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Author Topic: We're going to do another fanfic challenge...  (Read 2165 times)

Daryk

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Re: We're going to do another fanfic challenge...
« Reply #30 on: 28 June 2022, 18:37:30 »
All Large Craft get significant ECM (or ECCM) capability for free.  Stealth is really down to just operations.

Vehrec: One thing that is constant in all Ngo-verse stories: pirate points are de rigeur.  Your plan could work if Zenith and Nadir were the only choices, but they aren't even in "normal" universes.  That's Cannonshop's point about mobility.

arcticwyrm245

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Re: We're going to do another fanfic challenge...
« Reply #31 on: 28 June 2022, 21:48:47 »
Thought I might throw my hat into the ring with this one, its a modified version of a ship I was already working on. Then I thought, how do I Lyran this?

The Hussar was developed by a black horse candidate. HSDE(Helping kill Kerensky's Soldiers since XXXX) was an originally periphery based company that managed to open up branch offices in other states. Their offering was developed with the anticipation of engagement during both the prograde and retrograde burns. This being with the belief that despite all attempts at stealth, ships are not going to be able to be perfectly engage an unaware target. Thus the need for significant secondary support in the form of Anti-ASF batteries and other protective measures. Thanks to the "Cooperation" negotiated with the Draconis Combine, Screen Launchers were installed at the compass cardinal directions while additional ECM in the form of creatively placed Comms equipment to aid with additional raw signal power/coverage during EW operations. With generous fuel bunkerage and crew quarters, this is a vessel that can range far and wide.

Quote
Hussar (CS-Challenge) Raider
Mass: 100,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 100,000
Battle Value: 35,025
Tech Rating/Availability: F/X-X-F-F
Cost: 7,532,202,000 C-bills

Fuel: 4,000 tons (40,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 264 (528)
Structural Integrity: 50

Armor
    Nose: 23
    Fore Sides: 21/21
    Aft Sides: 21/21
    Aft: 23

Cargo
    Bay 1:  Small Craft (4)         2 Doors   
    Bay 2:  BattleArmor (IS) (9)    1 Door   
    Bay 3:  Fighter (12)            1 Door   
    Bay 4:  Cargo (2634.0 tons)     1 Door   

Ammunition:
    864 rounds of Gauss Rifle [IS] ammunition (108 tons),
    24 rounds of AR10 Killer Whale ammunition (1,200 tons),
    1,152 rounds of Anti-Missile System [IS] ammunition (96 tons),
    40 rounds of AR10 Barracuda ammunition (1,200 tons),
    32 rounds of AR10 White Shark ammunition (1,280 tons),
    160 rounds of Screen Launcher ammunition (1,600 tons),
    24 rounds of AR10 Peacemaker ammunition (1,200 tons)

Dropship Capacity: 0
Grav Decks: 2 (90 m, 90 m)
Escape Pods: 0
Life Boats: 40
Crew:  28 officers, 106 enlisted/non-rated, 30 gunners, 98 bay personnel      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
    1 Naval C3
    16 Space Mine Dispenser
    57 Communications Equipment (1 ton)
   100 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (106 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (12 shots)
    AR10 Peacemaker Ammo (12 shots)
    AR10 White Shark Ammo (16 shots)
2 Screen Launcher                           20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)
FRS/FLS (108 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Sub-Capital Laser (SCL/1)                 96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (144 shots)
RBS/LBS (32 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (144 shots)
2 Screen Launcher                           20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)
ARS/ALS (12 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (144 shots)
Aft (106 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (12 shots)
    AR10 Peacemaker Ammo (12 shots)
    AR10 White Shark Ammo (16 shots)
2 Screen Launcher                           20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)
   

How HSDE acquired the Mako Corvette design specs and data is a mystery, however they are now offering a "Modernized" variant for consideration to the Federated Commonwealth and the Lyran Commonwealth in particular. The engine assembly was simplified by the expedient measure of reduction from three to two engine nacelles, freeing up space for more generous cargo capacity and fuel bunkerage. Meanwhile the weaponry was modified to fit with current production capabilities in the Commonwealth, easing supply chains while providing potent Anti-ASF capability for both itself and other ships in its wolfpack. What makes the Mako stand out from the competition is that it is a self supporting design, capable of enacting basic repairs to other raiders up to 200.000 tons otherwise unavailable without a shipyard. All for a measly 12% increase in cost. With a piece of Lyran history and pride that can be reclaimed once again, HSDE is offering generous discounts for any production licenses for production within the Commonwealth itself. (We don't talk about what may or may not be in that 9 ton capacity cubby hole, use of the term "Commonwealth" is clarified in the End User's Agreement. HSDE is a proud user of Blake and Blake LLP, Trusted Legal Service for all your Needs).

