Back up Simon.
I have barely posted in this thread; almost half my posts in this thread have been with regard to this particular conversation. And when I have asked questions about changes in doctrine and rollout, I have been generally careful to phrase them as questions and opinions.
You are swinging at strawmen. Stop doing that.
I confess that this is in part me having an allergic reaction after discussions in other quests. The pattern is not all
here.
But- and we have talked about this- you do have a tendency to form complex analyses of what the situation is, how it works, and what must be done, then post them like this. And often these analyses are quite good.... But. There is a but.
Sometimes, you generate important parts of the content that informs your analysis from the
inside of your own head. Sometimes, you overlook key facts that the quest has been told, and substitute for them facts that you have become convinced 'must' be true. Sometimes, this leads you down blind alleys and you stick to your guns and things get... well, acrimonious.
This hasn't
only happened in this quest, and when I say things like "it's happening again," I am in large part referring to those past cases. I don't mean for this to be a vendetta or something, it's just that this is not an unknown or unfamiliar phenomenon to me, speaking as one who recognizes it.
In the context of this particular discussion, I think that you are doing this thing in two important respects:
1) Rejecting the advice of our NPC naval officers regarding the intended roles and need for certain classes of warships, in favor of a mix-and-match palette of your own choosing.
2) Rejecting facts that were both directly told to us, and reasonably to be inferred by us, regarding the role of an escort carrier and why "more firepower" does not automatically make the escort carrier significantly more effective in its intended role.
In case I didnt make myself clear previously, Shimmershields RnD is for the carrier itself. Not for its aircraft.
To see if we can work that into a new design without time-consuming refits.To hopefully make a near miss torpedo or a close-intercept antiship missile to be a survivable event instead of a mission kill or a sinking. Or incorporate it in DAMCON.
I can see the logic in principle, although honestly I'll be
very surprised if shimmer shields can be sustained
underwater. Above the waterline may hopefully be a different question.
The big problem I see is that shield generators evidently use exotic materials and are almost sure to be tech that is difficult to build. The entire point of the escort carriers is to construct vast numbers of them so they can run around covering positions that simply do not face enough likelihood of heavy attack to be worthwhile to deploy a fleet carrier to. Making them expensive, or making their availability contingent on our own supply of transuranic elements that we can only synthesize in special new-build tiberium refineries, isn't necessarily a good idea.
2)Disagree strongly.
If the QM says its an option if we have the research done beforehand? I'd rather have give the ship designers the option to fit in wingman drones than not.A 25% increase in displacement from 40kt to 50kt for the ability to double an escort carrier airwing's firepower or survivability would be a bargain, especially since it doesnt come with a doubling of pilots. Even if procurement costs are directly proportional to carrier weight it would still be worth taking.
When we built MARVs, we didnt go for the lowcost version, and we havent regretted that choice either; superMARVs are roughly a third bigger and 45% more expensive than a normal MARV, but are pound for pound more effective.
Note that in the old description of the super MARV, there was an explicit explanation for why it was better at its job. Extra space for firepower and tiberium processing/storage in a mobile platform whose sole purpose is to be a very large, concentrated hunk of firepower and tiberium processing/storage. Not all military vehicles benefit that much from just being made
bigger, and it can definitely undermine their purpose.
We have been directly told that escort carriers are not expected to benefit much from wingman drones because the main effects of the drones
do not impact the escort carrier's main mission. In the rare instances where escort carriers get jumped by a massive Nod battlegroup of some kind, having a big swarm of wingman drones aboard would make the escort carrier better at giving the enemy a black eye while it goes down fighting... But while the Battle of Samar is perhaps the most
famous example of an escort carrier action, it is not the representative example that a sensible person designs escort carriers around.
In exchange for making the escort carriers bigger to accommodate wingman drones without decreasing the number of piloted aircraft, they will (while operating in their designed role) only rarely encounter anything that their greater strength enables them to defeat, that they could not have defeated otherwise. And importantly,
there will be less of them, which is particularly bad when the entire point of the class is to be in a great many places at once, escorting a great many ships.
It is not always a good idea to upsize a ship class just to give it more kaboom.
@Simon_Jester
I've got to ask, what are your plans for infrastructure in Q3? Are you gonna push more apartments and rails, or are you gonna switch over to the Integrated Cargo System aside from 'finishing up' dice?
Hmm. Well, if a plan like mine won, we'd very likely have partial progress on Phase 2 of apartments, be close to finishing Phase 2 of arcologies, and
probably be done with Phase 2 of rail construction. In my plan, automated shipyards wouldn't be done, so the Logistics margin of error would still be kind of slim.
I think my priorities for "do these before starting ICS" would be, to, yes, "finish up" Arcologies Phase 2,
possibly slow-walking Apartments Phase 2 and Tidal Power Phase 3 to completion, and make sure to actually have Automated Shipyards ready to go, because we need a sizeable Logistics buffer so we're not forced to panic and slam out a phase of railroads while we're halfway through the ICS.
Slow-walking Apartments Phase 2 and Tidal Power Phase 3 are projects I would consider optional but desirable in this context, and this is predicated on the assumption that the three dice I put into the apartments this turn will probably give us something like 210 Progress, which puts us at 50/160 for the next phase. However, I wouldn't mind a more focused approach that set those projects aside for ICS, it's just that the Resource budget would be kinda tight.