Worlds of Design: The Problem with Space Navies, Part 1

How would “space navies” even work?
starship-2027579_1280.jpg

Picture courtesy of Pixabay.

A Change of Space​

When I write a Worlds of Design column about worldbuilding I usually think in terms of fantasy rather than science fiction. Today I have a sci-fi topic, how “space navies” are likely to work.

In this discussion I assume a sci-fi setting is the default. This is not as “locked in” as the default fantasy setting (Spelljammer comes to mind), so there are lots of sci-fi situations where something would change the circumstances. (See Is There a Default Sci-Fi Setting?)

As a reminder, I favor believability in my tabletop role-playing games, much as many people do when they read a novel. The “rule of cool” is rarely applied in my games (that is, “if it’s cool, use it”). How you play your games is up to you, of course.

Nuke it From Orbit, the Only Way to be Sure​

Land-based forces are sitting ducks. When the enemy fleet has control of your local solar system space, in most science fiction milieux, the defenders of the system are doomed. Simply put, there’s rarely a good reason to put large numbers of troops on a planet, thereby putting them in harms way and causing significant loss of life on both sides.

This point of view is antithetical to many fiction writers. Think of how many science-fiction stories, especially military science fiction, are about ground forces fighting on planets in the distant future. Frequently, it doesn’t matter that it doesn’t make sense; the authors do it anyway in order to provide personal stories of heroism and cleverness. But that doesn’t make it believable.

Non-mobile orbital defenses suffer similarly; they can be crushed by kinetic energy attacks. It doesn't matter how big your “orbital fort” is, even the size of a Death Star, if it can’t maneuver smartly, then it’s going to be destroyed by a competent enemy fleet without much risk to themselves. If you imagine what it would be like on earth to be bombarded by a bunch of (aimed and accelerated) small asteroids or comets, you get the general idea here.

One reason large land/planet-based Armed Forces might make sense is when the attackers are unwilling to “burn off” the planet, or at least to subject it to very damaging bombardment. Whether that burning off is from nuclear weapons or, more practically, from the kinetic energy of large high-speed objects propelled toward the planet, does not matter significantly, because there is no practical defense. So if it’s humans against aliens who don’t care whether we die, ground defenses don’t make sense.

If the attackers are unwilling to bombard a planet, then it will be necessary for attacker ground forces to invade, and defending ground-based forces make some sense. Though without control of outer space, they’d be like WW II forces whose opponents have air supremacy, not merely superiority.

Star Wars Lied​

The second antithetical assertion to make about sci-fi combat is that starfighters are unnecessary. They exist because “World War II in outer space” is much easier to relate to than the much more realistic and terrifying world of combat in a zero-gravity vacuum.

For movies like Star Wars, starfighters make it easy for the audience to focus on a specific pilots in the chaotic mess of combat, complete with “guns” and dogfighting. (But often without wingmen!) Yet dogfighting went out of fashion during WW II (in favor of boom and zoom), and the original F4 Phantoms of the Vietnam War days had no guns because designers (prematurely) thought that all air fighting would be done with long range missiles. More than 50 years later, it’s mostly all missiles.

Functionally, there is rarely a place for fighters in space combat. How do they damage the big ships without destroying themselves? Why don’t you just use unmanned, possibly autonomous, missiles fired from large ships, not manned fighters, that can crash into their targets? And if there are fighters in space, they will certainly not look like jets. With no air in outer space, and large ships unlikely to descend into atmosphere, the most efficient ship shape is a roughshod sphere. But spheres rarely look cool. Star Wars streamlining especially doesn’t make sense, as warships can slowly float anywhere in atmosphere, and won’t meet much of the atmospheric resistance that requires streamlined hulls.

And carriers? In the real world, aircraft carriers were distinct from other vessels because a full flight deck was required. This won’t be true in airless, weightless outer space. So even if starfighters are somehow functional, any sufficiently large ship will be able to carry some, and no ship needs to be entirely devoted to fighters.

In function, there is no analogy to air(plane) power in outer space. Airplanes (in WW II and today) are much cheaper than large ships, much faster, but of limited duration before they need to return to a base. Yet they can destroy an enormous ship with bombs, torpedoes, missiles. In the modern world we have air, sea, and land power. In space we only have land power and space power (equivalent to sea power, but more, well, powerful).

