Post by Prancer on Dec 28, 2017 4:55:59 GMT
So I've been messing around in-game a bit and I've read through a lot of the threads in the forum as well as the wiki, and I've noticed that a sort of common doctrine has formed out of CoaDE warfare much like we might in modern warfare. For example, modern naval warfare has established warship classes such as the aircraft carrier, guided missile destroyer, and nuclear attack submarine. I've begun to formulate our very own Children of a Dead Earth warfare doctrine based off of the meta and various guides that I've read, as well as some YouTube videos. I'm only a beginner to the game, however, so suggestions are welcome.
There are four classes of capital ships:
Laserstar: A ship that mounts an extremely powerful laser, usually spinal-mounted. Armor and acceleration are traded off in this type. The laserstar posses almost no armor, if any. Due to the extreme waste heat of the laser, this type carries very large and numerous radiator arrays, which are vulnerable to damage. The laserstar is essentially the sniper of space warfare. It must imperatively stay out of direct-combat, and preferably be escorted by other warships. Much like the artillery of old-Earth armies, the laserstar is considered the "King" of the modern space battlefield, and forms the backbone of a space force's power.
Siloship: A dedicated missile carrier. Armor is not a priority for this class, as it will most likely stay well out of range of the enemy. The massive salvos of missiles that siloships can launch are one of the greatest threats an enemy will come across. Along with the laserstar, siloships form the power duo of modern space capital ships. While it will not often see direct combat, the siloship is still equipped with point defense lasers, railgun CIWSs, and basic armor for self-protection. Some classes of this type might even be equipped with weapons and armor nearer to that of gunships for decent direct-combat ability. As a general rule, however, siloships should always be escorted by other warships.
Carrier: A dedicated drone carrier. Armor is not a priority for this class, as it will usually stay well out of range of the enemy. Acceleration and tactical maneuverability, on the other hand, are taken care of by the carrier's complement of drones. Drones are fearsome weapons of space warfare which are able to deliver an astonishing volume of kinetic munitions, laser firepower, and even missiles to a target at a stand-off range from the fleet. The carrier is equipped with some point defense lasers, railgun CIWSs, and basic armor for self-protection. Carriers should avoid direct engagements and always be escorted by other warships.
Supercarrier: a drone carrier that carries drones of the sub-capital or capital classification. These drones are significantly larger and more powerful than standard disposable single-role drones. Since they are essentially unmanned full-sized warships, they are not disposable, and the carrier that carries them is its own special class of warship. These are the most valuable assets in a space force.
Gunship: A heavily armed and armored capital ship for direct combat. In a direct encounter, the gunship is the most dangerous ship among the stars. With a full complement of weapons, including powerful lasers and railguns, and a comprehensive armor scheme, the gunship has no obvious weaknesses. The vast amount of resources packed into this ship means that its also one of the most expensive capital ship types.
Frigates and Corvettes, to protect capital ships
These are small ships that have minimal cost to help protect the larger and more expensive capital ships, such as laserstars and siloships. They tend to focus on point defense with point-defense lasers and railgun CIWSs to defense against enemy missile and drone strikes. They may also carry a small salvo of anti-ship missiles for emergency firepower against enemy capital ships. These are cheap and expendable ships, that might even be sub-capital drones carried by a carrier. The terms frigate and corvette are adopted from in-game stock ships, and would be used to refer to two differing sizes of escort ships. Frigate would be used to refer to larger vessels, and corvette to smaller vessels.
SIDENOTE: I've personally wondered if the terms destroyer and cruiser might be adopted into the terminology. I don't think its practical or necessary. Regardless of their traditional roles, destroyers and cruisers are the primary and largest surface-combatants in today's navies, making them roughly analogous to our CoaDE capital ships. The terms frigate and corvette are much better descriptors for the escort ships here, as they are in real-world navies.
