Provided you take it for granted that every opposition WarShip is going to take AMS. Only two TRO3057R ships carry AMS. A few more have small weaponry that could double as Point Defense, but it seems that AMS is not as abundant as made out.
Now you are comparing apples and oranges: if one side has access to custom builds, so does the other.
Even if we are using basically canon ships, adding enough AMS to stop a Santa Ana is often so trivial as to not even tax fire control.
Yes. But again, it needs to have the AMS. Does every WarShip carry AMS? From a construction point of view it makes sense to do so. Not just for nukes and capital missiles, but regular ones too. Eliminating/reducing the threat of a large portion of the armory with a single item is a good thing. But if you want to argue in-universe canon, then AMS isn't on every ship.
Again, you assume that ONLY the side with the super-carrier has access to custom designs.
You also seem to forget that every AMS-equipped ship can fire on any capital missile (single or barrage) that crosses its AMS-equipped arc, even if it is not the targeted ship.
You could even mount the AMS on
specially-designed escort small craft and have them hide in the sensor shadow of their charge.
DropShip vs. WarShip fire is always going to be one-sided when viewed individually. It is the collective ability of a DS swarm that should be compared. If there are 45 DS, and 11 are needed to take on one WS, then that is 3 WS that can be fought at once, or two with increased strength to allow for a quicker kill, reducing casualties. After all, if I lose some of the DS but kill the WS, then I have made a savings. Even if the WS/DS fleet is initially more expensive, it will pay for itself with the survivability. So it comes back to the survivability, which is determined by the tactics used and the forces that oppose it.
You missed the point: the droppers you provide need to hit the same armour facing three times with their big cap missile bay
in order to expose the SI of the Aegis. This is not defeating it. At all. If I add AMS to the Aegis (either intrinsic or through escorts), then those 11 PWS are even less of a threat, while I can easily take out several of the PWS every turn… taking longer if they stay at extreme range, but even there the harder to-hit numbers will mean that the PWS will likely run out of missiles before I do… and my 17-cap point NL bays don’t need ammo.
Oh, and don’t forget that my Aegis has collars too… and if you are fielding a super-carrier with 45 PWS, I’m likely going to be facing it with more than a lone Aegis. ;)
Now, these forces when chosen by cost, gain back a numeric advantage. But how many of your last ten games were balanced or put together based on the cost of the unit?
Not directly, but this is not about the amount of c-bills shooting up a patch of space; here we are talking about the long-term strategies of star-faring nations; given a choice between building a dozen warships that can project over huge swatches of space, defending multiple worlds and giving “around the clock” capability over decades… or a single “eggs-in-a-basket” behemoth that can only be in one place at a time, suck up resources and leave most of your realm defenseless in the face of the enemy (who
did build a dozen warships and several dozen standard-core jumpships to carry more modern, efficient and effective (read: smaller yet more powerful) PWS… then the obvious choice is the multi-warship force.
But with the construction argument, can you build those five modest forces in the same time using the limited number of Shipyards? Arguing cost, as I said, is the one way to guarantee that this won't work. But how many of your games are balanced or put together based on the cost of the units involved?
Since there are no hard rules on the matter and construction canonically takes place “at the speed of plot”, it seems safe to say that common sense should prevail:
We know that in canon, larger ships AND ships with lots of collars are harder to build and take longer to build than smaller, simpler ships with fewer collars (see the fluff for the Leviathan WS and the Monolith JS). We also know that the DC spent decades trying to build the Yamato, whose engineering problems were deemed insurmountable, leading them to scrap the project.
Here you are talking about building the literal extreme of construction in the canon BT universe: 100kt larger than the largest warship ever built, with an engine that pushes out almost twice the Lev’s thrust, with twice the number of docking collars than the ship design with most collars ever built in canon.
Y’know, off-hand, I’d say that the likelihood of its construction taking longer than that of, say… a Mjolnir will be… high. ;)
So if each side has only ONE slip suitable for building warships (AFAIK, sub-500kt warships can be built in JS slips, so that right there is a good incentive to keep WS size small), even if one side can build 2 “more modest” warships in the time it takes to build ONE super-carrier, that side will have a huge advantage over the other in its ability to project power.
