My player are thinking abouth face a Jovian patrol ship directly, either ship are almost as good as armament and armor, they can't hide (too god thermal for manover burn they both shine ir) and abouth at range. I have say that spaceship war is almost a suicide, if you win you have sustained heavy damage and suggested a more personal approch, a Star Trek like dramma.
I thimk they will fight, rules about starship are simple but i feel like a bit unrealistic: the armor is too god (i use armor not x10 but x5) and kinetic weapons a bit underpowered (the railgun must fire at enormous distance so the shot must be very fast.. x100 damage but long reload 10 turns).
I divide spaceships in compartment and you must kill them one by one + armor can be doubled if you correctly face the enemy: my spaceships have strong armor on front side (duble as navigation protection) but less at side and almost none at rear (you hit the rocket).
The ships have radiators exposed for cool and some expendible evaporative cooling elements, the radiators provide a cool point each, if you act you burn cool points at different rate:
- use the engine 1
- fire a direct weapon 4
- fire a seerker 0
- point defence 2
- electronic warfire on 1
This set make a space war very letal and give advantage for stationary objects: ship are soft skinned with hhuge weapons, stationary objects can be equally armed and have a thought armor and enormous cool point reserve (armor x10 evrywere or x 100 for asteroid garanted by rock surface and enormous mass to heat that act as thermal dump).
I need help from other GM,are the rules off setting? too ralistics?
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How letal is a space war?
Sat, 2012-08-11 20:52
#1
How letal is a space war?
Sat, 2012-08-11 21:25
#2
Durability and Integrity
How I see this would be similar to the way heavy and mounted weapons work in Cthulhutech
Ship would have an Integrity in place of Durability with matching armor
The factor of damages between Dur and In would either 10 or 100
Weach means that a weapon conceived for Dur DV would have to roll at least 10 or 100 (depending the factor) DV to deal one DV on the In scale.
Reciprokely if a weapon meant to deal DV on the In scale would be multiplied by either 10 or 100 on a Dur scaled target. Needless to say such target would be likely vaporised
That scale could also be used if the players would be located in the area that got hit, they would sustain the damages *10 or 100 sustained by the ship.
Any 'wound' of the ship would be counted as breached hull
And there enter the joyful part of explosive decompression, vacuum exposures and schrapnels...
—
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Sat, 2012-08-11 22:55
#3
Combat spacecraft are capable
Combat spacecraft are capable of obliterating each other in 1-2 hits.
Defense is mostly point defense and evasion.
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Sat, 2012-08-11 23:57
#4
I honestly can't see that
I honestly can't see that many ships, especially combat ships, even having a physical crew. I would imagine that most vessels would have specialised synth morphs (for maintenance) onboard and all personal inhabiting the internal server systems. This means you don't have a pesky life-support system and all it's extra weight you just need to worry about power, heat sinks, fuel and weapons.
Organic systems aboard combat vessels are a liability and a hazard to the smooth and efficient functioning of such things.
Sun, 2012-08-12 01:13
#5
Thampsan wrote:I honestly can
It depends on the purpose of the ship. Space-superiority battleships would probably follow that formula, but there are bound to be ships designed for the purpose of taking control of habitats rather than destroying them… such ships would benefit from a physical crew.
Transhuman biomods honestly make the requirements for such life support systems rather minimal though. Spacecraft crew on battleships would likely have vacuum sealing and an oxygen reserve as mandatory implants, and a direct tube interface to the oxygen reserve means no need for an actual atmosphere within the ship itself… just compressed oxygen stores and access to these tubes. The biggest issue would be food, but even then the right biomods would minimize even that requirement.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Sun, 2012-08-12 02:38
#6
EP space combat is deadly
EP space combat is deadly.Fighters( which are small drones) Three las(9d10+32 each), two rails(6d10+260 and six missiles which could have nukes which make them one hit, one kill weapons.. a single fighter always kills a shuttle. 20 or even 30 points of armor stops very little and counts for nothing on a nuke or antimatter missile.
