Petals of Titanium -- My Life as a Mecha Setting Bridge Bunny Quest

Voted best in category in the Users' Choice awards.
So, it is a feasible defensive system.

Well, I suppose we should pick that then, if it's strictly superior over the other options.
What I'm getting from this is that all it does is obfuscate our identity. It doesn't appear to actually provide any meaningfull defensive value.
Every option is useful in its own way. All are meaningful, quote:

none of these options will be useless in the immediate scenario
What is not the case is the concern that the stealth upgrade won't be helpful if it isn't a perfect invisibility cloak.
((Well, not being able to pinpoint the direction exactly makes long range shots hard, but most combat appears to take place at close range, where that advantage will be neglible)). For the most part though, mechs and missiles should be able to self correct and aim at us even if they don't recognize exactly what we are.
Close range in space doesn't mean hand-to-hand, or eyeballing shots. Those mecha still rely on their sensors, and missiles that can't track well should be easier for point-defense to take down, as mentioned in text, if they can even keep target lock on us. Being able to hide or obscure our heat signature is a big deal in space. (The Normandy in Mass Effect, to use the example above, is largely based on this sort of stealth.) ECM is good too, and offers another way for Amani (and by extension the players) to affect the outcome of events.

Shields may reduce the damage the Titanium Rose takes if it gets hit, but stealth is a form of protection as well. And better shields for the mother ship won't protect our mecha pilots. Barring a critical hit on the bridge, our pilots are in the most danger out there.
 
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So, it is a feasible defensive system.

Well, I suppose we should pick that then, if it's strictly superior over the other options.
If that's your interpretation, sure. It's a pretty big advantage. It emphasises the Ranger's key strengths -- speed and maneuverability. Shields make up for its biggest weakness, though, which is an underlying fragility compared to the other ship options available at the start.






 
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To be clear, the Lily isn't invisible visually, just to scans. Which is the same thing in space unless you're really in spitting distance.

So Stealth works well as protection against other ships, but would be mostly useless against enemy mecha that get in close.

I think I'll stick with shields. Needing the mecha to bodyguard the Rose in a fight is not the best use of their skills. Good shields should also do a better job protecting against surprises and mistakes.

Unless enemy mecha can fly inside a shield? I don't remember if that was your setting or... something else I'm getting it confused with.
 
So Stealth works well as protection against other ships, but would be mostly useless against enemy mecha that get in close.

I think I'll stick with shields. Needing the mecha to bodyguard the Rose in a fight is not the best use of their skills. Good shields should also do a better job protecting against surprises and mistakes.

Unless enemy mecha can fly inside a shield? I don't remember if that was your setting or... something else I'm getting it confused with.
The mecha wouldn't need to babysit the Titanium Rose more than they already do. Likely less, since the Rose would be more capable of evading damage.

If enemy mecha get in close (and being stealthier should make that harder, since space is big), that lets us dictate the terms of engagement. The Titanium Rose has point defense beams and its railguns pack a much bigger punch than the guns carried by mecha, Perbeck's Huntress being the exception that proves the rule, and forcing the enemy to tangle at close range is advantageous:

"Scatter!" Costa orders. Unnecessarily. The loose attack formation is already dissolving, as they've been trained to, two Banners only barely clearing the line of death painted red on their scan maps displays. A warship or a station might have shields enough to withstand a direct hit from a railgun. A mecha does not -- the only advantage they have at this range is sheer maneuverability. They're all clear, though -- Mosi can see the 14 other dots on her map to confirm it. Then, one of them explodes anyway.
One of the Recon Types, daredevil fast, swoops down close enough to release a volley of its payload, threading the needle to avoid being blown up by the point defence beams in order empty its gun magazine directly into the Lily's kinetic barrier, followed by propelling a line of sequential anti-ship bombs into it. The shields flare dangerously, and they all feel the shuddering impacts, but the shields hold. For now. The enemy mecha gets winged by a beam, but manages to get away, still flying, still a threat.
A mecha sporting as its main weapon a railgun nearly the full length of its body, a piece of a calibre not conventionally issued to anything short of a small warship, and perhaps for good reason. Managing such a weapon in space requires highly sensitive and powerful thrusters, enabling a sufficiently skilled pilot extreme maneuverability, but leaving most pilots to careen helplessly through space for long seconds after every shot, in addition to the necessary sacrifices in armour and durability that had to be accepted for an already costly model. And even assuming one has a pilot who is physically capable of operating the mecha to its true potential, there is the harder question of whether or not such a person should. All mecha sized weaponry is dangerous, and can cause tragic collateral damage, but there is a world of difference between a standard anti-mecha rifle and a fully realised rail cannon. A single careless shot is capable of destroying allied mecha or even ships or, worst of all, puncturing civilian habitats. And in space, of course, should the shot in question ever miss, the projectile -- tiny, but with the stored kinetic energy of a large bomb -- it will simply keep going until it does hit something. It has been determined that a pilot must pass a rigorous battery of aptitude and personality tests before even being issued such a machine on even a trial basis, and the Huntress has never seen true mass production as a result.
 
[X] Quasi stealth system

Yeah, okay, I'm gonna stop lurking to throw a vote in here for stealth. I prefer reinforcing our strengths to shoring up our weaknesses - specialization, especially specialization that helps you dictate the terms of engagement (thus allowing you to play to your strengths), seems strongly preferable to going generalist & trying to become a cut-rate capital ship.
 
I think stealth is a vote based on believing we will be able to control the terms of engagement, and deny battle if it does not favor us.

A vote for shields is a vote based on the idea we are likely to be forced into unfavorable actions, either by our commanders or by enemy manuevers. It also lets us linger in hot zones longer, in case of retrieval missions.

In the immediate future, I'm seeing a 100% chance of the second and little chance of the first. The invasion has begun, we just lost 1/4 of our defense array (and all the civilians on them) and are about to fight to the knife against a (very likely) larger invading force, in a system that just had all scans shot to hell via hot new debris, but little room to manuevers.
 
[X] Quasi stealth system

Gonna change my vote, based solely on the fact that a) weapons ain't winning today and b) this sounds like more fun to read about in use.
 
In the immediate future, I'm seeing a 100% chance of the second and little chance of the first. The invasion has begun, we just lost 1/4 of our defense array (and all the civilians on them) and are about to fight to the knife against a (very likely) larger invading force, in a system that just had all scans shot to hell via hot new debris, but little room to manuevers.

I have confidence in our ability to steer Amani and the Rose to victory no matter which of these upgrades we take, and I'm therefore far more interested in the longer-term potential of our various upgrade paths.

But even during this immediately upcoming scenario, quasi-stealth gives us a much better chance to control the engagement on our terms. We're a tiny, scrappy, speedy little ship and no amount of shielding to try and cover our weakness is going to change that. We might be able to take a few more hits than we otherwise could have. With better stealth, we might be able to outright avoid a bunch of hits that we would've otherwise had to rely on shielding to try and soak.

Remember, this isn't the Rose vs. the Invasion Fleet, it's our navy vs. the Invasion Fleet. We've got plenty of allies at our sides and front, and it's a certainty that a number of those allies are going to be way better hit sponges than us. We should be playing to our strengths now and in the future by being the scrappy ninja type of supporting unit, taking cheap shots at easy targets and then going dark while our allied capital ships get into the protracted firefights so we don't have to.

We already have shields that aren't "cutting edge" but also aren't non-existent. In a purely numerical sense, we might be able to take... let's say five direct hits on our shields right now, and ten with better shielding. Or, we can keep the "5 HP" we have right now and go with the upgrade that lets us outright avoid some number of direct hits which I would venture a guess to say is going to end up on the balance a larger number than the hits we'd end up soaking on our better shields.
 
