Lord Skimper wrote:When your fleet leaves a system, you don't leave the system. You have and hold it with a system pod defense. The fleet moves to the next target and the System pods keep anyone else from taking it away from you.
There are 4 (main) problems with a pod defense.
1) Who (or what) controls the pods?
Pods can work in a sys-def mode where only basic firecontrol is needed - or in a controlled mode where there is greater accuracy. Ideally, you want the 2nd - which means a fort or controlling ship. Which means that if you want accuracy, you need to leave ships or build an immovable strategic asset there. Or else, you are just throwing gobs of missiles downrange, and hoping some of them hit.
2) How many Gobs of missiles are you putting there, anyway?
Remember, 1/2 the cost of a 1905 SD was the cost of the missiles, and just how many missiles are you going to install there? Just dropping pods off isn't a cheap solution. If you are lobbing missiles at every threat, you are going to go through missiles like mad. A smart opponent will sacrifice some units and drain your pods, making you vulnerable, because your only possible response to every problem is to hammer it. So how many pods do you place there and can you really afford to place SDs worth of missiles in every system?
3) Sys-def pods need maintenance.
The standard Flatpack pod in sys-def mode needs serviced every 30 days to rebuild and refuel the high tech reactor. The purpose built Sys-def pods probably last longer, but they still need serviced by a high tech repair facility - who is going to do that?
4) Pods are vulnerable.
If you know they are there, you are not going to drive into their teeth. The smart opponent will use sneak attacks to neutralize the shoals of pods - say a normal looking merchant that the last minute turns and wades through the pod field sweeping with it's wedge or just tossing nukes out the back.
In short, pods are not cheap, and need to be protected and controlled by assets to be used effectively.