Sun, 2012-08-12 09:02
#7
I'll give you that, but even
I'll give you that, but even then why would you not use synth bodies for that purpose. Quick sleeving time, plus none of the organic hazards. You could take control of enemy resleeving facilities and simply put forks or the rest of your server side crew into said resleeved bodies, plus - again, you'd need very little room for synth bodies - it'd literally be more like neatly packaged drop pods of Reapers that you'd deploy after putting a nice big hole in the side the enemy facility.
Sun, 2012-08-12 09:04
#8
Oh and also maneuverability
Oh and also maneuverability is affected by organic bodies - you can't make ridiculously high g... anything when you have to worry about all the hazards an organic body would suffer, even if said bodies were in specialised (and so more expensive, sensitive, pesky) 'crash bays' designed just to insulate them from that problem.
Sun, 2012-08-12 20:46
#9
You might wann read this:
You might want to read this:
http://www.eclipsephase.com/space-naval-combat-segway-antimatter-thread
http://www.eclipsephase.com/starship-combat
And this unfinished paper by Arenamontanus:
http://www.aleph.se/EclipsePhase/EP%20naval%20strategy.pdf
Based on that paper, warships only have a chance to survive combat in my game because they send their assets (lasers, sensors, decoys, missilie containers etc.) ahead in a cloud which fights with the enemy cloud until only a few of one side are left.
Then they fight against the few ship mounted weapons, which probably won't be able to kill them all in time. The remaining assets are collected by the remaining ships.
One functional weapon is enough to hold an entire habitat hostage, so ships and especially their assets are considered amunition more than vehicles for the purpose of symmetrical conflict.
Sun, 2012-08-12 15:24
#10
Thampsan wrote:I'll give you
Jovians for one would not. Nor would people have before the fall, as uploading was less common then. Now almost everyone does and most do not think much of it. I can think of reasons for ships not to have Syth crews, most warships indeed would be Syth crewed I think. The "fighters" are more or less Syth bodies driven by an Infomorph,fork or A.I.
Sun, 2012-08-12 16:08
#11
Thampsan wrote:Oh and also
But high-G maneuvers aren't really possible, at least not in space. They don't have the atmosphere to amplify maneuvers, as aircraft does. So the absolute maximum speed that any ship can maneuver is 3 Gs without HO rockets, and HO rockets aren't particularly common in 10 AF.
The only other motion I can see producing large amounts of G-forces are changes in the facing of the ship. But even then, I don't see maximum roll, yaw or pitch adjust producing more than about 10 Gs of force at the tips of the ship while it rotates 180 degrees, which is well within human tolerances (at least for horizontal tolerances). Plus, if the biological crew is situated near the center of the ship, then spinning the ship would produce virtually no G-forces at all.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Sun, 2012-08-12 17:48
#12
See my linked paper for an
See my linked paper for an attempt at analysing things. Basically, space warfare in empty space is a weird chess game where you set things up days in advance and then everything is over after a few minutes of intense automated battling. Warfare in orbit is even deadlier, but involves lots of sneakiness and confusion, with the win going to the side with the best intelligence - remember the 17 minute war! Extremely deadly and unfair on the character level ("You all died."), and with little chance to role-play classic roles like fighter pilots (unless you like to role-play cut-down delta forks running submunitions).
Technology advantages are complex. QE comms are a must: they extend your firing range signifcantly. Sensors and overall paranoia are good, but without a really smart C3I system you will still not win. Lasers vs missiles - I still don't know. Nukes don't work well against ships. Being able to print or reconfigure weaponry to suit to an upcoming battle is good. Being able to avoid battles by having delta-v enough to run away is even better... unless your enemy is counting on it and has extra reaction mass to chase you into a really unfavorable orbit.