The ongoing sci-fi series Ascent to Empire by David Weber and Richard Fox presents a possible justification for carriers, though not fighter carriers per se. Interstellar drives require a 450 meter wide “fan.” So interstellar ships are very large and expensive. This means starships are limited to a few merchants and liners, and to faster-than-light carriers (perhaps as fabulously expensive as fleet carriers today except there are a lot more planets to pay to build them). The carriers are heavily armed and armored, but also carry large warships attached and launched in solar system space (no interstellar drives, making them more efficient weapons platforms).

Space Is BIG​

Space is big. Really big. “Guns” are unlikely to be used instead of missiles, though that’s heavily technology dependent. (“Guns” as in anything where the “projectile” is not self-propelled and probably not self-guided.)

In WW II, offensive weapons at sea were projectiles from guns, bombs dropped by planes, and torpedoes. The analogy for the latter two in space is missiles, likely guided missiles since an unguided missile is as likely to miss as a projectile. Missiles can be as large as the largest object a warship can carry.

In space, anything that cannot change direction during travel is likely to miss by many miles as its target maneuvers. Even fast-as-light lasers (or “blasters”) take time to get to a target at spatial distances (e.g. one-and-a-third seconds for moonlight to reach the nearby earth, eight-and-a-third minutes from the sun to earth). Air-to-air missiles today can fly more than a hundred miles, and it will be far more where gravity is absent as missiles can coast without expending fuel.

Similarly, detection of incoming enemy ships is likely to be very short-ranged, in spatial terms, like near the outer planetary orbit of a star system, or less. That’s still enormous coverage. This makes defense of your systems problematic. If you don’t know where the enemy is, even vaguely, how can you place your mobile defenses? At worst, one large enemy force can bounce around among your systems and you won’t be able to defend any of them sufficiently.

Space is BIG and defenders do well to plan accordingly – less trying to “patrol space” and more trying to defend planets by keeping their bases close to home. We'll pick up this discussion with three more ways a realistic space navy would operate in the next article.

Your Turn: Do you prefer “WW II in space" or more realistic combat for your sci-fi campaigns?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Fair point-- not arguing against you-- but my take is that The Expanse's fantasy elements don't negate its attention to real-world physics when it comes to ship design and its depiction of ship-to-ship combat.

In general, I think the show did a fair job of remaining somewhat grounded in reality, even if it didn't always hit the mark-- or, for that matter, even if its later seasons didn't always follow the 'rules' established early-on.

I think the show's sense of 'realism' was helped tremendously by having an actual physicist and engineer as showrunner.
But didn't the books happen before the TV show? And the TV show is pretty true to the books from what I remember... So the setting didn't benefit from an actual physicist and engineer.

It's a story that's not that far into the future (~2350) where humanity has colonized the solar system, but hasn't really gone beyond that yet. They wanted to make the technology level relatable to more mainstream readers vs. Star Trek/Star Wars (and it's ilk). Far into the future to be fantastical, but close enough to be relatable/believable.

Don't get me wrong, I loved the book series, and thought that the TV series was very true to the source, something truly wonderous in TV and film! But it was crafted with clearly a larger audience in mind, with multiple media in mind.

In what way would an actual physicist and engineer have helped in a Star Trek TV series or in Babylon 5? B5 is still an excellent story set in a sci-fi universe, a very different one from the one described in the Expanse, but still a great series. Something like the newer Battlestar Galactica balances between something like B5 and the Expanse on what people find realistic, but BG was filmed very gritty and grim. Also a very good TV series!
 

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But didn't the books happen before the TV show? And the TV show is pretty true to the books from what I remember... So the setting didn't benefit from an actual physicist and engineer.

It's a story that's not that far into the future (~2350) where humanity has colonized the solar system, but hasn't really gone beyond that yet. They wanted to make the technology level relatable to more mainstream readers vs. Star Trek/Star Wars (and it's ilk). Far into the future to be fantastical, but close enough to be relatable/believable.

Don't get me wrong, I loved the book series, and thought that the TV series was very true to the source, something truly wonderous in TV and film! But it was crafted with clearly a larger audience in mind, with multiple media in mind.

In what way would an actual physicist and engineer have helped in a Star Trek TV series or in Babylon 5? B5 is still an excellent story set in a sci-fi universe, a very different one from the one described in the Expanse, but still a great series. Something like the newer Battlestar Galactica balances between something like B5 and the Expanse on what people find realistic, but BG was filmed very gritty and grim. Also a very good TV series!
The books were released mostly before, but also during, the run of the show.

