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Defensive pods

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Re: Defensive pods
Post by Weird Harold   » Mon Jul 11, 2016 1:58 pm

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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.


That's probably the reason that, in the anti-CM role they were designed for, Dazzlers are usually paired with Dragon's Teeth decoys. I suspect that Lorelei is and adaptation of the Dragon's Teeth missile able to generate one ship-sized image instead of a hundred missile-sized images.

Whether you use Lorelei or Dragon's Teeth with your Dazzlers, you run into a problem with range and fire-control lag. Missiles are guided by control links from their mother ship (or a ship) with much more computational capacity to discriminate targets from decoys. The commands sent to the missiles. Depending on the range, it might be several seconds before the ship-board sensors even know they're being jammed so the commands being sent to the missiles would ignore any jamming and decoys.

That's going to be true of any plan to confuse missile targeting. Adding Dazzlers or some adaptation of Dazzlers to a ship's ECM options could be useful in increasing the effectiveness of Lorelei decoys. But building a specialized half-pod with "drone" (decoy) ability is an unnecessary complication. Dazzler and Lorelei missiles can be loaded into a standard flat-pack for fusion-drive missiles if desired, or they can be fired from on-board missile tubes and be more effective than any widely dispersed attempt at spoofing incoming missiles.

The reason it would be more effective is because of what Somtaaw touched on:

Somtaaw wrote: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.


The theory behind Lorelei is an extension of tethered decoys; Tethered decoys play a "shell game" with incoming missiles, Lorelei expands on that with multiple "shells."

A ship is lazily proceeding on a predictable course. They fire a salvo of Lorelei Decoys on divergent courses projecting images of the ship that launched them. The ship turns slightly onto a course similar to one of the Loreleis. The enemy sees a single ship turn in several different directions at once and has to pick the real ship out of the decoys.

If the decoys don't start from the same place as the ship, it is ridiculously easy to figure out which is the ship you've been tracking.
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Answers! I got lots of answers!

(Now if I could just find the right questions.)
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Re: Defensive pods
Post by Rakhmamort   » Thu Jul 14, 2016 2:10 am

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Somtaaw wrote:
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.


If the EWO was stupid enough not to place the drones to cover the emissions of the real ship, and was also stupid enough not to max-out the real ships' ECM while the missiles are getting blinded, then yes, I'd agree that the incoming missiles might ignore the 'obvious' and nearer targets and fly past them to hit the obvious ships farther away. Of course, the EWO was stupid enough to not establish the drones as valid threats early in the conflict so the enemy can easily identify them as fake targets.

A competent EWO however would activate the drone capability early on, place the pod-drones in such a way that the fake emissions will hide the real ship/s, synchronize the real ship/s' ECM with the defensive Dazzlers and 'hit me' mode of the pod-drones such that recently blinded missiles on AI mode will have the least amount of desire to go looking for 'possible' targets hiding behind inviting targets right in front of them.

I'm quite sure that if somebody created doctrine for the use of these defensive pods, all the things that need to be done for their proper use would be covered.

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).


If I'm not mistaken, missiles by default go for the throat and kilt aspects of the wedge and since the kilt is wider, that's where most of them try to go boom. Kilt of the wedge, pods launched astern, lots and lots of fusion explosions, formula for proximity kills no matter what you do.
MOBILE defensive pods need not be anywhere near that area. They can be millions of kilometers away.


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.


One company was able to build the semi-MDM Cataphract. Imagine what hundreds of planets's worth of scientists and engineers can do.
True, it will take time for the SLN to get up to par with all the current GA warfighting tech but in the case of MDMs, they already have a leg up with existing samples from Technodyne.
They won't have the targeting capability of GA ships, but the SL is so large that they can waste huge salvos just to make up for the tech disadvantage. Quantity is a quality of its own.

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.


So going through all those is better than limpeting a couple of pods on the hull and detaching them when the enemy is detected. How long would that 'work around' with big missiles thru the boatbay going to take? How many of them are you going to stash in the boat bay? They weigh tons and moving them around even with tools isn't going to be easy, especially when ship's crews are already too few for adhoc things like these.

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.