Going up against the Jovians is stupid unless you have some serious resources. Their republic is a military junta formed around the winning side(s) of a military conflict among top tier space navies, with a stated policy that the rest of the solar system is unfriendly. Even a minor patrol ship is going to have training and weaponry that is good - their automation is going to be more limited, but they are aware of this and *will have planned for you knowing this*.
So I would not try to run this as a real fight, just get some skill rolls from the PCs to see how well they handle themselves during the events and decide the overall outcome based on what suits the plot.
The deacceleration tank opened with a mild whine. She coughed as the smartgel reluctantly left her lungs. She had a very fuzzy memory of the AR overloading over the past minutes as thousands of icons battled out, trying to detect each other while being blinded by the detonations as hardware vaporised left and right. At some point the evasive shaking and the information overload just became too much and she filed the experience under chaos.
"... did we win?"
"Ahem, Miss Jansen. I am sorry to say, but I think we lost."
"Huh?"
"We took a Casaba-Howitzer nuclear beam. It fried the aft part of the ship and irradiated your morph beyond its tolerances. It will cease to function in a few hours."
"I'll upload to the ship mesh."
"Sorry. The egobridge, all nanosystems, and the farcasting systems are down due to the particle bombardment. And in any case we are going to be intercepted in about 24 hours by the enemy after they have finished turning. We do not have reaction mass to avoid it, or in fact, change course enough to reach any inhabited place."
"They sliced us up good, right?"
"Very professionally done."
"So I have the choice to die messily organically and leave a stack behind for interrogation, or have you do the surgery and stay for a subjective month looking forward to being boarded? Why did I ever let you talk you into getting into this fight?"
"You accepted my estimate that there was 75% chance of you surviving and 60% chance of mission success. Sorry, Miss Jansen."
—

Mon, 2012-08-13 13:49
#13
I don't find manned fighters
I don't find manned fighters viable. Unmanned fighters are more like Weapons Carriers- and I see the Junta using remote controlled systems for them; if the Junta's fighters had to carry life support and were limited by biomorph acceleration tolerances, they wouldn't be viable against unmanned fighters.
Fighters are more expendable than their carrier-ship, and probably kamikaze if they figure the kamikaze is worth it in that circumstance; i.e. the chance of getting through and the additional damage dealt is greater than the material cost of a fighter.
Smart Materials, AKVs, and Kremlin mines, I'm now tempted to try to do a write-up. Obviously, it won't be as well done as yours, Arena.
EDIT: Crap, my edit got lost.
Giant lasers probably can be pretty tightly collimated, and if you have a truly epic generating apparatus dishing out energy in gigajoule doses, it should reach well past the multi-light second mark. Of course, against manouvering military targets, your hit probability is likely to be abysmal until they get real close.
Giant railguns are probably more efficient than lasers, allowing you to maintain a higher rate of fire without melting your own systems, but they still generate craptons of heat. I wonder how this will be resolved.
I expect Ship-grade railgun ammunition to have at least terminal guidance and some course-correction ability- a round punched out from a 100m or longer capital ship sized system will probably destroy a equivalent sized ship in a single hit. Given sufficient terminal maneuver ability and weak point defenses, railguns could easily become a primary weapon for capital ships.
Of course, with enough qubits and a massive sensor net, or just a crap ton of cooling ability, laser-battlestars are also viable indeed, especially phased array variants that can redeploy it's offensive weapons system in a defensive role to burn away incoming impactors
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Mon, 2012-08-13 09:59
#14
So, soft squishy crew at the
So, soft squishy crew at the center of the vessel. So living areas, acceleration couches, command deck. Makes sense...
Except that it's a pity that means you are forcing more of your other equally as important systems to more vulnerable non-core locations. We're talking distributed servers, life support, hydroponics, fuel, water, equipment...
My argument is that anyone who isn't Jovian, and isn't an idiot probably is going to eschew the use of organic beings on combat vessels because they simply cost too much to lose in a conflict - both in terms of new bodies that need to be replaced and vessels destroyed or crippled because the organic crew couldn't maintain it.
