I don't think mine scouting would operate on the timescale of this operation. We're likely talking hours, a day at most. Mine scouting probably takes weeks at minimum.

In that case, I'm much more reluctant to brave two minefields at the same time, not with our lack of frigates. I'd rather not risk the Connie-Bs in a mine detection role either as they're not durable enough to survive a crit hit and aren't any better at detection than Cent-As.
 
I don't think mine scouting would operate on the timescale of this operation. We're likely talking hours, a day at most. Mine scouting probably takes weeks at minimum.

Honestly if you know there's a minefield there already then you really ought to be able to sweep a clear path through it in a span of hours. Eliminating the whole field could take days, but that's not really the issue here.

The scouting part would in any case have probably already been done by the Ked Paddah.
 
And as the shattered hulk of the Blizzard drifts into view, with shuttles still crawling over the wreck, Thuir feels his chest seize up. If to see one of his own in such a state feels this way, then no wonder Admiral Tenokh of the Ked Paddah looks gaunt and shellshocked. But there is still one more step to take.
:(

Blizzard has no luck with superscience.

Also, isn't Blizzard one of our Blooded ships?

...Can we commission a USS Fubuki sometime?
With the savage battering taken by the frigates, the continued presence of the Iron Hail station presents a problem. Able to strike almost anywhere within the heliopause, it may have been shrugged off by Task Force 1 at full shields, but the auxiliaries would not fare nearly so well.
....

[insert mild I told you so]

/shrug

The only thing to do is to take it out, and Iron Dome, if the minefields can be swept at our leisure.

WazibawuzzawubbaHOW?

Wait. I get it.

"Hello. My name is Diego Zaardmani. You jammed my sensors. Prepare to die."
This is perfect. It fits his personality.

Relevant XKCD: xkcd: Devotion to Duty

Well, you have a warp support level

Yes. And it is high, based on Nash's time loop shenanigans, and the Miracht and now the Odyssey's interactions with Q.
 
I do suspect that having extensive active mindfields is not good for commerce and production, as you need to keep them on if you fear surprise strike, and have to carefully maneuver shipping around them if you keep them on, and then have to shift them around so spies can't just watch for safe routes.
 
If it were as simple as watching for safe routes we would have been able to follow the cruiser in when it limped to the shipyard. I would strongly suspect there are no safe routes, just areas the mines are switched off. For the moment.
 
I've been agitating for some kind of counter-mine technology branch for a while, honestly.

I dunno what you'd actually be expecting out of that, though. I could imagine a technology that gives (for example) +1 to mine detection. Something like that would be would be nice to have, but not so nice that you couldn't make cost-benefit questions about, "How often do we assault minefields compared to doing other stuff we could research instead?"

But I get the impression that when you talk about counter-mine technology branches, you're talking about something that if you took the whole thing then mines would effectively no longer be a problem. Which I don't really see happening. Maybe you'd expect it to look something more like the Anti-Cloaking Technology tree under Sensors? But it's important to remember that tree is part of a race. We're improving it while the Romulans and Klingons are improving their cloaking technology. Having a mine/anti-mine race just seems like a new place for us to be dumping research points to no ultimate advantage.
 
USS Torbriel - Combat 0.72/1, Shield 0.86/20, Hull 7.19/10 - Crew 1-0-4/1-1-4 - Enemies killed: 1 - Status:
Fired: 15, Fired On: 13, Hits Received: 7, Damage Dealt: 3.68
Wow, Torbiel, you took down a ship!

When did our Oberths become BEASTS?!?!?

CANCEL ALL OTHER BUILDS, SPAM OBERTHS, WATCH STESK WEEP.

WAR OBERTHS ALL DAY EVERY DAY



This isn't a Total War game, where you win a war by steamrolling over territory. Napoleon once said that the moral is to the physical as three is to one. Well, you have a warp support level and they have one as well. That's the figure at the heart of any war you fight.

Well… if the Syndicate War was any indication, In this game we win by removing enemy assets from circulation.