You already answered the question. Rolands only have 240 Missiles. Why should you allocate a bigger chunk of those for Dazzlers (that you'll use for defensive purposes) when you can grab a couple of half pods and keep your tubes launching offensive birds?


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...


Of course! Drones 3 or 4 million miles away are going to be useless in energy combat! But wait, the drones are supposed to be used for the longer ranged missile combat.
As for GA's lighter ships carrying heavier energy armaments and everything in BOLD, if any GA light cruiser is dumb enough to sneer at battleships at energy range, it deserves the destruction it


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.


I believe there's a misdirection in the bolded part. The non-pod layer might have longer endurance but, if the battle lasted that long, that means the salvo sizes it was throwing wasn't getting through the enemy defenses, not enough to take the enemy out. Pod layers however may not have the ammo for a long battle but that's because they can throw a lot more missiles per salvo than non-pod layers and if they do, the enemy would surely get hammered.

As for your computation about benefit/cost returns of these defensive pods. 1 pattern of full sized pods = 12 drones. That means an additional 12 targets for the enemy spread their fire. If those 12 drones aren't there, the real ship will be the recipient of 13x the number of missiles (if the enemy was spreading the salvo equally). Guess how long your real ship will survive if all the enemy ships' missiles are targeting it instead of going after 13 targets. If the enemy salvo is big enough, your pod layer isn't even going to have the time to run out of ammunition.
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Re: Defensive pods
Post by Rakhmamort   » Thu Jul 14, 2016 2:46 am

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Weird Harold wrote:That's probably the reason that, in the anti-CM role they were designed for, Dazzlers are usually paired with Dragon's Teeth decoys. I suspect that Lorelei is and adaptation of the Dragon's Teeth missile able to generate one ship-sized image instead of a hundred missile-sized images.


You don't need to suspect, Honor described what Lorelei does during their sim while preparing for Filareta's arrival. Each platform can project multiple starship 'images', not just one.

Whether you use Lorelei or Dragon's Teeth with your Dazzlers, you run into a problem with range and fire-control lag. Missiles are guided by control links from their mother ship (or a ship) with much more computational capacity to discriminate targets from decoys. The commands sent to the missiles. Depending on the range, it might be several seconds before the ship-board sensors even know they're being jammed so the commands being sent to the missiles would ignore any jamming and decoys.


You need to dedicate a fire control link if you are guiding the missiles carefully. With defensive dazzlers, all you need to do is to designate the area the Dazzlers are supposed to 'flash' and you let the defensive dazzler's AI to take the missiles to independent control. Attack missiles are released from ship control when they are near their end runs, the defensive Dazzlers are practically near their end run when they are launched so you won't need the control links for them.

That's going to be true of any plan to confuse missile targeting. Adding Dazzlers or some adaptation of Dazzlers to a ship's ECM options could be useful in increasing the effectiveness of Lorelei decoys. But building a specialized half-pod with "drone" (decoy) ability is an unnecessary complication. Dazzler and Lorelei missiles can be loaded into a standard flat-pack for fusion-drive missiles if desired, or they can be fired from on-board missile tubes and be more effective than any widely dispersed attempt at spoofing incoming missiles.


There is no text available in the books where Lorelei platforms are launched. Honor just ordered their deployment, there was no mention of tube launching or pod launching. However, in Honor's musings about Lorelei, regular drones were being compared to it so IMHO, it will be safe to assume that Lorelei isn't missile based at all.

Yes, using Lorelei would be the best option, however, as I've already pointed out, building the capability to produce them would probably require building more advanced tools/shops/manufacturing equipment than building the base Ghost Rider drone technology which is more than enough to handle current and near future SLN missile tech. You can produce these pods sooner than you can produce Lorelei platforms.

The reason it would be more effective is because of what Somtaaw touched on:

The theory behind Lorelei is an extension of tethered decoys; Tethered decoys play a "shell game" with incoming missiles, Lorelei expands on that with multiple "shells."

A ship is lazily proceeding on a predictable course. They fire a salvo of Lorelei Decoys on divergent courses projecting images of the ship that launched them. The ship turns slightly onto a course similar to one of the Loreleis. The enemy sees a single ship turn in several different directions at once and has to pick the real ship out of the decoys.

If the decoys don't start from the same place as the ship, it is ridiculously easy to figure out which is the ship you've been tracking.


