Topic Actions

Topic Search

Who is online

Users browsing this forum: Google [Bot], NisforNick and 63 guests

Solly Fleet Advancements

Join us in talking discussing all things Honor, including (but not limited to) tactics, favorite characters, and book discussions.
Re: Solly Fleet Advancements
Post by SWM   » Wed Apr 30, 2014 7:44 pm

SWM
Fleet Admiral

Posts: 5928
Joined: Mon Jan 11, 2010 4:00 pm
Location: U.S. east coast

Weird Harold wrote:
SWM wrote:Battleships are only slightly faster to build than superdreadnoughts, and are far less powerful and survivable. See this infodump: http://infodump.thefifthimperium.com/en ... ngton/70/1.


True, but the infodump specifies "old style battleships" -- I specified a heavily up-armored BB specifically armored and armed to take on SDs with odds-on advantages (say 10:1?).

But, for the time and cost invested in building 10 battleships, you could build 8 or 9 superdreadnoughts. Which do you think would be able to do more damage and take more damage?
--------------------------------------------
Librarian: The Original Search Engine
Top
Re: Solly Fleet Advancements
Post by Jeroswen   » Wed Apr 30, 2014 8:39 pm

Jeroswen
Lieutenant Commander

Posts: 109
Joined: Sun Apr 07, 2013 4:09 pm
Location: Nampa, Idaho

SWM wrote:
Weird Harold wrote:
True, but the infodump specifies "old style battleships" -- I specified a heavily up-armored BB specifically armored and armed to take on SDs with odds-on advantages (say 10:1?).

But, for the time and cost invested in building 10 battleships, you could build 8 or 9 superdreadnoughts. Which do you think would be able to do more damage and take more damage?



I've been lurking in this thread a while and I am wondering if the question is correct but the party involved is wrong. I doubt very much the Solarian League will be able to do much once it implodes. That day is coming quick.

Wouldn't the more proper question about fleet advancements be "What will the Renaissance Factor build?" and "Can they fully develop those new ships before getting into a conflict with the Grand Alliance?"

Lets say the Solarian League does survive for arguments sake. If I was in charge of R&D I would put several teams of researchers on the following.
1. Multi-drive missiles - get it figured out and make a design requirement that the new missiles must fit into a Scientist broadside tubes.
2. Electronic counter measures - Update and improve ECM drastically.
3. Create a seeking head that homes in on gravitic anomalies. Manty probes ruin any chance of a stealthed approach to a Manticoran fleet. Create a seeker that hunts the probes by zeroing in on the gravitic pulses they use. Make it as small as possible but it must fit into an existing ship's broadside missile bay. Be it a Destroyer, Cruiser, etc. You wouldn't want to replace all your missiles but having a couple dozen you could pull up in a que would be very effective.
4. Perform a full redesign of the defensive laser clusters and counter missiles to make them more effective.
5. Start a very rigid training program to bring up the proficiency of all Navy ship crews.
6. Start a redesign of all current Naval ship designs once these technologies are figured out. Until then make what you have more effective.

Whether its the Renaissance Factor or Solarian League this is all going to take a very long time. It is a big task to get your technology into the same city as the Grand Alliance, let alone ballpark.
Top
Re: Solly Fleet Advancements
Post by Alizon   » Wed Apr 30, 2014 8:48 pm

Alizon
Commander

Posts: 243
Joined: Mon Jul 11, 2011 3:57 pm

TheMonster wrote:
Weird Harold wrote:First, I think Alizon is far too optimistic about the League surviving long enough or having enough shipyard capacity to field new designs. but...
That's because the moment Beowulf certifies their Mycroft system is fully online (and the Beowulf Terminus forts receive extra pods and the fire control to handle them), freeing up Truman's TF, Grand Fleet is going to start taking out the major construction sites in the SL (with the deliberate exception of Sol itself). If memory serves, the number of sites capable of building wallers is quite limited.

The way I expect it to typically go down is for Grand Fleet (or one of its task forces if they don't need the whole enchilada) to show up, demand the surrender of all Solarian personnel in the system, get everyone off the construction platforms, and let loose a bunch of Shrikes (with Katana escort in case of any shenanigans) to slice them up with their grasers, just to save ammo.

Option 2: Marines will hook up remote controls for the fusion plants, retreat to a safe distance, and deliberately overload them so they blow up.


Well, we're all pretty much aware of what the Manties might do and how vulnerable the League is right now but the concept of this thread isn't to pretend you're the Manty fleet, it's that your the Solarian commander. Other than give up, what do you do?