Quote
Mako (CS-Challlenge) Raider
Mass: 200,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 200,000
Battle Value: 38,444
Tech Rating/Availability: F/X-X-F-F
Cost: 8,441,774,000 C-bills

Fuel: 12,000 tons (60,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 6
Heat Sinks: 600 (1200)
Structural Integrity: 50

Armor
    Nose: 35
    Fore Sides: 30/30
    Aft Sides: 30/30
    Aft: 35

Cargo
    Bay 1:  Small Craft ( 8 )         2 Doors   
    Bay 2:  Fighter (12)            3 Doors   
    Bay 3:  BattleArmor (IS) (12)   1 Door   
    Bay 4:  Cargo (6000.0 tons)     1 Door   
    Bay 5:  Reinforced Repair Facility (5,000)1 Door   
    Bay 6:  Cargo (5000.0 tons)     1 Door   
    Bay 7:  Cargo (9.0 tons)        0 Doors   

Ammunition:
    40 rounds of AR10 Killer Whale ammunition (2,000 tons),
    256 rounds of Gauss Rifle [IS] ammunition (36 tons),
    1,152 rounds of Anti-Missile System [IS] ammunition (8 tons),
    800 rounds of Light SCC ammunition (400 tons),
    40 rounds of AR10 Barracuda ammunition (1,200 tons),
    35 rounds of AR10 Peacemaker ammunition (1,750 tons)

Dropship Capacity: 0
Grav Decks: 2 (90 m, 90 m)
Escape Pods: 0
Life Boats: 50
Crew:  25 officers, 72 enlisted/non-rated, 51 gunners, 136 bay personnel, 40 passengers      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
    1 Naval C3
   200 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (310 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Sub-Capital Laser (SCL/1)                 96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
8 Capital Missile Launcher (AR10 Launcher)  160  16(160) 16(160) 16(160) 16(160)  AR10       
    AR10 Barracuda Ammo (40 shots)
    AR10 Killer Whale Ammo (40 shots)
    AR10 Peacemaker Ammo (35 shots)
4 Sub-Capital Cannon (Light)                48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (160 shots)
FRS/FLS (69 Heat)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
3 Gauss Rifle                                3   5(45)   5(45)   5(45)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64 shots)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
RBS/LBS (249 Heat)
4 ER Large Laser                            48   3(32)   3(32)   3(32)     0(0)   Laser       
3 Gauss Rifle                                3   5(45)   5(45)   5(45)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64 shots)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Sub-Capital Laser (SCL/1)                 96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
8 Sub-Capital Cannon (Light)                96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (320 shots)
ARS/ALS (54 Heat)
4 ER Large Laser                            48   3(32)   3(32)   3(32)     0(0)   Laser       
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
Aft (102 Heat)
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Sub-Capital Laser (SCL/1)                 96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
   

« Last Edit: 30 June 2022, 20:31:33 by arcticwyrm245 »

Cannonshop

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Re: We're going to do another fanfic challenge...
« Reply #32 on: 28 June 2022, 22:30:26 »
  I'm not going to go hunting for ships in transit, I'm going to spawn camp and blockade worlds with F-ratings on their agriculture and industrial precursors until they starve.  I'm not going for 'sublte tool' I'm going for ripping the arteries of trade out of the enemy, that's what unrestricted commerce warfare is all about. Dropships actually have superior strategic mobility, if you aren't fussed about keeping the same jumpship.  You can't count on what you see two-weeks trip away still being there when your buddies converge either, so the idea of bringing together a wolfpack is slightly ridiculous.  The wolves have to either travel together as a unit, or they need to wait at least 1 week to recharge their jump drives and coordinate whose target to actually pursue.  And when they converge, their targets have likely got a full charge or already moved on.  Meanwhile, in theory, dropships can seize a jumpship at the nadir point, use it's charge to jump to the zenith point, and seize a third jumpship there to keep moving on.