And why would you not employ the defensive pods the same way? If you launch a whole pattern, activate half, send them to positions you want them to hold and each one gets a 'tag-along' 'silent-running' defensive pod as back-up in case the active one gets tagged by the incoming missiles. Tag along is off-set a 'safe' distance so it would not be affected by proximity soft kills.
Hell, you can even program the back-ups to show 'damaged' ship projections to make them more attractive targets for the follow up salvos.
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Re: Defensive pods
Post by Kytheros   » Thu Jul 14, 2016 6:31 am

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Tell me, why would someone spend time and resources to design, work out doctrine for, and build these things, when they have higher priorities for their time and resources?
Like, say, expanding industrial infrastructure. Designing the next generation of warships. Doing R&D work on the next generation of tech upgrades.
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Re: Defensive pods
Post by Jonathan_S   » Thu Jul 14, 2016 7:41 am

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Rakhmamort wrote:
Weird Harold wrote:That's probably the reason that, in the anti-CM role they were designed for, Dazzlers are usually paired with Dragon's Teeth decoys. I suspect that Lorelei is and adaptation of the Dragon's Teeth missile able to generate one ship-sized image instead of a hundred missile-sized images.


You don't need to suspect, Honor described what Lorelei does during their sim while preparing for Filareta's arrival. Each platform can project multiple starship 'images', not just one.
That's not how I read the quote from ART.
Yes it talks about creating a complete false squadron of ships-of-the-wall -- but it also says it took 1/3 of the deployed Lorelei drones to do so. That doesn't sound, to me, like they're projecting multiple targets each.

Also since is says the false targets Loreleis can generate are "still far weaker than those of genuine superdreadnoughts" I doubt they'd want to further reduce their power (and hence believably) by diluting that limited power across multiple images.

...
Rakhmamort wrote: If I'm not mistaken, missiles by default go for the throat and kilt aspects of the wedge and since the kilt is wider, that's where most of them try to go boom. Kilt of the wedge, pods launched astern, lots and lots of fusion explosions, formula for proximity kills no matter what you do.
MOBILE defensive pods need not be anywhere near that area. They can be millions of kilometers away.
Actually the kilt is substantially narrower than the throat. See the infodump Wedge geometry. On an SD the throat is 190 km tall, while the kilt is only 40 km tall.

That said, I'm not sure missiles preferentially go for those. Yes, they're laserheads do more damage if not interdicted by sidewalls - but to achieve that they need to get to almost exactly dead ahead or dead astern and be attacking a ship that doesn't have a bow or stern wall up. (Though they can't have full walls up over both). The vulnerable aspect is only 20 km wide (the separation between the sidewalls. And because those sidewalls continue all the way to the fore and aft end of the wedge they stretch something like 150 km past the ends of the SD. So you have a fairly narrow angle to be able to fire between them and hit the ship.

But the downside of attempting that is that (especially when attacking a formation of ships) that the missile has to pass much deeper into the missile defense envelope to achieve the fore or aft position. The defensive probability of kill percentages go way, way, up compared to a missile that detonates as soon as it reaches the 30,000 - 50,000 km standoff range off the near side of the formation.
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Re: Defensive pods
Post by Somtaaw   » Thu Jul 14, 2016 8:43 am

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Rakhmamort wrote:
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).


If I'm not mistaken, missiles by default go for the throat and kilt aspects of the wedge and since the kilt is wider, that's where most of them try to go boom. Kilt of the wedge, pods launched astern, lots and lots of fusion explosions, formula for proximity kills no matter what you do.
MOBILE defensive pods need not be anywhere near that area. They can be millions of kilometers away.


The "use'em or lose 'em" doctrine of missile pods has been applied in every single battle pods have been used, and even when they have pod layers. REALLY notable examples would be the Battle of Solon, when Giscard first ambushed Honor, and realized "standard patterns of shipkillers" weren't doing the job. So he stopped firing and started rolling lots and lots of pods... Honor fired back hoping to provoke him into firing early but she wasn't aiming specifically where his pods were. She aimed at his ships. Both sides had podlayers, but they still have the standard doctrine "use'em before hostile fire can possibly get close enough to proxy kill"


Rakhmamort wrote:
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.