As to the Battleship concept, yes, ton for tone Battleships are faster than an SD given the same drive technology. Manty compensators are significantly superior to those used by Solarian League warships and one way you can at least compensate for this is by building smaller ships. It might take a while for even this strategy create a BB design with the speed and compensator capability of a RMN SD, but it will help the Solarians close the gap so that the disadvantages the labor under now are less pronounced.

As for whether BB's are capable of taking on SD's in anything like an equal engagement, the answer is obviously no but you're not going to be able to build anything that is. As it currently stands, any SD the Solarians can currently build isn't going to be much more survivable than a BB, but it will be slower and it will take, by the estimates listed above, around a half year longer to build. It that may not seem like much but a yard building BB's will be a half year into the construction of BB #2 before the yard constructing the SD cranks out it's first. That means desperately outmatch Solarian fleets will have newer more capable vessels in their squadrons a half a year earlier and build up to useful numbers even faster.

You also have more flexibility in the types of facilities you can use to build BB's. SD's are BIG which limits the number of shipyards and building slips which can handle them. BB's are smaller which expands that list and also simplifies yard expansions needed to build them. For example if a SD takes say the resources of two building slips and a BB takes one and a half, you can not only build the BB's faster but you can build more of them using the same resources.

And in my original post, I noted construction of DN's and/or BB's. DN's would certainly be preferable it the League can afford the longer build times and capacity issues. They would be somewhat more powerful but they would also be slower than BB's, have longer construction times and consume more resources. If the Solarians reach phase III a lot will depend on how badly the SLN needs these more advanced ships. If they need them desperately and need them quickly, then a mix weighted toward BB's would look attractive. If things are bad but more stable then the DN's would be a better deal.

And yes, DW has mentioned that any construction of BB's would be more along the lines of the BIG BC's recently introduce in the RMN. But this only really applies to those entities which are in Manticore's league. A BC of that size built by the Solarian League would not have the speed to run much if any better than a BB but it would lack the protection to survive long enough to do any good. While building these huge BC's does make sense for the RMN, it makes little sense for the SLN.

You'll also note that I taken the time factor of current needs into account. Phase I is just taking existing vessels and making them as capable as possible. New construction Phase II are new builds but based heavily on existing designs while incorporating additional advanced features and capabilities which are not reasonable to retrofit to older vessels without completely rebuilding them.

Phase II would contain no DN's or BB's because there isn't enough time to design them and there is no existing design which can be quickly modified to create them.

One final note about Solarian capabilities. I think it would be a mistake to identify what the Solarians have done with what they can do. The League has had centuries of peace with no real challenge to the power of the SLN. Under those circumstances, it's no wonder that SLN base designs have largely frozen and that there are a limited number of shipyards engaged in military vessel construction. This does not denote, however, the actual capabilities of the League. There are undoubtedly a LOT of yard capability which could be turned toward military production and there's industrial capacity to build a great deal more.

SLN ships probably don't have the best technology that the League has to offer, by and large they haven't needed it. That doesn't mean there isn't a lot of capability to obtain and build far more sophisticated systems or even that significantly more advanced system that what is currently in use isn't already available within the League. This won't in most cases be anywhere near the capabilities of current Haven or Manty systems but they should allow close to immediate improvements available to be incorporated in Phase I upgrades. The most difficult and essential aspect of this phase will be the development of a missile system capable of approaching that of Manty and Havenite systems and a pod to carry it.
Last edited by Alizon on Wed Apr 30, 2014 9:17 pm, edited 1 time in total.
Top
Re: Solly Fleet Advancements
Post by MaxxQ   » Wed Apr 30, 2014 9:09 pm

MaxxQ
BuNine

Posts: 1553
Joined: Sat Aug 08, 2009 5:08 pm
Location: Greer, South Carolina USA

Jeroswen wrote:3. Create a seeking head that homes in on gravitic anomalies. Manty probes ruin any chance of a stealthed approach to a Manticoran fleet. Create a seeker that hunts the probes by zeroing in on the gravitic pulses they use. Make it as small as possible but it must fit into an existing ship's broadside missile bay. Be it a Destroyer, Cruiser, etc. You wouldn't want to replace all your missiles but having a couple dozen you could pull up in a que would be very effective.


I'm not really sure, but aren't the grav pulses omnidirectional? Wouldn't that make it difficult to get a lock? Also, I *do* recall textev where the RHN ships could detect the pulses, but couldn't localise them enough to get an actual direction to them. Whether that is a result of stealthing, or because of the omnidirectionality (if it exists) I don't know.