In this case, the Ix and their mad science.
 
Final battle of Morshadd Orbit. The-one-of-a-kind Imperial dreadnought descends upon our invading fleet, it's mere shields hammering our frigates aside, it's massive exotic physics cannons turning our capital ships inside out. All seems lost.

The Torbriel fires it's pea shooter phasers at the dreadnought for 0.47 damage.

Shield penetration.

Subsystem damage.

Warp core breach.
 
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I finally caught up.

His post doesn't seem particularly rude to me?

I don't really feel informed enough about the game balance regarding minefields to comment, personally. All I know is that we need Iron Hail down to let the Ked Praddah invade and Iron Dome down if we don't want to deal with the Imperial Fleet having Megatortoise-grade shields if they decide not to throw House Ix under the space bus.

[X] Attack Stations
-[X] Iron Hail
-[X] Iron Dome
 
A stationary or near-stationary mine has much less demanding needs.
A stationary mine doesn't stay where you put it - orbital mechanics. So, station-keeping thrusters/gravitics. Sensors. Stealth coating. And to think that a starship just happens to hit a mine in space, especially if it tries to avoid mine fields - how many trillion mines do you expect to be laid? Or you add a booster engine that gives the mine a sprinter capability, fast enough not to be avoided. And then the payload is big enough to one-hit kill frigates, right? And the mines have to be low maintenance, and must have a somewhat high endurance.
Really doesn't sound like a cheap weapons systems. Or simple.
 
I think I agree with the general consensus that for strategic purposes, as the game works now, mines are going to be about as relevant to warfare as the machine gun was to World War One. That is to say, massively, overwhelmingly relevant, a transformational technology that causes a tremendous shift of advantage from defender to attacker. A lot of military doctrines that predate the machine gun become simply irrelevant in the face of that kind of brute technological fact.

Most 1900-era powers believed in decisive clashes of armies in the open field, a la Napoleon. However, this strategy utterly failed in practice, despite everyone spending years developing and refining their doctrines. Because it turned out that all this practice and training and theorizing about how important it was for soldiers to bravely clash in the open was irrelevant, in the face of the reality that heavy machine gun fire could kill just about anyone standing within half a mile, quickly, unless they took cover.

The only way to fight effectively was to entrench and bristle and force the enemy to come to you. It was that simple. It's not that existing infantry tactics were wrong as such- for pure infantry fights. It's that as soon as machine guns and ballistic heavy artillery showed up to the battle, all the old infantry tactics became almost completely irrelevant. War was no longer about whether your soldiers were better than my soldiers. It was about whether your soldiers were more solidly protected from my artillery and machine guns than mine were from yours. Whoever exposed their troops to more heavy weapons fire, lost- and they lost almost regardless of whether their troops were brave or well trained or numerous or whatever. The differences between prewar French, German, Russian, and British infantry doctrine were almost irrelevant, except insofar as they impacted the number of soldiers who got killed by machine guns in the opening weeks of the war before everyone started digging in.

Likewise, we're in a position where barring an utterly insane advantage in raw numbers, whoever exposes their fleet to more mines is going to tend to lose. It won't matter if your fleet doctrine revolves around 'Base Strike,' 'Decisive Battle,' 'Wolfpack,' or whatever. He who facechecks the most mines, loses. He who does not facecheck mines, wins by default.
__________________________________________

Now, what ultimately resolved this "machine guns OP, nerf please" situation during World War One was a combination of technology and doctrine that reduced the effect of machine guns. In particular, the invention of the tank and advancing artillery techniques meant that soldiers had options for dealing with a machine gun nest besides "rush it, hope they can't kill us all before we get there." Defensive machine gun emplacements and artillery barrages remained a huge part of warfare, but they were only a part of warfare, they didn't completely set and dominate the terms of the battlefield.