One company was able to build the semi-MDM Cataphract. Imagine what hundreds of planets's worth of scientists and engineers can do.
True, it will take time for the SLN to get up to par with all the current GA warfighting tech but in the case of MDMs, they already have a leg up with existing samples from Technodyne.
They won't have the targeting capability of GA ships, but the SL is so large that they can waste huge salvos just to make up for the tech disadvantage. Quantity is a quality of its own.



I'm sorry, by one company do you mean Technodyne Industries of Yildun? Because that's NOT where Cataphracts were actually designed, TIY simply took credit for a Mesan development. The were developed by a Daniel Detweiler, and mentioned in Torch of Freedom

Torch of Freedom, Chapter 58 wrote:Unlike the Solarian League Navy, the Mesan Alignment had no reservations at all about the missile ranges being reported by observers of the renewed conflict between Manticore and the Republic of Haven. They'd not only realized those reports were accurate, but figured out what the Manticorans and Havenites must have done to produce them.

Unfortunately, deducing what someone else had done wasn't the same thing as figuring out how to do it for oneself. Downsizing missile drive components without reducing their already limited lifetimes still further was a significant technological challenge—one the Alignment was working hard to overcome, but hadn't managed to pull off yet.


And also
Mission of Honor, Chapter 29 wrote:Daniel Detweiler's researchers hadn't yet figured out how to fit multiple full-size, sustainable drives into a single missile of manageable dimensions. They had, however, realized what the RMN must have done, and they were working industriously to duplicate the Manticoran advantage. In the meantime, they'd come up with Cataphract, a variant of their own based on taking the standard missile bodies for the SLN's new-generation anti-ship missiles and adding what amounted to a separate final stage carrying a standard laser head and a counter-missile's drive system.



Two very specific passages, from very late in the series that are unlikely to have been retconned, show it was Mesa that designed the only non-Alliance MDM's in existance. The Solarian League still don't even have researchers, except that small quintet that met with al-Fanudahi in an SLN "archive" that are even capable of understanding things have changed.

I'll concede that the SLN has taken the Mesa/TIY Cataphracts and run with the idea, but that's still a far cry from being able to truly compete with GA missiles. They don't understand how to do the podlayers, they don't understand that Alliance LAC's are incredibly deadly even to their obsolete superdreadnought Reserve, they don't understand CLAC's, or FTL-equipped recon drones, or FTL communications period... there's a pretty long list of stuff the SLN doesn't believe is possible until it's thrown in their face, and by that point it's too late.


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.


So going through all those is better than limpeting a couple of pods on the hull and detaching them when the enemy is detected. How long would that 'work around' with big missiles thru the boatbay going to take? How many of them are you going to stash in the boat bay? They weigh tons and moving them around even with tools isn't going to be easy, especially when ship's crews are already too few for adhoc things like these.

Rakhmamort wrote:
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.


You already answered the question. Rolands only have 240 Missiles. Why should you allocate a bigger chunk of those for Dazzlers (that you'll use for defensive purposes) when you can grab a couple of half pods and keep your tubes launching offensive birds?


You're dodging the point, Roland's ALREADY carry Dazzlers and Dragon's Teeth, it's part of the standard ammo mix. Your decoys and drones, in pods that are limpeted are going to be powered... how? As kzt's pointed out in numerous other threads, the 'power cord' seems to be mystical technology, so limpeting anything to a ship has a VERY strictly limited lifespan. And the ship still has to carry them around normally when they are going to battlestations and limpeting externally.

Given seemingly standard Manticoran ammunition usage, 10% of all missiles they carry will be Dazzlers, and 10% of all missiles will also be Dragon's Teeth. Leaving every ship with ~80% of maximum possible missiles loaded are actual shipkillers. Prior to the boom/burn setting being merged into one missile, the ammo mix would also have been forced to include a few boom missiles for warning shots and similar.



Rakhmamort wrote:Of course! Drones 3 or 4 million miles away are going to be useless in energy combat! But wait, the drones are supposed to be used for the longer ranged missile combat.
As for GA's lighter ships carrying heavier energy armaments and everything in BOLD, if any GA light cruiser is dumb enough to sneer at battleships at energy range, it deserves the destruction it


Funny, you're the one trying to pass off your decoy & drone loaded pods as magically all-powerful, I'm sorry for pointing out the flaws, but your attempt to deflect the strawman arguments away from your own strawman's is a bit futile.

