Duckk wrote:If they leave their hyper generators up they could easily jump back out if they needed to avoid a bunch of missiles coming their way from the terminus defensive fleet.
Superdreadnoughts cannot go back into hyper immediately after transiting. It takes a SLN Scientist or Vega 12 minutes to fully recharge, and another 4 to boost into hyper. So if you hyper out inside missile range, you're committed to eating multiple missile salvos.
Thanks - I drafted a longer version of this but didn't know for sure how long it took those SDs to recharge (RFC's infodump only had the 4 minutes from full standby and the 32 minutes from fully powered off)
StealthSeeker wrote:Darn, cold water on part of my parade. So that takes away the possibility of the SLN jumping out of hyper with in missile range and then jumping back out. But how would things work for a SLN fleet that approaches from a distance, preps for a jump during their approach, and then jumps as soon as the RMN fires missiles. Would this be a successful tactic to deplete missile stores? Or would the SLN ships still be caught in at least one missile salvo?
Well the powered endurance of an MDM is 3 [edit2: 9] minutes (and 65 million km) -- though of course you can reach longer by adding ballistic phases. [edit2: but the furthest distance the MDM can cover in 4 minutes appears to be 22.7 million km; using 2 full power drives + a half power drive for 120 seconds] So if the SDs wait until they see the missiles launch it takes them at least a minute longer to hyper out that it takes for the first wave to arrive. (Ouch) [edit2: nope; but within 22.7 million km they can't react quickly enough]
Now they could
try playing guessing games and hit the button based on when they
think the defenders will launch. Get that right and they could hyper out before the missiles arrive. But that's risky, because if you guess wrong after you're inside about 78 million km [edit2: 75.4; but at 10 minutes] and you eat a missile salvo.
(That's how far an MDM with a 60 second ballistic phase before the final drive can travel)Plus of course once you jump out any missile
you launched are flying dumb. So even if you stay far enough back to jump free the defender can force you to deplete missiles in wasted attacks.
Oh, and there nothing stopping the defenders from putting a few ships or pods scattered out on the approaches so you're not entirely sure where that 78 million km [edit2: 22.7 million km] 'line of death' really might actually be drawn.
Edit: RFC seems to have carefully stacked the deck so that even outside the hyper-limit hyperspace can't really be a tactical factor in battle; just a strategic one.
(I'm categorizing something like a Paul Revere as a strategic gambit; and hypering away from missiles as a tactical one)Edit 2 - a day later: I realized I'm an idiot and used the wrong endurance for MDMs. At max range they have 3 minutes
per drive!. Oops. (Also I screwed up my spreadsheet and had some residual acceleration in my ballistic phase)