Orbital Combat Craft (OCCs)
A small, fast, agile warship, usually of limited delta-v that remains in close proximity to celestial bodies.
Weapon classification: Missile boats, gun boats, laser boats
Role classification: Patrol boats, fast attack craft
The exact classification of an OCC tends to be arbitrary and interchangeable, and depends on the specific vessel and space force in question.
Missiles
Four classifications of payloads: Frag warheads, nuke warheads, KKVs, and nuke-frag warheads.
Four classifications of protection: Laser-armored, KE-armored, Laser and KE-armored, unarmored.
Delta-v classifications: single-staged, and multi-staged.
Drones
Weapon classifications: gun drones, laser drones, missile buses, and multi-role.
Tonnage classifications: micro drones, small (standard) drones, sub-capital drones (multi-role), capital drones (basically unmanned capital ships).
NOTE: Like in the real-world, missiles and drones are more likely to be classified by role rather than payload or performance. As a result the following classification scheme was devised:
Missiles
Interceptor: Anti-Missile/Drone missile. Missiles designed to take out other missiles and drones. Might use nukes, frags, or anything else, as long as it gets the job done.
Anti-ship HE: Anti-ship missiles designed to deal exterior module damage. Most likely by nuclear warheads.
Anti-ship AP: Anti-ship missiles designed to penetrate armor and deal interior module damage. Most likely by frag warheads or as KKVs.
Nuke-frag warheads are likely to fit into one of the last two roles, depending on what its primary role is. A nuclear warhead with fragmentation capabilities is probably an Anti-ship HE. A fragmentation warhead using a nuclear bomb is probably an Anti-ship AP. NEFPs (if they work in-game) are probably Anti-ship AP missiles. All three of these classifications are likely to have single-stage medium delta-v, and multi-stage high delta-v variants. Or maybe just straight up medium and high delta-v missiles with no staging. Low delta-v missiles fired out of guns for knife-fights or last-ditch point defense might also be a thing. Regardless, this classification scheme holds.
Drones
Interceptor: Single-role Anti-Missile/Drone drone. Like the interceptor missiles, these are drones designed to take out other missiles and drones. Most likely to be armed with lasers.
Anti-ship: Single-role drone designed primarily to kill capital ships. Most likely to be armed with a gun.
Missile bus: A single-role drone designed primarily to be the de facto first stage for its payload of missile(s), which it delivers from a stand-off range from the target.
Drone bus: A single-role, larger drone designed primarily to be the de facto first stage for its payload of smaller drones (usually of the above three types), which it delivers from a stand-off range from the target.
NOTE: larger drones that are of the sub-capital or capital classification are likely to be a type of their own. Since they are essentially unmanned corvettes, frigates, gunships, siloships, or laserstars, they would likely follow this classification scheme, but with an added "drone" modifier to their type classification. The carriers for these larger drones are a classification of their own, known as supercarriers.
Propulsion and Fuel
For rocket engines, there are three primary types in use. These are Magnetoplasmadynamic Thrusters (MPDs), Nuclear Thermal Rockets (NTRs), and Chemical Rockets. Most ships use both MPDs and NTRs with a common propellant for a mixed delta-v/thrust performance. Chemical Rockets are usually reserved for missiles and drones.
Magnetoplasmadynamic Thrusters: MPDs are characterized by high exhaust velocity and therefore high delta-v. This makes them the ideal engine conducting orbital and deployment maneuvers.
Nuclear Thermal Rockets: NTRs are characterized by high thrust compared to MPDs, and are thus used for in-combat acceleration. Their good delta-v performance also makes them a strong alternative to MPDs for ships that cannot afford a reactor.
Chemical Rockets: Chemical rockets are a cheap propulsion system with a small footprint and high thrust, making them ideal for disposable missiles and drones. However, they tend to lack in delta-v.
All engines must use propellant, regardless of their type. There are two propellants which are the most widely used.
