Rakhmamort wrote:
The advantage is, you can send the decoy way forward of your ship/s and you can improve their effectiveness with the onboard Dazzlers.
That's not an advantage, even missiles know (more or less) where your ships are.... if you suddenly turn your wedges off, because your decoys that are say only 2 or 3 million km ahead of you are finally in position, then missiles are simply going to IGNORE the decoys because they have enough processing power to know ships can't suddenly move 2 or 3 million km from where they should be. That's part of the reason decoys were kept on tethers, not just because of power issues but because there literally was no point to putting a decoy more than a couple hundred km away. Even the full up Ghost Rider derived Lorelei decoy's were at best a wedge width or two away, that's pathetically close compared to chucking decoys somewhere downrange.
Rakhmamort wrote:As for having pods dedicated for defensive use Dazzlers, wouldn't it constitute the same tactical complexity you are complaining about without having the additional capability of attracting the blinded missiles to waste themselves on an imaginary target? Besides, filling up a pod's worth of dazzlers means you have to fire off all those missiles or lose the unused ones when the pod gets proximity killed.
With half pods, you can decide to make some of the pods launch Dazzlers and the others to go silent running while those without missiles anymore are trying to suicide by being the best target in the area.
The second any hostile, incoming shipkillers start exploding any of your "silent running" pods just got proximity disabled at best, or outright destroyed. This is the whole point behind "use 'em or lose 'em" mentality that existed both pre-podlayers and that even with podlayers stacking huge salvo's, they still fire well before incoming fire has a chance to detonate first (thus disabling the pods you want to fire).
Rakhmamort wrote:On the one hand, given how badly the effective range of Apollo or even Mk16 MDMs outmatches the Cataphract, it's unlikely that most combat would involve the GA forces taking effective missile fire in the first place.
The SLN now knows about MDMs. They have working models that have multiple drives (a CM drive for the sprint phase but still a missile with multiple drives). It's just a matter of applying the technology and know-how of a thousand rich and advanced planets to get a working model of MDMs for the SLN in a year or so. That means, range-wise, the smaller GA ships will not have that huge an advantage. What the SLN doesn't have yet is the better targeting systems at long range.
Just like at the start of the MDM combat for Haven and Manticore, you have a huge initial salvo from towed pods and then the surviving combatants start throwing missiles from their tubes. With the use of these half pods, smaller GA ships will have a better chance of surviving that initial salvo from the SLN.
Despite the numerous quotes from Hamish Alexander, Admiral Caparelli, Admiral Givens, and even the SLN's ONI
paranoic in chief Daud al-Fanudahi outright stating (paraphrased because I really don't feel like digging up every single quote they've made) "for the next
3 to 5 T-years, we[Manticore] would run wild and nothing the Sollies can do would stop us". Bolded the key part there, and in case you seem to be mistaken about exactly what a T-year is, it's a standard Earth year, 3 to 5 of them to be exact. Over 1000 Earth days, or if you want to get that technical, 26000+ hours even if the Solly scientists worked 24 hours a day, 7 days a week before the SLN could even think about laying down new missile lines of their own.
Rakhmamort wrote:Wait, tube or boat bay launched drones (the current ghost ride decoys) are "only for your pod combatants" but free flying swarms of half-ish pod sized drone-decoys are are easily usable by everyone?
Ships carry limited number of boat bay launched drones. Smaller ships carry a lot less. I don't know how big the Ghost Rider missile drones are, the Elric picket were launching them from the SD tubes so if they are that big, then there is no chance for heavy cruisers or lighter combatants to use them other than from pods.
You can tow a pod full of GR missile drones but again, you'll have to use all 10 or risk losing them from proximity kills.
even Ghost Rider [strikethrough]drones[/strikethrough] decoys that are so big they can be launched from SD internal launchers, can still be pushed out from a destroyers boat bays. They won't be bigger than pinnaces, so you could stack a bunch of them and use the big, exo-suit tractor/pressor equipped powersuits and get them launched in plenty of time to get a shell out before you actually need them. And actually what they were launching out of the SD tubes at Elric were full up decoys, Ghost Rider
drones are the scouts, and one was deployed in Monica by a single work team aboard the freighter Terekhov borrowed and deployed in short order.
Rakhmamort wrote:You were having to come up with new ways to try and bolt these things onto existing non-pod ships because of the extremely limited strategic endurance of tractors - but somehow that's easier than using the non-pod ship's existing decoys and (if wanted) launching defensive dazzelers from it's own tubes?
Sorry I see it as far more complicated and far too Rube Goldberg to be a optimal solution to even your thought of wanting use less than the best defensive ECM.
Why use up tube space to launch Dazzlers when you can use it to launch ship killers? You got a defensive pod, place it in an area you want to be defended and let the drone AI handle that sector's long range defense. I sincerely doubt you'll need control links for the defensive pod-launched Dazzlers. If I'm going to design that thing, I'd load it with a couple of options/patterns and again, let the drone AI handle it (i.e. blind attacking missiles in sector A using pattern X in 15 seconds... etc). That's it.
You have it rather backwards, why use pods to launch Dazzlers, when pods already fire generally larger missiles than most ships can possibly launch internally. The smallest pods that Manticore deploys, fire Mk 16's, which are if memory serves cruiser weight missiles. Too large for pre-Rolands to fire, and Roland's can only carry a maximum of 240 of them. But with flatpack pods, a Roland could then bring something like 1000 Mk 16's to a fight, and reserve its internal missiels for later in a fight. And if you start launching full up Manticoran capital grade MDM's, you're now firing the largest and most powerful shipkillers in known space, and doing it from any size ship to boot.
If it's a one vs one ship duel, smaller ships actually start having the defensive advantage of being able to roll ship far more effectively. This was proven even during the Battle of Blackbird, when then-Commander Theisman took a mostly missile armed destroyer into energy range of two cruisers and a destroyer and still performed a stunning attack by constantly rolling ship to absorb incoming fire on his wedge before rolling down to return fire. With current Manticoran/Grayson doctrine giving smaller ships upsized energy weapons, they also have the firepower to beat larger ships more powerful sidewalls, so a destroyer now isn't helpless in energy range with even a heavy cruiser. Light cruiser's can now sneer at battleships, and god help the poor superdreadnought that thinks it can take on a Haven Sector battlecruiser...
Any podlayer that stuffs these in also has to worry about how much ammo they'd give up for, at best, a mediocre defense increase at a time they're already more strapped for ammo than non-podlayers. A BCP can run through her pods in what, 15 minutes, while a Nike has enough for I think it was an hour of steady firing. I'll grant you a Nike is 1.4x larger than a Agamemnon (which carries 330 pods normally), so a direct size increase would give a newer BCP 462 pods (divide by 4 for a single pattern gives us 115 patterns) which would take a maximum of 1386 seconds to deploy all of them, 23 minutes worth of fighting. The second you put more than one layer of your defensive pods in, you've sacrificed more offensively than you'd gain defensively and you'd have to put more than one layer in because the first incoming hostile salvo would proximity mission kill any defense pods you dont use but deployed simply to clear the way for your shipkiller pods.