And if people *really* want a body then synth bodies are infinitely more valuable aboard combat vessels because of their durability, but even then they should - for efficiencies sake, be limited because walking space means less compact and so less space to pack more armour, weapons, heat-sinks, etc in.
The space-opera trope of human manned combat vessels is dead. This is Eclipse Phase, long live the rise of the un-embodied cylon armada, now good for taking over facilities and for air and space superiority.
Fri, 2012-08-17 17:27
#15
With all this talk of remote
With all this talk of remote teleoperation and simple AI pilots I have to ask. Would something like QE remote control even be possible? It seems to be it could be an efficient, if expensive method of having an entire fleet/army stationed at home and then project said "tele" force to literally anywhere, conquer or harass a target without any real net loss other than material. Meanwhile your force projection is right on your enemies doorstep.
Am I just talking smack here and its completely bogus, or, is this an idea that might be feasible given enough resources?
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-17 18:32
#16
Prophet710 wrote: Meanwhile
The problem is take the force to destination, C&C and teleoperation are useful today because you don't have fork and a death soldier is forefer...
The defender in space have huge advantages, the most important is that don't need to move too much (evasion only). Other advantages are that can use a lot of armor (the rock of ansteroid is an effective armor), can have a lot of thermal sink for cool weapons, can use cheap "kinetic mines" for block incoming fleets....
It's very difficult even to siege a lot of big habitat because CM and fusion power, the flip of coin is that you can shot from your home and try to intecept the targhet with railgun fire (if the orbits are well charted)....
The sure thing is that a space war is fery fast, my players died after 3 turns of battle because poor planing and too reliance on heavy firepower:
1- they shoot an antimatter missile salvo
2- Jovian patrol detect missile and shot them down with laser
3- the AM explosion ccoked my players and ligtly damage Jovians
If they had also shooted something like a raigun savo there are good chance that a couple of shots hit the Jovians, blinded and blocked by explosion. There are very good chance that mass combat between fleets mean only a mutual destruction, not a good result..
Fri, 2012-08-17 18:39
#17
.
[url=http://www.projectrho.com/public_html/rocket/spacegunconvent.php#id--Las... is relevant to any discussion about giant space battleships. With the ability to radiation kill targets a light hour out, the opposing force is going to have to spend an awful lot of reaction mass on evasive maneuvering if one of these weapons is present.
Sat, 2012-08-18 04:53
#18
Prophet710 wrote:With all
I think it is doable, if expensive. But then again, a warfleet is very expensive, so the qubits are likely not too problematic. From a cost perspective, adding an Expensive qubit container to an Expensive++ war machine is negligible, especially if it allows faster responses. They are also unjammable, a great advantage in battle.
Most of the time you don't need to send much information, just orders to local automation and their reports about the state of the fleet. As things heat up the bandwidth requirements go up a lot. Again, most messages are pretty simple (go to location <34,1,-46>, attack target 354, bogey sighted at <23,20,22>), but the rate will be very high - especially when dealing with figuring out what IR spots are targets, chaff or just noise. But judging from what a qubit container can do (hours of HD video) I think this will last through a multi-minute battle.
The real problem is qubit distribution. You want every little device to have qubits linked to your C3I system. That way a sensor can report where it saw something to a targeting AI that directly tells a nearby weapon to fire - this cuts down communications lags a lot, and that ups the range of your weapons. You could have all qubits refilled when the ship returns to base, but that means that they could run out on a long mission with plenty of fighting. Perhaps better is to make qubits onboard your battleship so that equipment and fighters in its bays get updated, and then there is a qubit link to HQ.
Then there is security. If somebody hacks your C3I you are in trouble, of course. But if HQ is directly linked to the battlezone, that means somebody can hack you from over there. Sure, you will have the best military security firewalls you can get, but what if a basilisk hack or exsurgent virus sneaks in anyway? Uh oh...
