penny wrote:In my scenario, I was thinking that the hyper raider could see when the prey hypers out because said prey would disappear from the sensors of a raider who is already very close.
Good point. The raider doesn't need to see a transition to know a transition has happened. The same is not true for the ready squadron because the raider won't be in their sensors, if it's running on its spider drive or just coasting ballistically.
11 light seconds is not a lot of time to be comfortable, though. As someone said above (maybe Jonathan), they won't know that they've been detected by luck or skill until it's too late. At 11 light-seconds, a missile going into sprint mode takes only 85 seconds to arrive, which is too short for any ship without a hypergenerator on stand-by. Heck, 11 light-seconds is within CM range for the RMN ship.
Having the hypergenerator on stand-by makes it even more risky, because that may be putting out betraying emissions. And even then, 85 seconds is too short for a cruiser-sized ship to translate up. A CM at 130000 gravities takes only 71 seconds... and 11 of which are light-lag. So the raider has 60 seconds between seeing a launch and having the missiles arrive upon it.
No, unless the MAN ship is supremely confident it will not be found, it only has two strategies left: leave now to avoid contact, or:
But if this is a hyper raider who has tricks up its sleeve, is it really going to run? If it has a 3-second firing energy weapon and has the acceleration advantage because of upgraded screens... and sensors are significantly better, then why would it necessarily run? It is optimized for hyper warfare. I disagree with Theemile on the possibility of a 3-second firing energy weapon. More on that later.
Right, if the cruiser-sized raider can take on an RMN destroyer, it may want to do that. That might be a good idea if the destroyer in question is not the latest generation, but an older one that is still in service.
The 3-second-firing graser is not useful, because the range is too long. The raider can't predict exactly where the ready squadron will emerge, so it can't pre-place a torpedo (even assuming it can carry one). The chance that any ship from the squadron comes into graser range is small.
The chance that all the ships of the squadron come into range is zero. Therefore, if the raider fires, it dies and I've made the calculation that on a 1:1 exchange with the RMN (let alone the entire GA), the RMN wins. Its only option is to deploy a remote weapon like the torpedo, of which it will have a very limited supply of, and hope it can kill a destroyer. If it has to bug out, it won't be able to recover the torpedo.
And having a torpedo come into graser range of a ship that is running its sensors at maximum sensitivity looking for a ghost is not the smartest idea either.
But the spider-drive works in hyper, and the raider has an accel advantage in impeller mode and adequately upgraded sensors. (I'm changing that from marginally or significantly to adequately, more on that below.)*
Accel advantage over freighters, yes. Not over warships, couriers or DBs.
A raider in hyper with DDs giving a stern chase can simply out accelerate them to the point where their sensor range becomes iffy. The raider then drops pods of stealthy spider-driven g-torps awaiting the DDs to catch up. The DDs will be too busy flexing their muscles and showing off their alleged accel advantage to properly scan for traps. Says the spider to the flies. Bye bye DDs.
A raider cannot out-accelerate a DD. If you meant it can accelerate to a higher top speed, yes... but that takes 10 hours.
Dropping mines in hyper is an interesting tactic. Dropping mines is exactly what Honor/Sarnow did at Hancock, after all.
However, they're too close for this to work. If the DDs are chasing something, that means they are within missile range. They don't need to get any closer to take out the raider. Though there's a question of whether they'd fire before trying to communicate a few more times.
Or, a raider could certainly lie doggo in hyper where sensors are even more iffy. Lying doggo in hyper should work even better than lying doggo in n-space. Especially with spider technology. Plus, with the smart paint there will be no eye contact before the engagement. A 3-second firing energy weapon from inside your pajamas is going to roast your nuts. Running into an ambush of mine-like g-torps is going to make a hell of a display of flaming datum.
See above on being within graser range and laying traps.
And do consider that subs work in packs. If when raiders are hypering in their sensor ghosts are too faint to discern the number of ships, and or if the raider is part of a pack and it sees its comrade has to run, the pack can enter hyper ahead of the chase and spin a web, says the spider to the incoming flies!
Good idea: let the destroyers see one of the raiders leave, so they stop looking for the ones they didn't know were there.
If the hyper raider is a hybrid, why can't it also have a streak drive where it simply selects a band where the pursuers cannot follow?
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That's only useful if the raider is leaving the system. The ready squadron is not going to give chase outside of the system anyway.
Going to the Iota or Kappa band for a micro-jump is not very useful. It will take a lot of time and energy, add to wear and tear on the generator, for little gain. Especially since all evidence points to not being able to follow anyone after a translation.