"Interstellar Cruiser" - 1000t
"Cruiser, Fast Attack" - 3000t
"Cruiser, Large Flagship" - 10,000t
for fuck's sake just call it a battleship
This cruiser inflation is getting silly.
We've not considered the angle of declaring the Lydian government an illegal government due to the nature of them using fusion guns against the war treaty meaning we have all the legitimacy we need to topple their government.
They haven't signed the treaty.
And would probably laugh and fusion gun anyone who tried to make them.
They're definitely a rogue state but the treaty isn't one of the reasons.
This isn't very "rules-based international order" but if you're a hegemon with thorough superiority to any possible rival you can get away with a lot of shit. The question is, are they overconfident from too long beating up on low-tech planets who can only muster a handful of light defence boats, or are we overconfident from never getting into a real fight and about to sign ourselves up to get facerolled by a squadron of 50,000t battlewagons?
For a "submarine", would it actually need to be big? You could probably do it on 500t I'd think.
Rolewise something like this would have a couple duties:
- Sneaky backline bombardment
- Commando raids on insufficiently-protected targets
- Wartime combat service
- Stealth recon
If you're just jumping in, creeping in-system, kicking some mass driver slugs down range, watching the impact and booking it you don't really need armour or much of a ship at all.
If you want to use it like the Lydians or specialise in commando ops or build something that can be completely self-sustaining in the field you might need a bigger ship but I'm not sure a full-size cruiser is necessary.
Features that would be good for one, as I see it:
- Range, of course, to fuck around outside the reach of supply lines. But how much? We could, for example, have a wolfpack staging out of deep space supply caches or linking up with flotilla ships. More than 6 jumps is probably a waste, and even then I'd probably want some of it to be droptanks.
- Armament - torpedoes are flexible and could be used in combat but can be intercepted; mass drivers are destructive but can't hit a movable target; mdcs are both murderously destructive (perhaps imbalancedly so?) and lethal in combat, but are relatively short ranged against a moving enemy.
- Sensors - a stealth craft probably shouldn't be using extendo-eyes or extension net drones but an on-board observatory could be very useful for target identification. Though would every ship have them, for solo missions, or would these operate as a wolfpack with one of the ships being a dedicated stealth surveyor?
- Defences including M-drive speed - a stealth ship's main defence is not being seen. Anything else is to buy time to jump away. Ideally you should never be in range of an armed opponent, so more than token armour and point defence is pointless. Though defence weapons don't weigh much.
- Reaction drive boosters are handy for making an escape or for keeping up with your own torpedoes while you fire multiple salvoes for a simultaneous impact but need fuel.
- Raiding capacity - cargo, marines, assault shuttles. Helping ourselves to vital intel or grabbing prisoners for interrogation could be useful, but heavy to carry and dangerous. Dumping a stack of mines onto someone else's backline might also be a trick, though damned unfriendly behaviour.
- Crew endurance - common spaces, RnR facilities etc. I know about submarines but we have a small population and most people aren't built for living in a tin can for months. Even if you tough it out, better facilities means better performance in the critical final moments of a mission.
- Self-sustainment - hydroponics, self-refueling drones and refineries, small-scale mining, refining, and manufacturing capacity to fabricate parts and either pad out supplies or perform missions of potentially indefinite length. Automating away crew positions makes hydroponics a lot easier.
Droptank inaccuracy presumably only matters for the final jump, so if your target is 3 parsecs away and you have to make the whole flight alone you'd want a ship with 2 droptanks and 4 fuel internally; you'd arrive accurately using internal fuel, then return.
Do we have Emissions Absorption Grids or are those the wrong edition?
I think there's also some kind of half-thrust stealth M-Drive but I'm not sure what TL it is or if I hallucinated it.
An alternative point of view would be that perhaps we are being a bit too optimitic by trying to wage war on an enemy potentially 5-6 jumps away (one-way) from home.
Perhaps it may be worth re-focusing on our close neighbours and surrounding systems.
An unpatriotic point of view, perhaps? Are the lives of our spacers worth nothing? Should the civilian diplomats of the Ba Kim be left in the hands of ruthless interstellar criminals? /s
Tbh from an ooc perspective it's kind of a shame to spend so much time on warships which then don't fight wars, even if that's realistic and normal. Icly we know that "not intruding on the Lydians" isn't much of a defence from them and it doesn't seem possible to prevent ships from intruding into a system; it may be that if we stay home we'll eventually find stealth ships in our own skies as they extend their "security perimeter" farther or conduct a "neutralise hostile interstellar power" op of their own.
Settling into a cold war could still be expensive if we have to fortify our three main systems on the assumption that a stealth squadron could jump out of the black at any moment. Though we'd have to do that in wartime too.
I think any precondition for peace would be the return of the Ba Kim, Sekhmet, and Baal, and all crewmembers living or dead (because we can't trust these fucks if they say "no we never found the body" though I suspect anyone they got their hands on is already dead) and any sort of reparations we can get out of them.
They claim to want peace but have a very funny way of showing it - among other things it isn't much of a defence perimeter if you
systematically hide its existence.