Rakhmamort wrote:
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.


I believe there's a misdirection in the bolded part. The non-pod layer might have longer endurance but, if the battle lasted that long, that means the salvo sizes it was throwing wasn't getting through the enemy defenses, not enough to take the enemy out. Pod layers however may not have the ammo for a long battle but that's because they can throw a lot more missiles per salvo than non-pod layers and if they do, the enemy would surely get hammered.


Then why has the Manticoran Navy actually abandoned podlaying battlecruisers in favor of the Nike-class, if the podlayer is all supreme, by your words?

The RMN has decided the ability to fire large salvo's, in return for being glass cannons is not good doctrine for anything except superdreadnoughts. A podlaying superdreadnought loses some structural strength, but being a superdreadnought it's probably at least as tough as a battleship, which means it's still tougher than anything else in space. Battlecruisers by contrast, are still pretty fragile because they follow cruiser construction patterns, which is inherently weaker than waller.

So the Nike-class battlecruiser was born, designed for sustained combat rather than the burst of a podlayer, it doesn't have the glass jaw of BCP's, but it sacrifices little to nothing offensively because RMN BCP's were loaded with DDM's. The Nike has just as much range, and with the off-bore tech, fires 50 missiles per salvo. A RMN BCP rolls 4 pods per pattern, each loaded with 14 missiles means 56 missiles... well look at that, a BCP fires almost exactly as many missiles as the Nike does. And I don't believe any text-ev gives us a Nike-class reload speed, but I don't think an Agamemnon BCP can roll much faster, so they'd be firing almost identical salvo's at almost identical times, except the BCP stops shooting in 15 minutes and the Nike stops firing after 40 minutes.

Agamemnon: 330 pods * 14 Mk 16 missiles each = 4620 pods
Nike: 6000 Mk 16's.
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Re: Defensive pods
Post by Jonathan_S   » Thu Jul 14, 2016 1:47 pm

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Somtaaw wrote:Then why has the Manticoran Navy actually abandoned podlaying battlecruisers in favor of the Nike-class, if the podlayer is all supreme, by your words?

The RMN has decided the ability to fire large salvo's, in return for being glass cannons is not good doctrine for anything except superdreadnoughts. A podlaying superdreadnought loses some structural strength, but being a superdreadnought it's probably at least as tough as a battleship, which means it's still tougher than anything else in space. Battlecruisers by contrast, are still pretty fragile because they follow cruiser construction patterns, which is inherently weaker than waller.

So the Nike-class battlecruiser was born, designed for sustained combat rather than the burst of a podlayer, it doesn't have the glass jaw of BCP's, but it sacrifices little to nothing offensively because RMN BCP's were loaded with DDM's. The Nike has just as much range, and with the off-bore tech, fires 50 missiles per salvo. A RMN BCP rolls 4 pods per pattern, each loaded with 14 missiles means 56 missiles... well look at that, a BCP fires almost exactly as many missiles as the Nike does. And I don't believe any text-ev gives us a Nike-class reload speed, but I don't think an Agamemnon BCP can roll much faster, so they'd be firing almost identical salvo's at almost identical times, except the BCP stops shooting in 15 minutes and the Nike stops firing after 40 minutes.

Agamemnon: 330 pods * 14 Mk 16 missiles each = 4620 pods
Nike: 6000 Mk 16's.
Hmm, I'd guess that Nike's launchers for Mk16s have the same cycle time as the Hexapuma's launcher for Mk16s - and SoS gave the time for those as 18 seconds.

Isn't a pod layer closer to 10 seconds per salvo? Combine that with the 12% large salvo (56 missiles vs 50) and the BC(P) appears to be burning through ammo somewhere between 83% - 100% faster than the BC(L) - which I wouldn't have guessed until I went back and crunched some numbers.
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Re: Defensive pods
Post by darrell   » Thu Jul 14, 2016 3:34 pm

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Jonathan_S wrote:
Somtaaw wrote:Then why has the Manticoran Navy actually abandoned podlaying battlecruisers in favor of the Nike-class, if the podlayer is all supreme, by your words?