Then again, I could just be full of it... :mrgreen:

Edit: Also, recon probes don't always use grav pulses to communicate with their launching ships. They can also use whisker lasers, which are only detectable by being directly between the probe and the ship, or by being somewhere beyond the ship the laser is pointed at and catching what will most likely be minimal (if any) scatter. That latter seems unlikely, as there's a reason they're called "whisker lasers".
Top
Re: Solly Fleet Advancements
Post by Relax   » Wed Apr 30, 2014 9:15 pm

Relax
Fleet Admiral

Posts: 3230
Joined: Tue Oct 27, 2009 7:18 pm

Arguing tonnages is the wrong way to go about it.

First is the problem of technological "parity". Until this is addressed, building ANY tonnage ship is a waste of time, other than a fort. Unless one goes for a VERY basic design allowing large volumes of space to be modified to accommodate the yet to be invented, designed, parity tech.

Acceleration in terms of ship is a waste in MDM environment. Rather ship designers should be asking, WHAT tonnage of ship would be required for say 1, 2, 3, ...nth capital grade missile hits before reaching critical systems and the whole ship goes up in a bright, very brief, flash. Then cost$$$$$ for 1, 2, 3, ...nth capital grade missile hit. Then number of hulls needed(projected).

Ship acceleration, even if greater than the RMN, only allows the end user to slightly extend the time given, for a withdrawal if your intel gave false info about a system you are attacking. Once inside the hyper limit you are screwed no matter what if their MDM's have the range before you get wise and break off. True, DW has given us an example or two where superior acceleration helped, Solon, but it really didn't help much at all.

Arguing BC/BB/SD tonnage is really, really, really, going to be dependent on what parity tech said systems create. Now if one states in their argument the parity tech in question this could lead certain systems due to cost and number of hulls needed to go for BC, BB, DN, SD respectively.
_________
Tally Ho!
Relax
Top
Re: Solly Fleet Advancements
Post by tonyz   » Wed Apr 30, 2014 9:25 pm

tonyz
Lieutenant Commander

Posts: 144
Joined: Mon Oct 19, 2009 10:42 pm
Location: Keene, TX

Alizon wrote:As to the Battleship concept, yes, ton for tone Battleships are faster than an SD given the same drive technology. Manty compensators are significantly superior to those used by Solarian League warships and one way you can at least compensate for this is by building smaller ships. It might take a while for even this strategy create a BB design with the speed and compensator capability of a RMN SD, but it will help the Solarians close the gap so that the disadvantages the labor under now are less pronounced.


This is true, but also almost completely irrelevant given missile ranges. Either you're in missile range or you aren't; if you are, and the enemy can't engage you, you can destroy them in a few minutes before they can get into range of you. If you aren't, and the enemy outranges you, then they can destroy you in a few minutes before you can get into range of them.

If the SLN can't solve the missile range problem before the Grand Alliance disassembles them, then solving the acceleration differential won't help them one iota.

(And the continual arguments about destroying this-that-and-the-other are also true, but irrelevant -- if the GA disassembles the League before it can match their warfighting technology, it wins; if it doesn't, it loses. Even total defeat and occupation of the League will not help as long as the League retains -- or develops! -- a common identity and a longing for revenge.

That sense of identity is currently rather moribund. So the GA has to disassemble the League _before_ that sense of identity either develops or restored, and _without_ provoking the League to develop one. The League's job is to retain its common identity while developing the necessary warfighting tools for Round 2.

As an SLN admiral charged with _that_ strategic imperative, I'm thinking that researching warfighting technology might not be the most important thing to spend my time on -- maintaining the League's morale, and increasing its sense of solidarity, are more important than how many ships I lose doing it.

But of the technical things I need, better missile defense and longer-ranged missiles are far, far, far more important than anything else on the horizon.

So: lots more decoys (and better decoys), lots more countermissiles (and longer-ranged, faster-launching ones with better software), ships that can carry pods (towing them on tractors if necessary) -- and if I can't get those right, nothing else will matter.

Well, I suppose trying to research a wonder weapon might be useful. Maybe the horse _will_ learn to sing...
Top
Re: Solly Fleet Advancements
Post by Jonathan_S   » Wed Apr 30, 2014 9:31 pm

Jonathan_S
Fleet Admiral

Posts: 9089
Joined: Fri Jun 24, 2011 2:01 pm
Location: Virginia, USA

MaxxQ wrote:I'm not really sure, but aren't the grav pulses omnidirectional? Wouldn't that make it difficult to get a lock? Also, I *do* recall textev where the RHN ships could detect the pulses, but couldn't localise them enough to get an actual direction to them. Whether that is a result of stealthing, or because of the omnidirectionality (if it exists) I don't know.
The early ones may have been basically omnidirectional, but by now there've been some mentions about shielding backscatter from the emitters which makes it seem like the grav 'ripple' is much more strong directional than it used to be. (Of course it's strongly directional away from what's being observed / targeting (which makes a hypothetical home-on-grav sensor harder to pull off)

(I just happened to remember the magic keyword which make double-checking in my ebooks easy)

War of Honor wrote:Andermani Navy had not only managed to produce its own grav-pulse communicator, but also engineered it down to a size it could fit into something as small as a recon drone.
And a drone which is so stealthy, and has such a good shield against backscatter from its transmitter, that Shawn can't find it even when he knows it has to be out there, she thought unhappily.