Methane: Methane is most commonly used for MPDs and NTRs, due to its balanced performance and cheap cost. Due to a desire to maintain commonality across the fleet and within a single ship, MPDs and NTRs usually share this propellant.
Hydrogen-Fluoride: This is the propellant/fuel of choice for chemical rockets, as it provides the best overall performance.
There are four classes of capital ships:
Laserstar: A ship that mounts an extremely powerful laser, usually spinal-mounted. Armor and acceleration are traded off in this type. The laserstar posses almost no armor, if any. Due to the extreme waste heat of the laser, this type carries very large and numerous radiator arrays, which are vulnerable to damage. The laserstar is essentially the sniper of space warfare. It must imperatively stay out of direct-combat, and preferably be escorted by other warships. Much like the artillery of old-Earth armies, the laserstar is considered the "King" of the modern space battlefield, and forms the backbone of a space force's power.
Siloship: A dedicated missile carrier. Armor is not a priority for this class, as it will most likely stay well out of range of the enemy. The massive salvos of missiles that siloships can launch are one of the greatest threats an enemy will come across. Along with the laserstar, siloships form the power duo of modern space capital ships. While it will not often see direct combat, the siloship is still equipped with point defense lasers, railgun CIWSs, and basic armor for self-protection. Some classes of this type might even be equipped with weapons and armor nearer to that of gunships for decent direct-combat ability. As a general rule, however, siloships should always be escorted by other warships.
Carrier: A dedicated drone carrier. Armor is not a priority for this class, as it will usually stay well out of range of the enemy. Acceleration and tactical maneuverability, on the other hand, are taken care of by the carrier's complement of drones. Drones are fearsome weapons of space warfare which are able to deliver an astonishing volume of kinetic munitions, laser firepower, and even missiles to a target at a stand-off range from the fleet. The carrier is equipped with some point defense lasers, railgun CIWSs, and basic armor for self-protection. Carriers should avoid direct engagements and always be escorted by other warships.
Supercarrier: a drone carrier that carries drones of the sub-capital or capital classification. These drones are significantly larger and more powerful than standard disposable single-role drones. Since they are essentially unmanned full-sized warships, they are not disposable, and the carrier that carries them is its own special class of warship. These are the most valuable assets in a space force.
Gunship: A heavily armed and armored capital ship for direct combat. In a direct encounter, the gunship is the most dangerous ship among the stars. With a full complement of weapons, including powerful lasers and railguns, and a comprehensive armor scheme, the gunship has no obvious weaknesses. The vast amount of resources packed into this ship means that its also one of the most expensive capital ship types.
Frigates and Corvettes, to protect capital ships
These are small ships that have minimal cost to help protect the larger and more expensive capital ships, such as laserstars and siloships. They tend to focus on point defense with point-defense lasers and railgun CIWSs to defense against enemy missile and drone strikes. They may also carry a small salvo of anti-ship missiles for emergency firepower against enemy capital ships. These are cheap and expendable ships, that might even be sub-capital drones carried by a carrier. The terms frigate and corvette are adopted from in-game stock ships, and would be used to refer to two differing sizes of escort ships. Frigate would be used to refer to larger vessels, and corvette to smaller vessels.
SIDENOTE: I've personally wondered if the terms destroyer and cruiser might be adopted into the terminology. I don't think its practical or necessary. Regardless of their traditional roles, destroyers and cruisers are the primary and largest surface-combatants in today's navies, making them roughly analogous to our CoaDE capital ships. The terms frigate and corvette are much better descriptors for the escort ships here, as they are in real-world navies.
Orbital Combat Craft (OCCs)
A small, fast, agile warship, usually of limited delta-v that remains in close proximity to celestial bodies.
Weapon classification: Missile boats, gun boats, laser boats
Role classification: Patrol boats, fast attack craft
The exact classification of an OCC tends to be arbitrary and interchangeable, and depends on the specific vessel and space force in question.