We already have shields that aren't "cutting edge" but also aren't non-existent. In a purely numerical sense, we might be able to take... let's say five direct hits on our shields right now, and ten with better shielding. Or, we can keep the "5 HP" we have right now and go with the upgrade that lets us outright avoid some number of direct hits which I would venture a guess to say is going to end up on the balance a larger number than the hits we'd end up soaking on our better shields.

I mean, okay, no. We've been told quite clearly that none of the upgrades are useless. We can also reasonably infer by extension (and based on this quest's general pattern of vote options) that none of the upgrades are strictly superior to any of the others, which would be the case if (e.g.) stealth was a better defensive upgrade than shields. In this case, while stealth may let us avoid more hits than shields would let us soak, I have to imagine that'd only be the case if we're making significant sacrifices in pursuit of that goal - for instance, refraining from being involved in the battle, because firing would give away our location and get us shot. If we want to get stuck in, shields have to be the best defensive option, simply by the way the choices are set up.

(all that said, do note that I'm still voting for stealth - I just don't want people overestimating its capabilities to the point where shields look like a useless pick)
 
The mecha wouldn't need to babysit the Titanium Rose more than they already do. Likely less, since the Rose would be more capable of evading damage.

If enemy mecha get in close (and being stealthier should make that harder, since space is big), that lets us dictate the terms of engagement. The Titanium Rose has point defense beams and its railguns pack a much bigger punch than the guns carried by mecha, Perbeck's Huntress being the exception that proves the rule, and forcing the enemy to tangle at close range is advantageous:

That makes me feel better about the stealth option, thank you for finding all that. :) I still prefer the shields for other reasons, though.

I think stealth is a vote based on believing we will be able to control the terms of engagement, and deny battle if it does not favor us.

A vote for shields is a vote based on the idea we are likely to be forced into unfavorable actions, either by our commanders or by enemy manuevers. It also lets us linger in hot zones longer, in case of retrieval missions.

In the immediate future, I'm seeing a 100% chance of the second and little chance of the first. The invasion has begun, we just lost 1/4 of our defense array (and all the civilians on them) and are about to fight to the knife against a (very likely) larger invading force, in a system that just had all scans shot to hell via hot new debris, but little room to manuevers.

I was trying to sum up my thoughts, but this says it much more succinctly than I was managing.

I don't see anyone considering just how much morale could suffer with the stealth system, which is something I was getting at. The Rose is already a recon ship, a backwater posting for people the navy would rather just forget about. Becoming partially-invisible in a very literal way is not going to help that perception, no matter how often Mazlo probably brings up that it's based on technology from Her Highness's personal prototype ship. As much as anyone doesn't want to die horribly in battle, sneaking around isn't going to get them the glorious victories they secretly want but can't get while posted there. It's hard to brag about skulking around and shanking corvettes in the back.

Shields let them/us do what we already seem to want to do: give up when maneuvering is no longer an option, and slug it out with whichever similarly-sized Usurper ship happens to look at them funny. Something we've already done a few times, and got righteously mangled for it.

I have confidence in our ability to steer Amani and the Rose to victory no matter which of these upgrades we take, and I'm therefore far more interested in the longer-term potential of our various upgrade paths.

All of them look like interesting long-term upgrade paths to me (potentially, at least; who knows what's actually possible).

Sensors + Stealth = Sneaky assassin and spy-ship. Good for hunting other ships.
Sensors + Weapons = Rapid-deployment artillery/gunship, and a huge surprise to anyone who comes in too close and gets a broadside to the face.
Sensors + Shields = Durable detection platform and emergency response ship. Good hunter of enemy recon ships (come get yer no-holds-barred beatdown, ya dainty scallywags).
 
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[X] Cutting edge shield technology

I'd prefer "extemely good production model" over "experimental" anything any day.
 
It's interesting how the options for the Titanium Rose's upgrade parallel the choices for our protagonist's specialization. In both cases essentially choosing between offense, defense, or intelligence.