At All Costs wrote:The only thing those transmissions could be were scraps of backscatter from Manticoran directional FTL transmissions.


Shadow of Saganami wrote:The transmitters are directional, and we've made a lot of progress since the first FTL coms came in, but we're still a long way from completely eliminating backscatter. There's going to be something to see.


Shadow of Freedom wrote:her sensor sections had been picking up backscatter from grav pulses which might represent additional platforms or have something to do with the Manties’ obvious ability to transmit broadband data at faster-than-light speeds.
Top
Re: Solly Fleet Advancements
Post by SWM   » Wed Apr 30, 2014 10:15 pm

SWM
Fleet Admiral

Posts: 5928
Joined: Mon Jan 11, 2010 4:00 pm
Location: U.S. east coast

MaxxQ wrote:I'm not really sure, but aren't the grav pulses omnidirectional? Wouldn't that make it difficult to get a lock? Also, I *do* recall textev where the RHN ships could detect the pulses, but couldn't localise them enough to get an actual direction to them. Whether that is a result of stealthing, or because of the omnidirectionality (if it exists) I don't know.

Then again, I could just be full of it... :mrgreen:

You're full of it! :mrgreen:

(wow, I actually got to say that?!)

Grav pulses for FTL Comm is not omnidirectional. You do recall cases where the RHN detected pulses. But the reason they were unable to lock them down well was because they could only detect them when they happened to pass through the beam. They only stayed in the beam a brief moment, long enough to notice it but not enough time to localize it really well. The beam is nowhere near as narrow as a laser, so they detected them a lot more often than they would detect laser comms. But they were definitely directional. And I believe their beam width has improved over time, along with the bandwidth.

From The Short Victorious War:
Manticoran sensor platforms could produce directional grav pulses.
--------------------------------------------
Librarian: The Original Search Engine
Top
Re: Solly Fleet Advancements
Post by phillies   » Wed Apr 30, 2014 10:30 pm

phillies
Admiral

Posts: 2077
Joined: Sat Jun 19, 2010 9:43 am
Location: Worcester, MA

They need something resembling a victory, or at some point crew morale will be one with the 1918 German Grand Fleet, namely crews will mutiny if they are asked to fight RMN RHN G etc warships.

Also, the Beowulf secession has to be put down or the League will fragment.

Finally, the OFS occupied outer worlds need to be calmed or disaster will follow for the budget.

Their available move is to recall the 700 SD fleet, summon everything that can fly to a single meet-point, including FF, and seek to stomp on Beowulf with the full force of the Invincible Solarian League Navy. Courier boats must take along sealed orders "do not open until you are resupplied and in hyper". I infer this will take about four months, even allowing that the huge fleet is sort of ready to advance and most other people are closer.

My rationale is (i) Beowulf must be stopped, (ii) the ISLN is adequately more powerful than the BSDF and a small RMN fleet that will also be stomped when taken by surprise via emergence from hyper on top of the warp point, (iii) if this does not work, defeat is certain.
Top
Re: Solly Fleet Advancements
Post by n7axw   » Wed Apr 30, 2014 11:03 pm

n7axw
Fleet Admiral

Posts: 5997
Joined: Wed Jan 22, 2014 8:54 pm
Location: Viborg, SD

If I were a SLN admiral facing this rather miserable set of choices, I think I would choose the choice Kingsford actually presented to Kolokoltzov at the end of ART. That was to take their BCs, figure how to carry a worthwhile number of Catapharacts and begin raiding systems who have defected and are trading with GA.

Those BCs would be hoping not to encounter Rolands or Sag-Cs, of course. But they have virtually thousands of BCs and could hope to spread out GA fleets, tying up inordinate number of GA hulls in commerce or system protection. Then I would take whatever time I managed to buy with this strategy and work on increasing missle range and hull survivability.

Will this work? Probably not. Given the crimp that GA has already put in funding available for SLN by shutting off major portions of protectorates and the shell from the core worlds with Lacoon 2, it is doubtful that the League can even get their R&D afloat to say nothing of building survivable hulls. This doesn't even consider that the League has even less time than money given the coming political implosion.

But still, it's probably the best strategy available to Kingsford utilizing existing resourses currently available to him.

Don
When any group seeks political power in God's name, both religion and politics are instantly corrupted.
Top

Return to Honorverse