And again, I cannot keep beating this dead horse enough, commerce warfare is a numbers game.  You do better at it the more hunters and beaters and such you have.  It divides the attention of those hunting your U-boat analogs, and it gives you more claws to do the ripping with.  Space is not an ocean in battletech, you can't have a map 20 feet across where the useful identification range of one ship is a push-pin's head.  Every jump point is a strait, and it is trivially easy to set up and tear down a blockade of one of these straits.  But to raid usefully, you need to blockade a lot of points simultaneously.  If we assume that each raider bags 1 Jumpship a week, and they spend six months raiding with no losses, but a force of PWS loses a squadron a week while a warship raider force loses one raider per week to accidentally jumping under the guns of an enemy Cruiser, then if our raiders are totally wiped out after six months, they've destroyed 351 jumpships.  But if the PWS have just ten more squadrons than our 26 week supply of raiders, then they can have bagged 661 in the same period.  Ten more hunters at the start nearly doubles the effective total of kills.  Now, there's like what twenty thousand jumpships in the inner sphere?  Okay, so you need more than 36 hunter groups to make a serious dent in those numbers. Maybe not that many more, but I certainly wouldn't attempt this with less.  But this is a major naval building program,

There is no reason to ever go into the non-jump point majority of the system.  The jump ships are either at the jump point or they aren't.  If they aren't proceed to the next target system, don't stop and poke around.  You sit at the jump point for a week and ambush anyone coming through, then move to another system, kill anyone at the jump point, and spend another week as an ambush predator.  Rinse, repeat, always keep moving.  That's how you do commerce warfare.  What profit the enemy are the twenty Mules full of cargo fleeing you without ships to carry them away?  Heck, why are we destroying these ships that take years to build instead of bringing along enough prize crews to fly them back home?  Again, the problem of 'unrestricted' commerce warfare in a setting where most transports strike their colors on seeing anything with a large laser rears it's head.  It's more profitable to do restricted commerce warfare and just steal every jumpship you can instead of blowing them up.  But you don't want to capture them you want to blow stuff up.

So no, I'm not designing for you 'U-boat in space' role, but I do think that in the setting, I've come up with something just as if not more effective.  You may argue that I've not met your ideal, but I think your ideal is flawed and focuses on the wrong things.

Vehrec, your 'spawn camp' method works if you're DEFENDING the system.  Otherwise, it's an endurance contest where I strangle your jumpship assets until your crews end up surrendering to eat/get fresh air/have water.

It's logistics, man.  Strategic Logistics.  the FIRST thing a reacting force is going to go for, is your jumpship-because once that's down, your ovewhelming force that doesn't have a ground unit, is stranded and I only need enough pursuit to keep your guys burning fuel and not sleeping, resulting in eventually your dropships are either dead, or mine.

Your concept works for short engagements on a fluid front or in support of an invasion force that has their own logistics.  For commerce suppression, my units have plenty of food, water and fuel in that 'spawn camp' area, and yours are, by definition, limited.  MY patrol forces also KNOW the system better, and hold the cards as far as resupply and being able to thrust or back off as needed, YOU still need the ultra-vulnerable jumpships to keep your crews alive.

Thus, again, PWS are fine for playing defense, or as line units in an invasion operation (when supported by large scale external logistics) but they're NOT for the kind of operations that cut someone's supply lines and cripple their offensive.

The whole concept of the commerce raider, is based on logistics.  You're forcing the opponent to devote heavy resources to supply his forces over a long distance, and making sustained operations increasingly more expensive for every jump toward your territory he makes.
 
To get best impact it requires the ability to SPREAD, to cover area.  One jumpship spine isn't going to handle that, you need twelve, or twenty-enough to find where his traffic is moving and get them where they're not protected by anything but what they're carrying, rather than having the surface bases, independent air wings and dropships-that-don't-need-to-move. (and possibly stations or even other naval units).

I mean, it's a NICE hammer you've got there, but anyone who's done carpentry knows you don't use a hammer to drive screws.

I suspect the major divide here, Vehrec, is that you're focusing on Tactically, while I'm asking for a Strategic asset.  it's a matter of scale of operations.  Six PWS on a mapsheet is a powerful force. (esp. if they've got adequate supporting arms), but on a strategic level they're purely local to a single system.

What I'm after is a strategic platform, where the 'map' includes multiple star systems.




« Last Edit: 28 June 2022, 22:36:37 by Cannonshop »
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Vehrec

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Re: We're going to do another fanfic challenge...
« Reply #33 on: 28 June 2022, 23:08:45 »
Vehrec, your 'spawn camp' method works if you're DEFENDING the system.  Otherwise, it's an endurance contest where I strangle your jumpship assets until your crews end up surrendering to eat/get fresh air/have water.