The show used visual elements not explicitly called out in the books to convey ideas in shorthand which the books explained in detail. For example, the books explain in great detail how a ship's crew only experiences gravity in space when the ship is accelerating or decelerating; while the show mentions in passing that a ship's thrust creates its gravity, it also reinforces this concept from scene to scene with visual cues-- things like establishing shots, showing whether a ship's drive is active, or other cues like lit indicators on magnetic boots. Once viewers understood how the show telegraphed the presence or absence of gravitic thrust through small details like this, they could generally tell at a glance whether scenes take place 'on the float' or not and how the physics of life in space should operate for the rest of that scene. I'm not sure that a showrunner who lacked Naren Shankar's background in science and engineering would have put so much thought into how to visually convey scientific and engineering concepts to a show's viewing audience-- or so much effort into keeping each scene internally consistent with the visual cues presented-- and that's what I mean when I say that the show's 'reality' was probably improved by having a physicist and engineer run things, because he was already thinking of those aspects when it came time to storyboard and block scenes.

I don't know that shows like Star Trek or Babylon 5, which hand-waved a lot of those same physics and engineering elements away, needed or would been improved by having a physicist or engineer run production. They had their own visual styles, and it was enough for Gene Roddenberry to tilt the camera and have everyone lean in the opposite reaction whenever he wanted to convey impact. 'Artificial gravity' explained why the bridge crew didn't splat against the viewscreen (or even need seat belts) and that was enough for space combat in Trek to be glorious on its own terms. And I'm not suggesting that The Expanse didn't do its own hand-waving-- but it strove to at least depict, with some degree of accuracy, realities of life in space which usually aren't addressed at all in science fiction television.
 
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The already mentioned Star Fleet Battles was influenced by being limited to the IP in ST-TOS and the animated episodes. Anything after that is forbidden. And by becoming popular while the Cold War was still very much a thing. A lot of the carrier combat stuff in SFB is a proxy for US vs USSR naval combat. Including a Federation SWAC shuttle(derived from AWACS but based more on the Hawkeye naval version). While a fun game to play, very little about SFB really makes much attempt at realism.

What a lot of SF combat glosses over is the expense of repairing surviving ships. Most Traveller characters with their own starships try to avoid combat because one hit can cost millions in repair costs. If the ship can even make it to a repair location.

One thing that B5 probably got right is the use of rocks shot at a planet to serve as mass destruction weapons.

Does seem unlikely that far future space fighters will be occupied by biologics. More likely to be remote piloted or AI controlled. Unless you are worried about AI going rogue like in the Battlestar remake. Of course, in the remake, it turns out the Cylons were biologics.

An unmanned fighter could carry more stuff in place of the fleshy thing and life support. Plus it can be the final weapon expended during the attack run.

But for a game, I will take simple to play non realistic over complex and somewhat realistic most of the time.
 


Couldn't one just strap a few ACME rockets to a passing meteoroid and steer it into a bothersome planet and make everything go the way of the dinosaurs? Unless you needed something on the planet like the OP stated.
 

As for nuke it from orbit, why don't we do that now? We have the capability, we threaten with it, we have had a long cold war with them... And why does the an A-10 Warthog have a HUGE 30mm gatling canon in it's nose? Besides a TON of missiles and bombs? I would say purpose and role are still very important.
I think the A-10 and its gun has had an outsized level of "ooh-rah" popularity/notoriety, but I'm not sure how often the gun is actually used when some other option could have worked quite well. The Frogfoot doesn't have anything parallel and it was a very successful design, for example.

And the modern F-35A was still equipped with two 25mm cannons and the B and C variants can use external pods with similar cannons...
Adding to that, there's a level of proportionality to use, as well as cost per kill and magazine depletion.

Even if you fill your ICBM with ballast instead of a nuke it is a damned expensive asset to use. Bombers are expensive but a lot cheaper per sortie and have a deep level of flexibility that most other assets lack. In the recent air to air action which has featured manned interceptors vs. drones, guns have been employed, typically after the air-to-air missiles are gone. You have a swarm of drones heading your way, you'll be running out of AAMRAMs pretty fast but cannon rounds can drop one quickly and keep the interceptor up and intercepting before they're Winchester and need to rearm, which might well not even be quite possible if the base is under attack. All missiles you'll be out fast. Magazine depletion is a real problem for ground-based air defense, too, which is why there's so much attention being paid to cost-effective defense schemes like dragging out flakpanzers and trying to make EMP or laser-based versions.