By analogy, I really think that the Alpha Quadrant powers logically should, and for gameplay reasons need to, work on ways to do something about mines other than 'sail through and hope you don't smack into one.' There should be SOME kind of counter-mine strategy at work, one that is reasonably effective if used thoroughly, even if it comes with its own tactical disadvantages and costs.

I dunno what you'd actually be expecting out of that, though. I could imagine a technology that gives (for example) +1 to mine detection. Something like that would be would be nice to have, but not so nice that you couldn't make cost-benefit questions about, "How often do we assault minefields compared to doing other stuff we could research instead?"

But I get the impression that when you talk about counter-mine technology branches, you're talking about something that if you took the whole thing then mines would effectively no longer be a problem. Which I don't really see happening.
Your impression is not entirely correct. I'm not saying 'mines should go away.' I'm saying 'mines should be part of the balance, not dominating the balance.'

Maybe you'd expect it to look something more like the Anti-Cloaking Technology tree under Sensors? But it's important to remember that tree is part of a race. We're improving it while the Romulans and Klingons are improving their cloaking technology. Having a mine/anti-mine race just seems like a new place for us to be dumping research points to no ultimate advantage.
It would still give us a reward for pursuing the research, and a way for improving our technology to avoid casualties to our fleet at a later time. Instead of being stuck in a situation where mines remain eternally as dangerous as they are now.

That said, I do think that changing game balance should gradually make mines less relevant over time, because in the TNG era the ONLY place mines even show up is the wormhole minefield, one which ran on a truly extraordinary level of technobabble and was being used to block an incredibly confined area of space by 'spaceship' standards. Note that minefields do not 'need' to become IR-relevant, but at the moment they're immensely powerful to the point where normal fleet combat is far less likely to prove decisive than minefields are.

It doesn't feel much like Trek to have the constant minefield threat dominating every kind of combat that takes place near an installation. I'm sorry, it just... doesn't.

[Conversely, I think cloaks need to be made MORE relevant, because it seems like we reached a point where we're regularly able to track cloaked ships. TNG era cloaking wasn't perfectly reliable, but frankly it seemed a lot more effective in narrative terms than the cloaks we face today appear to be.]

This isn't a Total War game, where you win a war by steamrolling over territory. Napoleon once said that the moral is to the physical as three is to one. Well, you have a warp support level and they have one as well. That's the figure at the heart of any war you fight.
Well… if the Syndicate War was any indication, In this game we win by removing enemy assets from circulation.

In this case, the Ix and their mad science.
Yeah, that's kind of the issue. It's going to take tremendously disproportionate military losses to take assets out of play if the Ixaria defenses are a representative sample of 'let's get serious' defenses in game. As noted, this has a lot of implications for strategy and astropolitics. The fact that nobody can just casually conquer another power isn't in itself a bad thing at all. The problem, though, is that a lot of strategies that nominally exist in the game stop making sense in this context. Raiding strategies are made far more effective because "he who facechecks the fewest mines, wins." Conversely, decisive battles become very hard to force on an enemy, because the enemy's correct reaction to whatever your fleet does is usually to yawn and retreat to their minefield. Once they start operating at even a modest numerical disadvantage, the "yawn, retreat to mines" option becomes even more appealing. And 'base strike' just becomes a cruel joke unless it has the power to largely defang some of these more menacing minefields.

A stationary mine doesn't stay where you put it - orbital mechanics. So, station-keeping thrusters/gravitics. Sensors. Stealth coating.
A photon torpedo needs maneuvering thrusters and an impulse engine and possibly some kind of warp-sustaining FTL pseudo-drive. And still needs sensors. And isn't that big to begin with. The point here is that a mine the size of a photon torpedo SHOULD be able to save considerable room for extra 'boom' compared to the torpedo. And since mines don't have to be launched from a mobile firing platform, they benefit more from economies of scale, so that advantage grows even faster as the mine gets larger.