It's logistics, man.  Strategic Logistics.  the FIRST thing a reacting force is going to go for, is your jumpship-because once that's down, your ovewhelming force that doesn't have a ground unit, is stranded and I only need enough pursuit to keep your guys burning fuel and not sleeping, resulting in eventually your dropships are either dead, or mine.

Your concept works for short engagements on a fluid front or in support of an invasion force that has their own logistics.  For commerce suppression, my units have plenty of food, water and fuel in that 'spawn camp' area, and yours are, by definition, limited.  MY patrol forces also KNOW the system better, and hold the cards as far as resupply and being able to thrust or back off as needed, YOU still need the ultra-vulnerable jumpships to keep your crews alive.

Thus, again, PWS are fine for playing defense, or as line units in an invasion operation (when supported by large scale external logistics) but they're NOT for the kind of operations that cut someone's supply lines and cripple their offensive.

The whole concept of the commerce raider, is based on logistics.  You're forcing the opponent to devote heavy resources to supply his forces over a long distance, and making sustained operations increasingly more expensive for every jump toward your territory he makes.
 
To get best impact it requires the ability to SPREAD, to cover area.  One jumpship spine isn't going to handle that, you need twelve, or twenty-enough to find where his traffic is moving and get them where they're not protected by anything but what they're carrying, rather than having the surface bases, independent air wings and dropships-that-don't-need-to-move. (and possibly stations or even other naval units).

I mean, it's a NICE hammer you've got there, but anyone who's done carpentry knows you don't use a hammer to drive screws.

I suspect the major divide here, Vehrec, is that you're focusing on Tactically, while I'm asking for a Strategic asset.  it's a matter of scale of operations.  Six PWS on a mapsheet is a powerful force. (esp. if they've got adequate supporting arms), but on a strategic level they're purely local to a single system.

What I'm after is a strategic platform, where the 'map' includes multiple star systems.

There is nothing defensive about my PWS deployments.  They will be launched into multiple star systems.  They will hunt deep into enemy territory by catching rides to those locations.  The fact that they do not have integrated jump drives does not make them immobile, it simple changes the calculus.  They will utterly ruin the enemy's logistics far faster because they are cheaper and more numerous.  They can guard their own Jumpship if they have to, or divide and conquer, or maybe even use one of those LF-equipped jumpships to be dropped off and call for pickup when they are done.  I don't count on having those jumpships readily available, but they would make for a formidable strategic multiplier.

But I can see that I cannot convince you that jumpship-based warfare has any future.  There is no argument I can make to convince you, because your argument is so clearly at odds with my own strategic understanding.  Your own argument doesn't make a lot of sense to me either, because apparently once the jumpship is gone the dropships can never call for another ride?  You strawman me as focused on the tactical when I math out my estimates for losses and gains.  You claim that 'one jumpship spine can't spread out', when I make it clear that my jumpships and their droppers are cheaper than your individual raiders and I can field more jumpship spines than you can warships.  If you have 20 raiders operating in 20 stellar areas, my system operates 120 dropships and 30 jumpships in 30 different areas.

But, I notice, you're not actually talking about 'unrestricted submarine warfare'.  You're talking about limited logistical attrition, not about destroying a rival power by collapsing their entire network of interstellar trade, targeting down the weakest and most vulnerable planets of their state, and causing megadeaths that rapidly spiral into gigadeaths as you steadily chew away at their sinews of trade and war. 
*Insert support for fashionable faction of the week here*

Cannonshop

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Re: We're going to do another fanfic challenge...
« Reply #34 on: 28 June 2022, 23:25:04 »
There is nothing defensive about my PWS deployments.  They will be launched into multiple star systems.  They will hunt deep into enemy territory by catching rides to those locations.  The fact that they do not have integrated jump drives does not make them immobile, it simple changes the calculus.  They will utterly ruin the enemy's logistics far faster because they are cheaper and more numerous.  They can guard their own Jumpship if they have to, or divide and conquer, or maybe even use one of those LF-equipped jumpships to be dropped off and call for pickup when they are done.  I don't count on having those jumpships readily available, but they would make for a formidable strategic multiplier.

But I can see that I cannot convince you that jumpship-based warfare has any future.  There is no argument I can make to convince you, because your argument is so clearly at odds with my own strategic understanding.  Your own argument doesn't make a lot of sense to me either, because apparently once the jumpship is gone the dropships can never call for another ride?  You strawman me as focused on the tactical when I math out my estimates for losses and gains.  You claim that 'one jumpship spine can't spread out', when I make it clear that my jumpships and their droppers are cheaper than your individual raiders and I can field more jumpship spines than you can warships.  If you have 20 raiders operating in 20 stellar areas, my system operates 120 dropships and 30 jumpships in 30 different areas.