Anyway, none of that is space navy per se. IMO realistic space navy combat sounds like it would be very boring, so I'd rather play something more like Napoleonic or World War II in space. The reason? So much of RPGs' fun aspects comes from the small band of specialists trope and a realistic space navy probably wouldn't have that. It's the same reason things like hackers or drivers in a Cyberpunk game are often either recipes for other players to tune out or the hacker or driver player to tune out, and are thus very difficult to design for. For that matter even in games like Star Wars or Star Trek having everyone engaged can be very challenging in space combat.
 

In what way would an actual physicist and engineer have helped in a Star Trek TV series or in Babylon 5?
Babylon 5 actually had consultants from JPL working on establishing stuff on the show, and humans had a tech level that didn't include things like gravity fields. The Centauri and Minbari did, as the two highest-tech non-Elder Races, but humans and Narns did not. Due to budget issues this isn't as clear as it is in the Expanse, but when we see Earth ships they either have rotating ship sections for habitat gravity or they deal with it by being strapped into chairs.

You also had JPL consultants help with designing the Starfuries. The story I've heard is that JMS asked them "How would a space fighter restricted to Newtonian physics work and look?" and they said "OK, you'd have a central capsule, and then put the engines on struts to get some distance from that in order to get leverage. And to maximize mobility, you'd want to have thrusters pointed in all sorts of directions, so put three thrusters at right angles to one another on each of the 8 struts, that'll get you six degrees of freedom." "Damn. Can we make it look less like an X-Wing?"

They also make pretty good use of the Newtonian physics on the show. I can't find any good clips, but there are several scenes where we see the Starfuries do things like flip over, keep coasting in one direction, and fire in another.
 

I think the A-10 and its gun has had an outsized level of "ooh-rah" popularity/notoriety, but I'm not sure how often the gun is actually used when some other option could have worked quite well. The Frogfoot doesn't have anything parallel and it was a very successful design, for example.
I absolutely think that depending on the situation, a rotary cannon atop an armored flying tub ranges from cheaper to far, far cheaper. Imagine an Iraqi tank column moving up. Are you going to use a guided missile for each an every tank in that convoy? Do you even have enough guide air-to-surface missiles for that? Or just run the straight line with your 30mm cannon running on automatic?

Even in a game like Battletech a guided missile is a LOT more expensive then autocanon rounds, both in price in universe as in balancing cost in the game. The same goes for magic items in D&D, yes a +5 vorpal sword is one of the more powerful swords, but how many of those are there? And from a players and DM perspective, it's fun to run something like that once, but not each and every time you roll up a new character. And the same goes with space navies in settings, particularly settings you play games in.

Sure there are people that LOVE the Kerbal Space program, but most gamers just want to hop into an X-wing or Tie fighter and blow up some ships without figuring out Newtonian physics... Others love flight simulators, others want a more arcady dogfight game. The same goes for pnp RPG players.
 

I think any science fiction setting with a space navy resembling what we're used to with surface navies is going to require a shot of some good old fashioned suspension of disbelief. Make it a double if we've got faster-than-light travel and alien navies. Shows like Babylon 5 tried to strike a balance. Of the younger species, I think the Minbari and Centauri were the only two who had artificial gravity on their ships while Earth and Narn had to rely on rotating sections or go without.

As far as space combat goes in RPGs, it's hard for me to say I favor realistic or the more fantastic because vehicle combat sucks in every single RPG I've ever played. I have yet to find an RPG with vehicle combat that was satisfactory.

They also make pretty good use of the Newtonian physics on the show. I can't find any good clips, but there are several scenes where we see the Starfuries do things like flip over, keep coasting in one direction, and fire in another.

There was a table top game in the vein of Star Fleet Battles called Babylon 5 Wars that came out in the late 1990s. It's one of the few space based games I can think of from the era where momentum was something you had to account for each turn. Your ship would move in the same direction at the same speed forever unless you or someone else did something to change that. Sometimes you'd lose a fight when enough thrusters were damaged and you couldn't stop your ship from careening out of the combat zone.
 

The cost of going to another planet to make war probably means that complete obliteration of the planet is a terrible idea. You'd really want to send in ground troops and secure resources first - hence the need for ground troops.
 

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