And to think that a starship just happens to hit a mine in space, especially if it tries to avoid mine fields - how many trillion mines do you expect to be laid? Or you add a booster engine that gives the mine a sprinter capability, fast enough not to be avoided. And then the payload is big enough to one-hit kill frigates, right? And the mines have to be low maintenance, and must have a somewhat high endurance.
Really doesn't sound like a cheap weapons systems. Or simple.
[sighs]

Look, you're dancing around between different lines of argument.

The point is that making mine warheads very powerful isn't that hard. There are other problems associated with mine design. But between the fact that a mine doesn't have to be as small as a photon torpedo, plus the fact that its propulsive needs are LESS, though not necessarily ZERO, you can make a mine that is hellaciously powerful compared to a torpedo- and it's implied in Trek canon that a single torpedo hit on an unshielded hull is a very bad thing to have happen even if it won't reliably break the ship's back all by itself.[/QUOTE]
 
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Revising my vote a bit on reconsideration that the Ked Paddah frigates actually aren't shit and are instead just unlucky, and to let the commander decide the best distribution of forces. Also still pessimistic about the lethal efficacy of mines vs a split task force, and weighing that against potential Iron Dome-augmented Licori reinforcements and possible TF2 support, so...

[X] Attack Stations
-[X] Iron Hail
--[X] But ensure at least one ship is left in Ixaria Prime orbit to prevent mine layers and guard captured shipyard and disabled ships

The USS Sarek has suffered sub-system damage: Sensors knocked out! 10 turns to repair.

Hmm this brings up an interesting question - if sensors are responsible for science checks (anti-mine, anti-super-science) and accuracy, if Sarek's sensors can be repaired in 10 turns here, does that mean that they are functional by now?

I do suspect that having extensive active mindfields is not good for commerce and production, as you need to keep them on if you fear surprise strike, and have to carefully maneuver shipping around them if you keep them on, and then have to shift them around so spies can't just watch for safe routes.

There's no guarantee this has to be the case. Unlike conventional ground mines as we know them, the mines here can be very safe around civilian traffic. As apparently portrayed here, mines are more akin to one-shot missile launcher satellites, with IFF & control codes, and any small thrusters needed for orbital corrections. They're not necessarily designed for surprise attack response, and if a crisis situation develops that requires activation of the mines, civilian traffic can be diverted and the mines stealthily repositioned.

I'm much more sympathetic to the argument that there are military weaknesses to mines, such as the suggested long-term scanning weaknesses.

And I still advocate for mines to be adjusted so as to be less about "killing" ships and more about "forcing mission failure" (more spread-out damage yet more overall damage).
 
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[X] Attack Stations
-[X] Iron Hail
--[X] But ensure at least one ship is left in Ixaria Prime orbit to prevent mine layers and guard captured shipyard and disabled ships
 
Vote closes in one hour.

Uh for vote combining purposes, do any additional specifics like ship assignments or keeping a token force around Ixaria Prime matter?

Because right now, there a total of 8 votes for attacking both Iron Hail and Iron Dome and a total of 9 votes for attacking just Iron Hail, but the latter is divided on above specifics that may not even matter.

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 1808 | Sufficient Velocity
##### NetTally 1.8.4

[X] Attack Stations
-[X] Iron Hail
-[X] Iron Dome
No. of Votes: 8

[X] Attack Stations
-[X] Iron Hail
No. of Votes: 4

[X] Attack Stations
-[X] Iron Hail
--[X] But ensure at least one ship is left in Ixaria Prime orbit to prevent mine layers and guard captured shipyard and disabled ships
No. of Votes: 2

[X] Attack Iron Hail with Excelsior, Lexington, Krinuk, Lightning, Calgary and Cautious.
No. of Votes: 1

[X] Withdraw
-[X] Prepare for round 2 next month with another Task Force to assist.
No. of Votes: 1

[X] Order Ixaria Prime to surrender.
- [X] If they refuse, execute General Order 24.
No. of Votes: 1

[X] Attack Stations
-[X] Iron Hail
-[X] But leave behind KPS Watchful and KPS Foresight (if latter hasn't retreated yet) in Ixaria Prime orbit
No. of Votes: 1

