KleverKil'Vanya
Ortillery Operator
I'll just say this, if the first response to outside contact is shoot first, we should cripple their ability to shoot at all.
I assume that any nominally "static" installation that would exist around an ice ball in a retrograde orbit wasn't built there, so there's probably some way of moving it around. Also, keep in mind that the defences we encountered were around S'Taxu-8, which is the furthest one out; us escaping from S'Taxu-5 is probably because its sheer size prevented a quick response.I'm not saying they'll be totally unable to respond, but what you originally said was:
"Defensive installation" sounded to me like you meant static defenses, and "respond immediately" is definitely off the table if they have to fly over to us first.
My understanding was that we had to jump outside of the 100-diameter limit, with no maximum distance.
That's the exact opposite of how Traveller jump drives work afaik so color me skeptical.Asked, and nope, other way around; we have to jump to within 100D
Okay, sure, but again, there's still a wide difference between jumping into a prepared defensive position and jumping into a place where the defensive position can (eventually) come to you.I assume that any nominally "static" installation that would exist around an ice ball in a retrograde orbit wasn't built there, so there's probably some way of moving it around. Also, keep in mind that the defences we encountered were around S'Taxu-8, which is the furthest one out; us escaping from S'Taxu-5 is probably because its sheer size prevented a quick response.
Uh...Asked, and nope, other way around; we have to jump to within 100D.
???Sorry, my fault for being lazy language. Jump Point here means "point outside of 100D of closest gravity well that we have chosen to jump from" not "these are points in space where jump is only possible from"
Yeah, realized that I misread the inequality when Section was explaining it. Jumping far out is likely to "go very badly wrong", according to them, but we still have to jump outside 100D.Okay, sure, but again, there's still a wide difference between jumping into a prepared defensive position and jumping into a place where the defensive position can (eventually) come to you.
Uh...
???
Oh, so there is an outer limit too? @4WheelSword mind clarifying roughly how far out we can go before that starts being a problem?Yeah, realized that I misread the inequality when Section was explaining it. Jumping far out is likely to "go very badly wrong", according to them, but we still have to jump outside 100D.
Huh. That's the opposite of what I understood. Even so, we've scanned the system, we should be able aim for a smaller far-off object and then converge.Asked, and nope, other way around; we have to jump to within 100D.
We're not building it right now, we're just preparing the design. We might need to build Interstellar Cruisers instead if situation spirals. That said, our current ships were built to be small, so 4K is nothing extravagant. Plus, we're running out of pilots. Plus, it's intended to be able to setup and support outposts, I assume 2K is too small for that.Why the hell do people want to demand half of our shipbuilding capacity to a single logistics vessel that will outmass an entire cruiser squadron?
Yeah, mea culpa, I misunderstood what they were saying. We have to target a body and then jump somewhere between (100 D, large but finite distance].Huh. That's the opposite of what I understood. Even so, we've scanned the system, we should be able aim for a smaller far-off object and then converge.
So, the way it works is that it gets progressively harder to make an accurate jump the further your destination is from a gravity well, to the point that deep space is highly, highly inaccurate. I would have to make up some numbers (which I'm happy to do) because traveller isn't that interested in deep space jumps, but I imagine it's something like at some point there's not enough gravity to be accurate.Oh, so there is an outer limit too? @4WheelSword mind clarifying roughly how far out we can go before that starts being a problem?
👍Yeah, mea culpa, I misunderstood what they were saying. We have to target a body and then jump somewhere between (100 D, large but finite distance].
The intent is to get somewhere quiet to give us time to assume formation. I'll leave the exact choice to our navigators and tactical officers. I hear that servicemen hate being micromanaged.S'Taxu-8 was the furthest-out thing we know of, and it's where the Heimdall jumped to. We might be able to jump to somewhere in the asteroid belt, or we could jump into a polar orbit around the star, but the former might put us right ontop of an armed outpost and the latter might look like an attempted attack on S'Taxu-4.
Why the hell do people want to demand half of our shipbuilding capacity to a single logistics vessel that will outmass an entire cruiser squadron?
A 4kt logistics ship is absolutely insane when our largest single deployment on offer right now is 4 1kt cruisers. It's not logistical savvy, it's not being prepared it's saddling ourselves with a massive logistics ship when we're fundamentally a brown water space navy right now.
1600 tons of fuel tankage for 2 jumps of its own and a full refill for a 4 ship cruiser squadron. We can fit that on a 2kt ship most likely. 3kt on the outside.
Okay but... it'd need to be at least twice the size it is to actually act as a mobile repair bay for a spaceship beyond holding spare parts if you're imagining it acting as a floating drydock. The most advanced thing it could do is probably cut out damaged armor plating and weld on new ones, you'd need an entire drydock to actually repair, remove or replace subsystems wholesale.Speaking only for my own proposal, my thought was that our logistical ships must, for purposes of force projection and C&C, be something akin to a modern naval aircraft carrier, which can support the extended deployment of carrier air wings of 60-90 aircraft, roughly equivalent to our setting's current 4-ship cruiser squadrons. As such, a high-mass logistics craft would act as a mobile repair, rearming, command, and deployment base for our smaller cruisers and destroyers, acting as an expeditionary fleet's "core" in the same manner as a modern air force's air control squadrons, with the caveat that our logistics, fuel, surveillance, and sustainment capabilities are all wrapped into one vessel in a more "naval" style.
Wiki on Jump Drives said:When the jump drive is activated a large store of fuel is fed through the ship's power plant to create the energy necessary. In a few minutes the jump drive capacitors have been charged to capacity. Under computer control the energy is then fed into the appropriate sections of the jump drive and jump begins.
I don't think Plan Revisit is actually aiming to invade, though, is the thing.
I don't think Plan Revisit is actually aiming to invade, though, is the thing.
Can it still have the capabilities of Flotilla Manufactory Ship? If yes, that's great. If no, that's unfortunate since I think producing stuff on-site would be the best.
Ah, that makes sense.S'Taxu finds itself in the midst of a civil war with four distinct factions.
Survivors? How the heck were there survivors if we observed no escape pods? Do we have actual proof these guys are alive or just their claims?They offer basing, negotiations and the return of several survivors from the Heimdall should we seek to support them.
While unlikely, there's nothing saying that the ship was disintegrated. It was definitely wrecked, but there could still be areas of the hull that were protected/sealed off. And the crew could be wearing void suits as standard practice for jumping.Survivors? How the heck were there survivors if we observed no escape pods? Do we have actual proof these guys are alive or just their claims?