In the end we chose to make Amani a sensor officer with sub-specialization in encryption, going all in on intel. We also chose to make the Titanium Rose a Ranger-class heavy reconnaissance craft, specializing in speed and maneurvability.

There's an argument to be made for choosing shields, for a more rounded build. But considering the points we've invested in Amani's developmenpt, stealth and ECM offer the greatest opportunity for the players to actively effect the outcome of events. (If we had chosen kinetic barrier specialist or weapon officer as Amani's career track instead, then the best combination would be different.) Given that we also know stealth and ECM work well with the Titanium Rose's strengths, I think making the Rose the best recon/skirmisher in the fleet offers a better payoff than making her a pocket cruiser.

I think stealth is a vote based on believing we will be able to control the terms of engagement, and deny battle if it does not favor us.

A vote for shields is a vote based on the idea we are likely to be forced into unfavorable actions, either by our commanders or by enemy manuevers. It also lets us linger in hot zones longer, in case of retrieval missions.

In the immediate future, I'm seeing a 100% chance of the second and little chance of the first. The invasion has begun, we just lost 1/4 of our defense array (and all the civilians on them) and are about to fight to the knife against a (very likely) larger invading force, in a system that just had all scans shot to hell via hot new debris, but little room to manuevers.
Stronger shields would let the Titanium Rose survive more hits, of course. That's obviously a valid point, and I would agree there.

But I think this downplays the role of stealth in combat. The idea that choosing stealth means hiding without acting seems to be floating around, but I don't think that's the case.

As described, the stealth option is definitely useful in active combat:

Although, the quasi stealth system would be something that makes it harder to get a decent firing solution on the Rose as well and could make it harder to hit even in a pitched battle -- none of these options will be useless in the immediate scenario.

It's going to do shit all if someone eventually does land a shot, though.
Essentially, it fucks around with detectable heat emissions and releases interference that makes it slower and harder for convention scans suites to figure out what the ship is and precisely where it is/where it's going. Allies can be sent data from the ship to make sure they don't get similarly confused.

An enemy can tell that something is there and emitting heat regardless, but it would become much slipperyer beyond that.
Firing ship weapons without knowing precisely where you're shooting and whether it's going to hit something is something that is generally pretty irresponsible and dangerous.

If weapons officer had won most of your job would have been math, even more than Amani's which has a substantial element of interpretation.
If that's your interpretation, sure. It's a pretty big advantage. It emphasises the Ranger's key strengths -- speed and maneuverability. Shields make up for its biggest weakness, though, which is an underlying fragility compared to the other ship options available at the start.
If anything, it sounds like the best tactics for a stealthy Rose would be sharp turns and staying on the move while shooting.

Also, space is big. The debris, and the collision of fleets? Won't prevent ships from tactical maneuvering to score or avoid hits.

The way I figure, stronger shields are a plain and simple choice that's hard to mess up, offering stronger defense. Similarly, bigger guns offer the best offense.

Stealth, on the other hand, doesn't provide a direct offensive or defensive boost. But with the right handling, it could enhance both profiles. In other words, not as solid or straightforward as the other upgrades in their respective domains but more flexibile and versatile.

I mean, okay, no. We've been told quite clearly that none of the upgrades are useless. We can also reasonably infer by extension (and based on this quest's general pattern of vote options) that none of the upgrades are strictly superior to any of the others, which would be the case if (e.g.) stealth was a better defensive upgrade than shields. In this case, while stealth may let us avoid more hits than shields would let us soak, I have to imagine that'd only be the case if we're making significant sacrifices in pursuit of that goal - for instance, refraining from being involved in the battle, because firing would give away our location and get us shot. If we want to get stuck in, shields have to be the best defensive option, simply by the way the choices are set up.

(all that said, do note that I'm still voting for stealth - I just don't want people overestimating its capabilities to the point where shields look like a useless pick)
Yeah, it's worth keeping in mind each upgrade has its pros and cons.