[X] Attack Stations
-[X] Iron Hail
-[X] Orbital strikes against any military targets on Ixaria Prime that we can identify.
No. of Votes: 1

Total No. of Voters: 18

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 1808 | Sufficient Velocity
##### NetTally 1.8.4

[X] Attack Stations
-[X] Iron Hail
No. of Votes: 9

[X] Attack Stations
-[X] Iron Hail
-[X] Iron Dome
No. of Votes: 8

[X] Withdraw
-[X] Prepare for round 2 next month with another Task Force to assist.
No. of Votes: 1

[X] Order Ixaria Prime to surrender.
- [X] If they refuse, execute General Order 24.
No. of Votes: 1

Total No. of Voters: 18
 
[X] Attack Stations
-[X] Iron Hail
--[X] But ensure at least one ship is left in Ixaria Prime orbit to prevent mine layers and guard captured shipyard and disabled ships
 
I think I agree with the general consensus that for strategic purposes, as the game works now, mines are going to be about as relevant to warfare as the machine gun was to World War One. That is to say, massively, overwhelmingly relevant, a transformational technology that causes a tremendous shift of advantage from defender to attacker. A lot of military doctrines that predate the machine gun become simply irrelevant in the face of that kind of brute technological fact.

Most 1900-era powers believed in decisive clashes of armies in the open field, a la Napoleon. However, this strategy utterly failed in practice, despite everyone spending years developing and refining their doctrines. Because it turned out that all this practice and training and theorizing about how important it was for soldiers to bravely clash in the open was irrelevant, in the face of the reality that heavy machine gun fire could kill just about anyone standing within half a mile, quickly, unless they took cover.

The only way to fight effectively was to entrench and bristle and force the enemy to come to you. It was that simple. It's not that existing infantry tactics were wrong as such- for pure infantry fights. It's that as soon as machine guns and ballistic heavy artillery showed up to the battle, all the old infantry tactics became almost completely irrelevant. War was no longer about whether your soldiers were better than my soldiers. It was about whether your soldiers were more solidly protected from my artillery and machine guns than mine were from yours. Whoever exposed their troops to more heavy weapons fire, lost- and they lost almost regardless of whether their troops were brave or well trained or numerous or whatever. The differences between prewar French, German, Russian, and British infantry doctrine were almost irrelevant, except insofar as they impacted the number of soldiers who got killed by machine guns in the opening weeks of the war before everyone started digging in.

Likewise, we're in a position where barring an utterly insane advantage in raw numbers, whoever exposes their fleet to more mines is going to tend to lose. It won't matter if your fleet doctrine revolves around 'Base Strike,' 'Decisive Battle,' 'Wolfpack,' or whatever. He who facechecks the most mines, loses. He who does not facecheck mines, wins by default..

I can absolutely bet you that the Romulans are watching this closely and trying to figure how to antagonize the Klingons into throwing the first punch straight into a mined system.

Because I can guarantee you that the Klingons will hold onto current doctrines of just running up and punching people for longer than most whereas the Romulans are almost certainly watching Starfleet vessels streaming home and going "Wait, all we have to do is lure some dumb Klingons into defended systems? Fucking SCORE!"

The Romulans probably have a military culture more... inclined to learn from our losses here and going "Right, yes, double down on deception and luring people into minefields"
 
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I can absolutely bet you that the Romulans are watching this closely and trying to figure how to antagonize the Klingons into throwing the first punch straight into a mined system.
As a Romulan, prepare system with minefields. (or empty patch of space)
Strafing run of Klingon world.
Evade attackers (the guys trying to defend the world / punish the attackers), fly through prepared minefield.
Watch fireworks, kill survivors.
 
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-As a Romulan, prepare system with minefields. (or empty patch of space)
-Strafing run of Klingon world.
-Evade attackers (the guys trying to defend the world / punish the attackers), fly through prepared minefield.
-Watch fireworks, kill survivors.