—

Tue, 2012-08-21 13:13
#19
Given that it seems
Given that it seems relatively easy for a warship to absolutely destroy another ship in short order (but in doing so, waste resources for both parties), I feel like maybe this comes down to more of a game theory question. After all, in most cases the scenario is either one side clearly dominating the other, or mutually assured destruction. Things like camouflage and reinforcements become secondary to intimidation and deception.
Tue, 2012-08-21 15:53
#20
nezumi.hebereke wrote:Given
I'v used the ideas of this topic to create for my player a good battle, this had make them more interested in less warlike plots. I feel that a realistic space warfire cure the D&D rule that the players can conquer a kindom by force, for EP work better a plot for create a kindom as a space colony using unexploithed resources: asteroid and infugeers are common, brainpower of players for how assemble them.
Now i'm centered on defences for a space habitat, i feel they are the ace for intimidate other powers for think twice before offensive actions...
Today i'm working on a class of mine-like dust and a very long range space laser:
-minedust, a class of microbot sized containers (nano-amat-decoy) with trivial propulsion that use parent hab magnetic shielding for station keeping and propulsion, very low G of thrust but external powered
-long range laser, for a fixed hab is possible to shoot a laser to an orbiting reflector-lent that compensate for defocus, this can be a kind of solar sail with aperture of some 100km for extreme range
Funny for create some useful advantage for defenders and make the conquer trought memetic war more dominant, more playable for my grup an can give enormous power to intelligent player (a charismatic leader is better than a warship ;) )
Wed, 2012-08-22 10:32
#21
One thing that isn't really
One thing that isn't really touched on is inter faction politics. Granted there isn't anything like the United Nations or North Atlantic Treaty Organization but, with all of this potential for mutually assured destruction it does beg being looked at. Certain policies might be followed by all parties to ensure that something with MAD potential is not instigated too highly. Such policies might include scaling back destructive potential for cruisers and destroyers; which could actually lead to massive, longer timeline, spatial battles. Other policies might include Geneva Conventions-esque policies based around the treatment of prisoners of war, the use of strategic and tactical weapons against populaces and the treatment of civilians in war time. Though some people might argue that, with all of the posturing and all of the chaos and the newness of the Fall still lingering, such policies and inter-faction dialogue would be impossible however, I think with humanity coming so close to extinction said factions, even the Jovians, would jump at the possibility of delegating legislation to further secure transhumanity's hold on existence.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-24 14:49
#22
Prophet, in the books this is
Prophet, in the books this is mentioned somewhat: when the Planetary Consortium moved against something in Jupiter's orbit, other factions piled up their resources to make very obvious to the PC that the operation would be too costly (even the Jovian Republic made their position clear by blowing a PC shuttle that was a little too close to them, instead of just sending their forces to the ops zone).
I'd say that there won't be any large scale space combat in the solar system between transhuman factions as part of the official EP line: The Jovian Republic wants to be left alone, the PC can be estimated in a pure cost/benefict equation, and of the others only Titan has a war fleet, while the Scum have the biggest amount of disparate moving space objects that sometimes even have their own engines.
EP is closer to our Cold War era than anything, with a great dose of colonialism/expansionism thanks to the Pandora Gates, and personally I think Stargate is a great inspiration for that part (well, there is quite obvious the paralelisms between the gates), and it was only by the end of the 10 year series that we got to watch space battles, with even then most of the relevant stuff happening at infantry level.
So what if AF10's transhumanity stumbles upon a space alien civilization with space battleships and all that? More than likely, they will try to look for the loopholes that will allow them to win without having to face the enemy into its preferred battleground.
Or, you can rescue another CP2020 concept and turn the Mesh into a personalized perception where one operator sees everything in TRON's style, while other is more like Dungeons & Dragons, another prefers Star Wars or even Lord of the Rings, etc..., so you can have all kind of space battles (or even WWI fighter battles!) using other skills (infosec, programming, etc...).
And of course there is always the mission they have to do inside a simulspace where all those fans of old space fighter duels love to hang around...