But, I notice, you're not actually talking about 'unrestricted submarine warfare'.  You're talking about limited logistical attrition, not about destroying a rival power by collapsing their entire network of interstellar trade, targeting down the weakest and most vulnerable planets of their state, and causing megadeaths that rapidly spiral into gigadeaths as you steadily chew away at their sinews of trade and war.

once the jumpship is gone, unless you're fitting with FTL commo, yeah, you're stuck. Jumpships have to appear at predictable points, and depending on how many y ou have to use, this can get sticky when they can't move from one point to another.

It's your getaway vehicle for the heist, get it? unless you've got a spare on standby, it still gives a defender PLENTY of time to prep a warm reception for your backup, because unless he's got sublight maneuver drives better than 'station keeping' and enough SI to handle being beaten on, it's a key vulnerability to your whole strategy.

The jump-capable raider may be more expensive individually, but it's also more FLEXIBLE.  It can be used to scout routes, prep relays, survey, and so on.

Your dropships can't do that, and you're using basic jumpships, which means your combat power can't operate independently of the fleet for a big, obvious weakness that anyone half-awake is going to target immediately (even in preference to engaging your dropships.)

and this works-if the dropships are escorting a convoy.  You've got a nice Flower-class corvette, I'm asking for gato class subs.

they don't fill the same role.  I'm looking at waging strategic warfare, forcing the enemy to invest in his escorts and worry about that 'gap' between the Homeworlds and the Inner Sphere. 

Put in simpler terms, the success of Commerce raiding is only PARTLY in tonnage sunk.  The REAL success, is tapping the enemy's wallet by making him expend lots of money-equivalent to protect his supply line instead of launching his next offensive.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Daryk

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Re: We're going to do another fanfic challenge...
« Reply #35 on: 02 July 2022, 15:25:09 »
Cannonshop: how about spinning the whole ship on its axis instead of installing a grav deck? ???

Cannonshop

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Re: We're going to do another fanfic challenge...
« Reply #36 on: 02 July 2022, 20:38:43 »
Cannonshop: how about spinning the whole ship on its axis instead of installing a grav deck? ???
then you have to reconfigure your fittings when you turn the engines on.  This is kinda the problem with "Artificial gravity" arrangements in fiction (or even engineering): if you're spinning, 'down' is 'outward', but when you're under thrust, 'down' is 'toward the engines'.

which is kinda the problem solved by having a gravy deck instead of having the whole ship spun for G's-you can switch it off and lock it, and put only nonessential systems on it that can be shut down when you're in motion or combat.

the second problem, is your inner ear.  to spin it fast enough to provide that gravity with only the diameter of the ship? you're looking at disrupting the equilibrium of the whole crew to get any appreciable 'pull', which ain't healthy.  A gravity deck needs a certain diameter to be slow enough not to make everyone car-sick.
« Last Edit: 02 July 2022, 20:40:17 by Cannonshop »
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Wrangler

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Re: We're going to do another fanfic challenge...
« Reply #37 on: 02 July 2022, 21:19:58 »
So modern but tiny Sub-compact KF drive, which essentially a missile attack ship?  Won't one Liam's Ghosts Type 51 with slight update work with that?  Or you want surveillance size ship?
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Cannonshop

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Re: We're going to do another fanfic challenge...
« Reply #38 on: 03 July 2022, 03:42:18 »
So modern but tiny Sub-compact KF drive, which essentially a missile attack ship?  Won't one Liam's Ghosts Type 51 with slight update work with that?  Or you want surveillance size ship?

well... The Sampan in Ngo stories is a modified Type 51 normally.  I'm kind of looking for "We've got good shipyards building this one" and a looser budget strings.  If my 'usual' or the Type 51 is a Gato class, I'm looking for something more akin to a seawolf style attack vessel, following roughly the same lines but with improvements-figure something that can be built on a regular compact core, but with limited armament and a focus on sensors, command, and electronic warfare (to substitute for stealth).

basically with SCMR (the story) the ships should be a chance to let your inner munchkin roam-within a reasonable tonnage and with a pretty sharply limited selection of actual WEAPONS.

