civilization. Just a forward base and the people necessary to make it run.
And it is supposed to run more or less like you describe it : Some "drydocks", factories, habitations quarters, barracks for the troops, and the facilities to make sure that people don't kill themselves from sheer boredom. Like an aircraft carrier.
I put children care in here because when you have men and women living in promiscuity for extended period of time, some things are inevitable

, and it is out of the picture to send the odd starship home just so a child can grow far from the front-line. Or even when it's possible (supply ships convoys from Back Home), some parents prefer having their childrens stay close to them.
Plus those ships aren't on the front-line, they are on the edge of the system : first they arrive in the Oort cloud, then the fleet take an outer planet (be it a gas giant, a pluton, or even an earth- or mars-sized planetoid), and then the ICS makes orbit with this outer planet, and stay there for the duration of the conflict, more or less.
And they are heavily guarded, and have themselves a most impressive armament.
----
Additional details :Most ships are heavily automated, and the human crew reduced to a Captain (the ultimate human authority on a ship that is otherwise run by limited AIs), a vice-captain, some officers (weapon, communication, sensors, etc...), and the few engineers needed when the ship's automated systems fail. The human components of the system are augmented to be able to endure high accelerations when necessary while retaining most of their combat effectiveness (read : they don't pass-out when the gees are high and can more or less continue to work)
About ships ducking it out with each others... As there are no magical "energy shields" in this universe, ship to ship combat will look like this (I think, correct me if I seem wrong) :
- At long distance, you engage the enemy ship with your Lasers, while trying to dodge/disperse the laser the enemy is itself shooting at you. Lasers can severely cripple a ship and inflict a mission-kill, but they are rarely sufficient to
destroy them.
- When you really want to destroy a ship, you have to close-in and launch a missile bus, which will accelerate a bunch of thermonuclear-shaped-charges missile toward their destination (the enemy ship), and at the right time it will liberate the missiles, which will themselves accelerate at a very high rate (more than 100 gee) toward their target. As point defenses on most ships are good, you have to saturate those defenses with a missile spam if you want to have reasonable chances to inflict a kill. It generally take a dozen missiles or more flying at the same time toward the target for one missile to reach its destination and inflict a one-hit-kill.
A typical missile bus carry between 5 and 8 (generally 6) 1 MT thermonuclear-shaped-charge (like a cazaba howitzer) missiles. The missile buses themselves are reusable, and can be seen as Drones.
Sub-light propulsion on ships is provided by
this kind of drives... :
Article abstract wrote:
A rocket powered by fusion microexplosions is well suited for quick interplanetary travel. Fusion pellets are sequentially injected into a magnetic thrust chamber. There, focused energy from a fusion Driver is used to implode and ignite them. Upon exploding, the plasma debris expands into the surrounding magnetic field and is redirected by it, producing thrust. This paper discusses the desired features and operation of the fusion pellet, its Driver, and magnetic thrust chamber. A rocket design is presented which uses slightly tritium-enriched deuterium as the fusion fuel, a high temperature KrF laser as the Driver, and a thrust chamber consisting of a single superconducting current loop protected from the pellet by a radiation shield. This rocket can be operated with a power-to-mass ratio of 110 W gm/sup -1/, which permits missions ranging from occasional 9 day VIP service to Mars, to routine 1 year, 1500 ton, Plutonian cargo runs.
... But put on steroid by advances on magnetic confinement and optimization of the ignition methods. Plus by using more than one of them on ships.