Then we have to look at the dropship flotilla: building massive fleets of droppers takes its own time and until all those ships are ready, the monster carrier can’t effectively deploy. OTOH, warship-led flotillas with more modest DS needs can be assembled as the warships are built; again an advantage…
As for the pilots, this is a FASAnomics issue. With planet populations ranging from hundreds of millions to several billion, the idea that it would be difficult to ramp up the pilot numbers it a little...odd. Real-world numbers. Roughly 3,000 USAF pilots for US population of 300m. And that number is during a relatively peaceful time compared to WWII when the military was fighting as furiously as they do in 3025-3200. WWII the US trained almost 200,000 pilots in six years, with a population of 140m. Skew that a little since the first few years would be below average, as well as the final year.
Yes, it is. That is the way BT works; it has tiny militaries defending an average of 2-3 billion inhabitants per planet (depending on era).
I don’t want to get into a RW discussion here, but remember that the world in WWII and even today is very different (militarily, politically and philosophically) than the BT Universe.
Numbers-wise, the IS worlds
should be able to produce many, many more pilots, ‘mechs and fighters than they canonically do.
But they don’t.
Use any numbers you want for your own alternate universe, but label it as such and don’t pretend to input alternate universe data into the canon BTU.
Now to use this as a guide, 1 in 100,000 of the population is the low end, and 1 in 10,000 is the high end. A single IS world with a population of 4 billion would produce 40,000 pilots in the low end and 400,000 in the high end. That is one world.
But it has to maintain them; these are 40-400 highly-trained, highly-paid people that 99.9% of the time are not contributing to the planetary economy. Then add the techs, admins, medics and whatnot to support them… and the ground troops to protect them…
It’s hard to keep such an economy going for 20 years… to say nothing of 300+
Lyran Commonwealth population (3130, only number to hand) is 955,000,000,000. Almost 10 million pilots on the low end. So pulling together even 100,000 pilots for a fleet like this shouldn't actually be a problem.
Yeah. And the LC/LA has compulsory civil service for all 17-year-olds. Even if only one in one hundred teens chooses the military for their compulsory service, we are talking about a staggering number of troops per world…
Yet we don’t see them in canon.
Much of the issue with arguing cost is that the underlying economic model is hideously broken. It doesn't make sense for an average wage to be tens of thousands of C-bills, and then have Mercenaries risk their lives in multi-million C-bill machines for what amounts to only tens or hundreds of thousands of C-bills. Argue the "rush" of being a MechWarrior all you like, but it would be better for them to sell the machine and take up base jumping.
FASAnomics. Been dealing with those since the early 90’s. That’s why I avoid bringing them to discussions such as this one.
Acutally no. With the collars on various facings of the ship, there is no reason why multiple docking maneuvers cannot be done at the same time. Much like an airport terminal, the gantries (collars) can be operated independently by people who are unaware of any actions taking place from the other side of the ship. The only issues with multiple dockings are:
- Trying to dock two DropShips using adjacent collars could cause space issues. But with 45 collars on the ship, with an optimal placement design and a good docking algorithm, you could have all DS docked in 3, maybe 4 rotations.
- A failed docking could knock the WS, causing alignment issues. So for this, I would say that attempting faster docking would be prohibited.
- Lining up so many DS would require co-ordination. But given that we do this in the real-world with ATC stacking planes for runway approach, I don't see it as a big issue.
The rules don’t care how ships are aligned or where the collars are placed. Just keep in mind that the entire warship is involved in each and every docking maneuver. There are very good safety reasons why you don’t see more than three gantries serving a modern intermodal container ship. These issues are magnified exponentially when each dropper weighs as much as the entire wet container ship, again with the WS massing 25 times this and the third dimension axis is added.
Docking ONE dropper at a time is dangerous enough that if it is hurried it requires a roll. Here you are dealing with the single most expensive ship ever built in the history of humanity (I’m not joking); and ONE mishap can strand the entire flotilla in space.
Doing it RIGHT is paramount in trumping speed.