I think stealth's obvious limitations are: that it takes more skill to use it to gain an edge since it doesn't improve offense and defense as directly or as much as the other upgrades, and that the Titanium Rose won't be as good at it as the prototype Night Lily was (though the Rose's more limited upgrades should be more reliable than the Lily's experimental equipment).

Though the fact that the stealth upgrade is stated to work in part by making the Rose's heading harder to determine, and that it "emphasises the Ranger's key strengths -- speed and maneuverability", suggests shoot-and-scoot and high-speed turns are more likely to be the optimal pattern than sitting still.

That makes me feel better about the stealth option, thank you for finding all that. :) I still prefer the shields for other reasons, though.
Sure. Shields would be my second choice, personally, as a safe option.

I was trying to sum up my thoughts, but this says it much more succinctly than I was managing.

I don't see anyone considering just how much morale could suffer with the stealth system, which is something I was getting at. The Rose is already a recon ship, a backwater posting for people the navy would rather just forget about. Becoming partially-invisible in a very literal way is not going to help that perception, no matter how often Mazlo probably brings up that it's based on technology from Her Highness's personal prototype ship. As much as anyone doesn't want to die horribly in battle, sneaking around isn't going to get them the glorious victories they secretly want but can't get while posted there. It's hard to brag about skulking around and shanking corvettes in the back.

Shields let them/us do what we already seem to want to do: give up when maneuvering is no longer an option, and slug it out with whichever similarly-sized Usurper ship happens to look at them funny. Something we've already done a few times, and got righteously mangled for it.
I can't really see that happening, to be honest. This isn't a setting where anything other than honorable, face-to-face combat is frowned upon. We've seen plenty of ambushes, suprise attacks, and infiltration. Where there were objections, it was not to the element of surprise. Killing an enemy by getting the jump on them or because they can't target you effectively is perfectly valid.

As such, it just doesn't make sense for morale to go down after the Titanium Rose receives any of the upgrades. All of them would raise the Titanium Rose's profile. The stealth upgrade in particular, since it includes ECM and sensors related work, would enhance Amani's career.

It's also worth remembering that maneuvering doesn't mean hiding or running away. We are always maneurvering, including in the midst of battle. The military advantages of ECM and hiding our heat signature extend to combat. In the fights the Titanium Rose has seen, stealth would have certainly been useful, as would the other upgrade options.
 
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Well, I've been convinced enough that it'll hopefully wind up being a longer last good choice than just a defense buff. Hopefully we'll be getting a lot more upgrades in the future so that we can go through this whole debate again with some o

[X] Quasi stealth system
 
I would like to point something out (which @mistakenot briefly brought up in his nice analysis), but shields do have one in-my-eyes big advantage over stealth. Namely that it can't really be played around by skilled opponents.

If an enemy has a sufficiently good technician, they'll be able to pick up the faint traces and heat signatures that a less proficient person would overlook (similar to how Amani was able to detect the incoming attack amidst trash data in the beginning of this story) and if not straight up get a lock on us at least get a better bearing of our position and greatly diminish the effects of our new fancy stealth system. And I don't think we can assume the majority of our future opponents will be countesses too big for their bonnets.

Shields, on the other hand, will be equally effective no matter how good our enemies are. The only time when shields would be negated is if the attack completely outclasses them, and if the Titanium Rose is tanking hits from stuff that cuts through cutting edge shield systems like butter something has gone terribly wrong regardless.

... Plus, shields will help us if we try to lose someone in asteroid systems, and I kinda sorta really want to try that at least once.
 
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I would like to point something out (which @mistakenot briefly brought up in his nice analysis), but shields do have one in-my-eyes big advantage over stealth. Namely that it can't really be played around by skilled opponents.

If an enemy has a sufficiently good technician, they'll be able to pick up the faint traces and heat signatures that a less proficient person would overlook (similar to how Amani was able to detect the incoming attack amidst trash data in the beginning of this story) and if not straight up get a lock on us at least get a better bearing of our position and greatly diminish the effects of our new fancy stealth system. And I don't think we can assume the majority of our future opponents will be countesses too big for their bonnets.

