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Data File Uploaded: Wednesday, February 5, 2003 Bases and
defense satellites and ground-based defense installations all
exist and are used in Outsider, but generally only around
planets and planetoids. The
drawback of massive fixed defenses in space is that they're
easy to attack from extreme range. If you can't maneuver, anyone
with a chalkboard and some basic math skills can figure out
exactly where you're going to be at a given moment, and arrange
for something unpleasant to meet you there Ground
combat is conducted with the same classes of weaponry we're
accustomed to (infantry, armor, artillery, air), and won't be
explored much in the story. The problem
with trying to defend a jump zone is that planets, bases,
minefields etc. orbit the system primary; jump zones are fixed.
If you place mines or a stationary base (or any object) in the
jump zone, unless it is constantly applying thrust, it will fall
in toward the primary; if you place it in orbit, it's orbit will
carry it away from the jump zone radially. A lot of SF has
"perimeter defense" stations set up on Pluto; but
since Pluto orbits 360 degrees around the sun, it would be out
of position of any given jump zone about 80% on the time. And
that's assuming that the jump zones are in the planetary plane,
which most won't be. So, if you want to mine a jump zone, your
mines have to be spacecraft that are periodically refueled
(expensive), and if you want a "base" there, the base
has to be a System Defense Boat that can maneuver on its own.
Certainly at the very least you will want to keep some sort of
pickets in the area to monitor the zone; this can take the form
of patrol ships, manned or otherwise. However, unless you have a
substantial force stationed at the jump zone, you'd better be
prepared to lose whatever pickets you post there if a major
enemy force appears. But, in any
case, it is the clash of the fleets that is going to determine
the outcome of a system battle; fixed defenses may give one
fleet an advantage in this decisive battle, but they will not by
themselves determine the outcome. Any determined fleet assault
can overcome a fixed defense, no matter how extensive (battle
stations, ground bases and defsats can't dodge; they will
eventually be hit), unless the assault is opposed by another
fleet. The question then becomes: where
does the defender choose to make his stand? Pluto
has as an orbital period of approximately 250 years. Assuming
you put a forward operating base out at approximately same
distance, you could probably expect an "operating
life" of 20-50 years before it moves out of position of
that jump zone. Good point. you can tow a base into position, and then just
tow it back into position a few years later. In
my earlier post, I had proposed that the outlying forces should
be "light" types. Destroyers and fighters. This should
be enough to counter any raiders, but in the face of any major
force, it should fall back. Certainly there will be police cruisers (or equivalent)
patrolling major systems, that can respond to raiders and the
like, but they won't be directly in the jump zones, so that they
may have a chance to fall back. If you're in the zone itself,
the enemy may appear directly in your lap, and the option to
retreat will have expired. Anyway,
the loss of the pickets wouldn't be a major loss. Those pickets are manned by real people. Throwing away lives
like that would be a mark of desperation, or perhaps just
callousness to the lives of one's crews -- neither of which is
likely to do much for morale. Remember that the war has been
going on for 25 years; by this point, keeping up morale is
nearly as important (and difficult) as tactical positioning. I
don't know about you, but if I had to sit around for months on
guard duty, knowing that in all likelihood I was eventually
going to die, my morale would suffer. I wouldn't even want to
have to assign someone to such duty; I don't like sacrificing
units, even in computer games. Or
you could throw asteroids down jump zones or something. Be
creative. Space
is big and ships are small; the odds of collision are very
remote. To have a chance of impeding entry, you'd have to fill
the zone with so much debris, it would be a huge task, and an
even bigger one to clean up later. Remember that whatever you
throw into the zone, you're going to have to track down and
clear out before you can use the zone yourself. I suppose if
you wanted to close off a single system altogether, it could be
done... it would be a huge, ongoing task (as the debris won't
stay in the zone indefinitely), but theoretically possible. I
think you're talking of pirates or other opportunists trying to
take advantage of the chaos in under-armed ships. I
undestand what you mean. Commerce raiding requires that the
raider force be able to bypass the enemy fleets and be able to
strike at poorly defended systems or support shipping. Because
of the nature of jump drive, you can generally only transit
between nearby systems. Generally, your star system is either at
the front or it isn't. If it is, it's got substantial defenders.
If it isn't, it has almost no defenders, since the enemy can't
reach it directly. It's hard for a small raider force to get
deep into undefended enemy territory, since it must first crash
through the "front" tier of systems, which are heavily
defended. |