The RMN has decided the ability to fire large salvo's, in return for being glass cannons is not good doctrine for anything except superdreadnoughts. A podlaying superdreadnought loses some structural strength, but being a superdreadnought it's probably at least as tough as a battleship, which means it's still tougher than anything else in space. Battlecruisers by contrast, are still pretty fragile because they follow cruiser construction patterns, which is inherently weaker than waller.

So the Nike-class battlecruiser was born, designed for sustained combat rather than the burst of a podlayer, it doesn't have the glass jaw of BCP's, but it sacrifices little to nothing offensively because RMN BCP's were loaded with DDM's. The Nike has just as much range, and with the off-bore tech, fires 50 missiles per salvo. A RMN BCP rolls 4 pods per pattern, each loaded with 14 missiles means 56 missiles... well look at that, a BCP fires almost exactly as many missiles as the Nike does. And I don't believe any text-ev gives us a Nike-class reload speed, but I don't think an Agamemnon BCP can roll much faster, so they'd be firing almost identical salvo's at almost identical times, except the BCP stops shooting in 15 minutes and the Nike stops firing after 40 minutes.

Agamemnon: 330 pods * 14 Mk 16 missiles each = 4620 pods
Nike: 6000 Mk 16's.
Hmm, I'd guess that Nike's launchers for Mk16s have the same cycle time as the Hexapuma's launcher for Mk16s - and SoS gave the time for those as 18 seconds.

Isn't a pod layer closer to 10 seconds per salvo? Combine that with the 12% large salvo (56 missiles vs 50) and the BC(P) appears to be burning through ammo somewhere between 83% - 100% faster than the BC(L) - which I wouldn't have guessed until I went back and crunched some numbers.



it is 12 seconds per pod = 20 pods per minute @ 16 Mk-16 missiles per pod = 320 missiles per minute for the argamemnon. with 330 pods (5280 missiles) it will shoot itself dry in16 minutes at maximum rate of fire.

50 missiles every 18 seconds for the nike = 166 missiles per minute for the nike. with over forty minutes of maximum rate fire that is over 6,700 missiles. The nike also has keyhole 1, SD grasers and SD armor to make it uber survivable.
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Re: Defensive pods
Post by Duckk   » Thu Jul 14, 2016 3:44 pm

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14 Mk-16s per pod.
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Re: Defensive pods
Post by Somtaaw   » Thu Jul 14, 2016 4:34 pm

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darrell wrote:
Jonathan_S wrote:Hmm, I'd guess that Nike's launchers for Mk16s have the same cycle time as the Hexapuma's launcher for Mk16s - and SoS gave the time for those as 18 seconds.

Isn't a pod layer closer to 10 seconds per salvo? Combine that with the 12% large salvo (56 missiles vs 50) and the BC(P) appears to be burning through ammo somewhere between 83% - 100% faster than the BC(L) - which I wouldn't have guessed until I went back and crunched some numbers.



it is 12 seconds per pod = 20 pods per minute @ 16 Mk-16 missiles per pod = 320 missiles per minute for the argamemnon. with 330 pods (5280 missiles) it will shoot itself dry in16 minutes at maximum rate of fire.

50 missiles every 18 seconds for the nike = 166 missiles per minute for the nike. with over forty minutes of maximum rate fire that is over 6,700 missiles. The nike also has keyhole 1, SD grasers and SD armor to make it uber survivable.



Oops, I'd listed the Agamemnons as having 4620 pods total, but that's actually 4620 missiles in total, contained within the 330 pods, each of which is holding the 14 mark 16's.


And the 12 second pattern roll, I think only applied to early podlayers and the Caravan merchant cruisers. I don't think we actually really saw any pattern roll numbers after that, I don't recall seeing any between the Wayfarer and ART.

But even at 12 seconds per pattern, that puts an Agamemnon at still spitting distance between it rolling a pattern of pods, and a Nike spitting out a double broadside that's almost as big (6 missile difference). Which really just reinforces the point that the BCP has quite a glass jaw for little to no real military perks. Grayson seems to disagree, I think they still build their Courvosier-II's while the RMN started really ramping up their Nike count but Grayson's are pretty crazy.
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