Not really a good point here. A 2.5m ton WS uses the same fuel no matter what it is carrying. A 100k ton DS uses the same fuel no matter what it is carrying. So whilst the fact that that fleet burns a lot more fuel than an Aegis and an Essex, it isn't really an apples to apples comparison. Show me a better way to move more firepower, more fighters, more cargo. I have already tweaked the cargo one so it is cheaper per ton than the Merchant/Behemoth combo, with more armor and firepower protecting it.
Again you miss the point: a warship cannot transit in-system with dropships docked: each and every one of the dropships MUST detach or risk damaging The Single Most Expensive Ship Ever Built in the History of Humanity
TM. This means that if the transit is ten days, each and every one of the 50 droppers will consume ten days of fuel… and ten days fuel transiting out-system.
So assuming all droppers are military… oops… nope:
civilian: largest military droppers are 30kt… So that is 40 tons per day for the carrier (I’m rounding up; that 0.48 ton per day is next to irrelevant at this point), plus 9 tons (0.17 to keep as a reserve) times fifty dropships is.. (9 x 50 = 450) + 40 = 490 tons… times ten days = 4,900 tons.
OTOH, a three warship squadron with a dozen modest (read: sub 30kt, thus military) droppers will use (40 x 3 = 120) + (12 x 2 = 48) = 168 tons times 10 days = 1,680 tons of fuel.
How do you like them apples?
Outside the extreme range? Using what? Heavy NPPCs are able to shoot using ERV. So how can you shoot at extreme range whilst I can't? As for SC and Fighters, how many are you carrying in this WarShip? More than I have?
Outside the extreme range of the monster-carrier’s guns. Remember; the 50 dropships MUST be detached in order to transit in-system; there is only ONE warship with capital weapons; if I have more than one warship, I can use wolf-pack tactics to take out the outriggers in your flotilla. Send PWS against me? I can take them out without worrying about the warship’s big guns. Send the WS against me? Psack tactics; while you the monster carrier is away, my pack-mate will play with the flotilla.
This is a fair point, although whilst your enemies can see it coming, your enemies can see it coming :). "Jesus, look at the size of that thing!" A little bit of psychological warfare never hurst anyone (where it shows).
It’s scary… when it pops in. Against an opponent prepared to face it, it is just a big billboard bringing 50 targets for a turkey shoot.
But the DS allows you to change the layout of the ship. When putting it together, you don't need to commit to extravagant, First Class quarters for passengers on every trip. You can increase the number of SC/Fighters carried without refitting the ship. And cost arguments are starting to expose that the pricing structures don't make a lot of sense. Which undermines the idea of using cost as a way to put together forces.
But then you need to devote a bare minimum of 20,000 tons for the extra collar (95% KF core, remember?) assuming you don’t need to “break the ceiling” into the next 50kt bracket so you can legally mount the extra collar… PLUS the dropper PLUS the dropper crew… even if it is not intended to undock.
All this stuff costs money and resources, adding cost and complexity to the ship. OTOH, if you simply remove a collar from the design, you have just gained a thousand tons to use as you see fir AND you have reduced the overall cost of the standard-core, non LFB ship by a whopping 80 million c-bills (using AT2R construction rules). If the standard-core JS has an LFB, the overall cost of the ship is reduced by 240 million c-bills.
50,000 C-bills per jump is a FASA throwback that really need updating. A Scout needs to make 5,540 jumps to break even as a private transport. 3,845 for a Merchant (all with both collars filled). Given that they don't have LFB, that is one jump per week. 74 years to break even? Doesn't add up. Try telling that to your wife. "Honey, I have had a great idea. I'm going to spend hundreds of millions on a transporter." "Well, how long will it take to pay it off?" "74 years. We will die at the helm, but our kids will turn a profit."
Pity the fool who takes out a loan to pay for it.
You forget two facts: first is that canonically, there are plenty of privately-owned jumpships in the BTU. Second is that corporations use these jumpships for their own purposes.
You also forget that these ships are built to last centuries… AND average life expectancy is pretty high. Most individuals don’t buy new jumpers out-of-the-factory with that “new car smell”; they buy older ships whose owners are seeking to retire for whatever reason. Once the ship is paid off, it is a genuine money-making machine with relatively low operating costs and
huge revenue returns.