Missiles
Four classifications of payloads: Frag warheads, nuke warheads, KKVs, and nuke-frag warheads.
Four classifications of protection: Laser-armored, KE-armored, Laser and KE-armored, unarmored.
Delta-v classifications: single-staged, and multi-staged.
Drones
Weapon classifications: gun drones, laser drones, missile buses, and multi-role.
Tonnage classifications: micro drones, small (standard) drones, sub-capital drones (multi-role), capital drones (basically unmanned capital ships).
NOTE: Like in the real-world, missiles and drones are more likely to be classified by role rather than payload or performance. As a result the following classification scheme was devised:
Missiles
Interceptor: Anti-Missile/Drone missile. Missiles designed to take out other missiles and drones. Might use nukes, frags, or anything else, as long as it gets the job done.
Anti-ship HE: Anti-ship missiles designed to deal exterior module damage. Most likely by nuclear warheads.
Anti-ship AP: Anti-ship missiles designed to penetrate armor and deal interior module damage. Most likely by frag warheads or as KKVs.
Nuke-frag warheads are likely to fit into one of the last two roles, depending on what its primary role is. A nuclear warhead with fragmentation capabilities is probably an Anti-ship HE. A fragmentation warhead using a nuclear bomb is probably an Anti-ship AP. NEFPs (if they work in-game) are probably Anti-ship AP missiles. All three of these classifications are likely to have single-stage medium delta-v, and multi-stage high delta-v variants. Or maybe just straight up medium and high delta-v missiles with no staging. Low delta-v missiles fired out of guns for knife-fights or last-ditch point defense might also be a thing. Regardless, this classification scheme holds.
Drones
Interceptor: Single-role Anti-Missile/Drone drone. Like the interceptor missiles, these are drones designed to take out other missiles and drones. Most likely to be armed with lasers.
Anti-ship: Single-role drone designed primarily to kill capital ships. Most likely to be armed with a gun.
Missile bus: A single-role drone designed primarily to be the de facto first stage for its payload of missile(s), which it delivers from a stand-off range from the target.
Drone bus: A single-role, larger drone designed primarily to be the de facto first stage for its payload of smaller drones (usually of the above three types), which it delivers from a stand-off range from the target.
NOTE: larger drones that are of the sub-capital or capital classification are likely to be a type of their own. Since they are essentially unmanned corvettes, frigates, gunships, siloships, or laserstars, they would likely follow this classification scheme, but with an added "drone" modifier to their type classification. The carriers for these larger drones are a classification of their own, known as supercarriers.
Propulsion and Fuel
For rocket engines, there are three primary types in use. These are Magnetoplasmadynamic Thrusters (MPDs), Nuclear Thermal Rockets (NTRs), and Chemical Rockets. Most ships use both MPDs and NTRs with a common propellant for a mixed delta-v/thrust performance. Chemical Rockets are usually reserved for missiles and drones.
Magnetoplasmadynamic Thrusters: MPDs are characterized by high exhaust velocity and therefore high delta-v. This makes them the ideal engine conducting orbital and deployment maneuvers.
Nuclear Thermal Rockets: NTRs are characterized by high thrust compared to MPDs, and are thus used for in-combat acceleration. Their good delta-v performance also makes them a strong alternative to MPDs for ships that cannot afford a reactor.
Chemical Rockets: Chemical rockets are a cheap propulsion system with a small footprint and high thrust, making them ideal for disposable missiles and drones. However, they tend to lack in delta-v.
All engines must use propellant, regardless of their type. There are two propellants which are the most widely used.
Methane: Methane is most commonly used for MPDs and NTRs, due to its balanced performance and cheap cost. Due to a desire to maintain commonality across the fleet and within a single ship, MPDs and NTRs usually share this propellant.
Hydrogen-Fluoride: This is the propellant/fuel of choice for chemical rockets, as it provides the best overall performance.