Shields, on the other hand, will be equally effective no matter how good our enemies are. The only time when shields would be negated is if the attack completely outclasses them, and if the Titanium Rose is tanking hits from stuff that cuts through cutting edge shield systems like butter something has gone terribly wrong regardless.
Indeed, the shield and gun upgrades possess the virtue of simplicity. It's hard to outthink a bullet, or a wall.

I would argue, however, that the advantages of stealth are not so easily negated. It requires the enemy step up their efforts, and in a field which the Imperial Navy evidently leads. There's an arms race between stealth/ECM versus sensors, just like there is between shielding and weaponry, but its one where our side holds the advantage.

It's more likely the Divine Navy will need new technology such as better sensors and algorithms to counter these breakthrough innovations, not just a single brilliant individual. It's not like a radar technican can outthink a stealth aircraft, either. And trying to enhance a weak signal or pick out the true target among decoys requires time and attention, which the enemy's officers could have otherwise spent on other tasks. Unlike Amani's feats with code-breaking, for example, trying to pin down sensor ghosts in the midst of combat is not readily solvable.

... Plus, shields will help us if we try to lose someone in asteroid systems, and I kinda sorta really want to try that at least once.
That would definitely be fun. I would suggest rather than an asteroid field (which contrary to what films such as Star Wars depict are actually very spread out IRL) the rings of Saturn might be a better candidate.

Reminds me of Elite Dangerous, a space simulator game, where planetary rings are some of the best locations for interesting fights. Though since the rocks can provide cover, and collisions aren't as likely as you migt think (again, unlike Star Wars), arguably stealth and ECM are even more important than in open space since you can hide and maneuver among the debris.
 
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Indeed, the shield and gun upgrades possess the virtue of simplicity. It's hard to outthink a bullet, or a wall.

I would argue, however, that the advantages of stealth are not so easily negated. It requires the enemy step up their efforts, and in a field which the Imperial Navy evidently leads. There's an arms race between stealth/ECM versus sensors, just like there is between shielding and weaponry, but its one where our side holds the advantage.

It's more likely the Divine Navy will need new technology such as better sensors and algorithms to counter these breakthrough innovations, not just a single brilliant individual. It's not like a radar technican can outthink a stealth aircraft, either. And trying to enhance a weak signal or pick out the true target among decoys requires time and attention, which the enemy's officers could have otherwise spent on other tasks. Unlike Amani's feats with code-breaking, for example, it's not something that could be easily done in the midst of combat.
True, for a complete breakthrough the Divine Navy will need new and better tech. Though I was arguing on a ship-to-ship scale, where given this quest's anime roots (and I have yet to be convinced it isn't pretty darn anime, even if it is anime that tries to be realistic) I would be surprised if we don't eventually face a villanous Hero-Class Bridge Bunny that was capable of doing bullshit things and allocate resources properly.

Also, IIRC Amani didn't perform her code-breaking in combat, which does favour your point to my annoyance. Probably a lot of extra heat flying around active combat, making it hard to notice when there's some heat where there shouldn't be.


That would definitely be fun. I would suggest rather than an asteroid field (which contrary to what films such as Star Wars depict are actually very spread out IRL) the rings of Saturn might be a better candidate.

Reminds me of Elite Dangerous, a space simulator game, where planetary rings are some of the best locations for interesting fights. Though since the rocks can provide cover, and collisions aren't as likely as you migt think (again, unlike Star Wars), arguably stealth and ECM are even more important than in open space since you can hide and maneuver among the debris.
Stupid reality, getting in the way of my fun delusions...

(fun fact, I had originally written "try to hide in an asteroid belt"... Only to then come to the obvious conclusion that if hiding is your intention, stealth is probably better. So I rephrased to make it clear I meant a highly-unlikely Hollywood stylespace chase)
 
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