-Romulan victory parade through the streets of Kronos before refucking the environment and leaving.
 
-Romulan victory parade through the streets of Kronos before refucking the environment and leaving.
The beauty of my ingenious plan - you can do it several times; either the Klingons follow you, then boom, or not, then strafed worlds (see the comment about morale) and minor Romulan losses only.
 
The beauty of my ingenious plan - you can do it several times; either the Klingons follow you, then boom, or not, then strafed worlds (see the comment about morale) and minor Romulan losses only.

I mean both sides could do the exact same thing, but the Klingons have a lower floor for officers getting pissed off at constantly avoiding battle and just gonging full ham. Like, not to say that Klingons could never do it, but their military culture is far more focused on seeking battle. While the Romulans don't give anywhere near as much of a shit about a proper battle and instead going "lol trolled you." and fucking off without giving battle.

To put it another way: The Klingons are far more likely to accept stupidly huge casualties in the cause of victory/gudfites while the Romulans are fine with never fighting a proper battle. The Klingons gain morale for heavy fighting and taking losses and lose morale for sitting around and trying clever tricks that don't result in fighting while the Romulans gain morale for fucking around and clever tricks that don't result in fighting.

Starfleet just fights while the Federation government's patience slowly ticks down in the background.
 
I think I agree with the general consensus that for strategic purposes, as the game works now, mines are going to be about as relevant to warfare as the machine gun was to World War One. That is to say, massively, overwhelmingly relevant, a transformational technology that causes a tremendous shift of advantage from defender to attacker. A lot of military doctrines that predate the machine gun become simply irrelevant in the face of that kind of brute technological fact.

Most 1900-era powers believed in decisive clashes of armies in the open field, a la Napoleon. However, this strategy utterly failed in practice, despite everyone spending years developing and refining their doctrines. Because it turned out that all this practice and training and theorizing about how important it was for soldiers to bravely clash in the open was irrelevant, in the face of the reality that heavy machine gun fire could kill just about anyone standing within half a mile, quickly, unless they took cover.

The only way to fight effectively was to entrench and bristle and force the enemy to come to you. It was that simple. It's not that existing infantry tactics were wrong as such- for pure infantry fights. It's that as soon as machine guns and ballistic heavy artillery showed up to the battle, all the old infantry tactics became almost completely irrelevant. War was no longer about whether your soldiers were better than my soldiers. It was about whether your soldiers were more solidly protected from my artillery and machine guns than mine were from yours. Whoever exposed their troops to more heavy weapons fire, lost- and they lost almost regardless of whether their troops were brave or well trained or numerous or whatever. The differences between prewar French, German, Russian, and British infantry doctrine were almost irrelevant, except insofar as they impacted the number of soldiers who got killed by machine guns in the opening weeks of the war before everyone started digging in.

Likewise, we're in a position where barring an utterly insane advantage in raw numbers, whoever exposes their fleet to more mines is going to tend to lose. It won't matter if your fleet doctrine revolves around 'Base Strike,' 'Decisive Battle,' 'Wolfpack,' or whatever. He who facechecks the most mines, loses. He who does not facecheck mines, wins by default.
__________________________________________

Now, what ultimately resolved this "machine guns OP, nerf please" situation during World War One was a combination of technology and doctrine that reduced the effect of machine guns. In particular, the invention of the tank and advancing artillery techniques meant that soldiers had options for dealing with a machine gun nest besides "rush it, hope they can't kill us all before we get there." Defensive machine gun emplacements and artillery barrages remained a huge part of warfare, but they were only a part of warfare, they didn't completely set and dominate the terms of the battlefield.

By analogy, I really think that the Alpha Quadrant powers logically should, and for gameplay reasons need to, work on ways to do something about mines other than 'sail through and hope you don't smack into one.' There should be SOME kind of counter-mine strategy at work, one that is reasonably effective if used thoroughly, even if it comes with its own tactical disadvantages and costs.
I think you messed up your quote tags?
 
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