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Daryk

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Re: We're going to do another fanfic challenge...
« Reply #39 on: 03 July 2022, 05:24:59 »
Here's an interesting paper on the subject: https://space.nss.org/wp-content/uploads/Space-Settlement-Population-Rotation-Tolerance-Globus.pdf

The author says:
Quote
A rotation rate of up to 6 rpm (25 m radius) should be acceptable for residents but visitors will almost certainly need training and/or a few days to adapt. While higher rotation rates (up to 10 rpm) may be acceptable with training, such small structures are not suitable for permanent residence (9 m radius at 10 rpm).

Your point about fittings is totally spot on though, so a grav deck will be needed on the next Mark (which I'm already working on...).

BTW, here's the crew breakdown for my Mark VI:
Code: [Select]
Ship's Officers (14 total):
CO (O-5)
XO/Navigator (O-4)
3 Department Heads (O-3): Operations Officer/Assistant Navigator, Weapons Officer, Chief Engineer
9 Division Officers (O-1/2): Engineering Department: Damage Control Assistant, Main Propulsion Assistant, Electrical Assisstant; Operations Department:1st Lieutenant, Signals Warfare Officer; Weapons Department: Combat Systems Officer, Guns, Missiles; Executive "Department": Supply

Ship's Crew (86 total):
Command Master Chief (E-9)
Ship's Secretary (E-7/6)
Divisions (generally one E-7, one E-6 and the rest E-5 and below): Auxiliary Division: 6, Machinery Division: 6, Electrical Division: 6; Deck: 12, Signals: 15; Combat Systems: 9, Guns: 12, Missilies: 12; Supply: 6 (includes the cooks)

Marine Detachment (50 total):
"Major" (O-3)
2 Platoon Commanders (O-2/1)
"Foot" Platoon: 28 (30 including two officers)
BA Platoon: 11 (12 including an officer)
Medical: 5 (1 Chief Corpsman (E-7) and 4 Corpsmen (E-5))
BA Techs: 3

Air Wing (150 total):
CAG (O-5)
DCAG (O-4)
3 Air Wing Staff (O-3s): Maintenance Officer, Operations Officer, "Paddles" (Landing Signals/Safety Officer)
20 Pilots (O-1/2): 12 ASF, 8 Small Craft
12 Air Crew (3 Enlisted per small craft)
Air Wing Command Master Chief (E-9)
16 Techs (E-6 to E-8)
96 AsTechs (E-5 and below)

Bay quality racks for up to 216 "passengers" (normally empty)

Daryk

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Re: We're going to do another fanfic challenge...
« Reply #40 on: 03 July 2022, 06:00:07 »
So yeah... the Mark VII just turns 550 tons of cargo into a Large NCSS and a "small" (under 50m diameter) grav deck (leaving 2,550 for general cargo/spares).  I already had enough RTOs to cover the crew requirement, so the only change was in the price: 7,399,472,000 C-Bills vice the Mark VI's 6,889,472,000.  Not a bad price hike for the extra capability and improved crew health.

Atarlost

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Re: We're going to do another fanfic challenge...
« Reply #41 on: 03 July 2022, 14:28:53 »
jump point is a strait, and it is trivially easy to set up and tear down a blockade of one of these straits. 

Only pirate points are straits.  The standard points are navigational conventions, but you can jump anywhere outside the star's jump limit that isn't inside an outer system planet's jump limit.  All it takes for an enemy to avoid your blockade by jumping at a random other point on the jump limit is to not be a particularly uncreative grounder like Alexander Kerensky. 

wolfgar

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Re: We're going to do another fanfic challenge...
« Reply #42 on: 03 July 2022, 14:39:26 »
which is why you blockade the planet, not the standard jumpoints.
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Atarlost

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Re: We're going to do another fanfic challenge...
« Reply #43 on: 04 July 2022, 12:57:02 »
which is why you blockade the planet, not the standard jumpoints.

Cannonshop has already explained why this doesn't work with dropships unless their collars are on warships that are also with the blockade. 

Here's an interesting paper on the subject: https://space.nss.org/wp-content/uploads/Space-Settlement-Population-Rotation-Tolerance-Globus.pdf

Right, that's for 1g.  Mars is permanently inhabited in Battletech so the minimum gravity for long term health in Battletech is demonstrably at most 0.38g.  That's a linear scalar on your grav deck radius.  This means that if you can accept 6rpm grav decks you can go down to 10 meters.  Or you can do 4 RPM in a 22 meter grav deck or 3 rpm in a 38 meter grav deck if you want to be able to acclimate new crew quicker. 

Daryk

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Re: We're going to do another fanfic challenge...
« Reply #44 on: 04 July 2022, 13:32:58 »
Excellent points, and exactly what I was hoping to start in the way of conversation!  :thumbsup:

 

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