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
I have heard so many good things about Star Trek Adventures. I got to play a couple of sessions of it and REALLY enjoyed it. Next time it comes on sale somewhere, I think I'll dive in.
STA is great if you have an experienced GM. It's not a great "first time GM" game IMO.
  • The players need to be creative and active and not passive. For example, don't just roll the 2D20 and accept the outcome. You should always be working towards generating Momentum, creating an Advantage, removing a Disadvantage, or doing an action (attacking, engineering, driving the ship, etc.). If you're doing an action, you should be rolling with 5D20 if at all possible; extra just goes into the Momentum pool or you could use it for immediate spends if you're going to fill the pool up.
  • Don't hoard Momentum. Spend it!
  • Build a crew that synergizes well and doesn't just do the same things. Make sure your GM knows about this so it's possible to design moments for each character to shine.
  • Make sure your secondary ability is something that both shows up in your game and aren't just a third tier version of what someone else does. Example: Science Officer has Engineering as a secondary. That means the Conn Officer probably shouldn't be Engineering as secondary; pick Security or Command instead, for example. If you're on the Command track, think about whether that's where you always were or where you came from; for instance if you were in Security, then that's your secondary.
  • Don't be afraid to take Threat and spend Determination. Similarly, don't starve the GM of Threat. The game runs on Threat.
  • And, finally, for Talents, Bold and Cautious are your friends. They seem humdrum compared to other Talents but the reality is that they show up ALL THE TIME, are incredibly useful, and, quite frankly, are character-defining if you play them correctly.
 

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I think the idea that space combat would be fought with missiles to be incorrect. It would have to be energy weapons like high powered lasers or really, nothing. The afore mentioned energy weapons combined with advanced targeting computers would mean no missiles would ever strike an enemy ship. Lasers are a lot faster than propelled missiles.

Real space combat, or space combat where we have no concerns about fuel/weight/delta-v?

In the real world, armor is too heavy, and your winning projectiles will be lug nuts moving at orbital speeds...
 




The thing is that Star Trek is kind of distinct in its genre. If you try to play it as Star Wars or, Q forbid, D&D, things will go wrong.
Unless you're running a Ferengi ship... or a Klingon one. And the latter is a fully supported mode.
You need to have that exploration/sense of wonder thing going on, with the occasional morality play, diplomacy or action-oriented scenarios.

I aim for morality play first. Even in the action oriented scenarios.
 

The thing about Space Navies, or even just space warfare, is it does depend on when.

We can really only talk about 21 st century technology for real, as it is what exists today.
 

I tried to translate a custom version of the Axis & Allies game my friends and I had made in college, into a space game. All of this thread is why it never got made. We had dozens of kinds of troops - irrelevant in a space game. Territory control matters little on the scale of ship movement. Ships in orbit win the ground fight. And so on.

At least in the game, players were assumed to have equal habitability requirements, so glassing an opponent's planet meant not getting the planet - loss of potential resource gain. But you could do it - this is a "war for survival" scenario.

Add to that, ships are expensive! You don't want to have a space navy vs. space navy fight, it's too costly. Or ships aren't, in comparison to planetary/system resource levels... in which case, men/troops are essentially free.

Defense has to be ships, or tremendously expensive & extensive fixed emplacements, because SPACE IS BIG, and SPACE IS 3D. The enemy can come from any direction. At least you know he's coming for your planets / asteroids, because that's where the resources are. right? And maneuvering at sublight within a system takes days, vs. seconds of combat?

Ugh. I just gave up.
 

I tried to translate a custom version of the Axis & Allies game my friends and I had made in college, into a space game. All of this thread is why it never got made. We had dozens of kinds of troops - irrelevant in a space game. Territory control matters little on the scale of ship movement. Ships in orbit win the ground fight. And so on.

At least in the game, players were assumed to have equal habitability requirements, so glassing an opponent's planet meant not getting the planet - loss of potential resource gain. But you could do it - this is a "war for survival" scenario.

Add to that, ships are expensive! You don't want to have a space navy vs. space navy fight, it's too costly. Or ships aren't, in comparison to planetary/system resource levels... in which case, men/troops are essentially free.

Defense has to be ships, or tremendously expensive & extensive fixed emplacements, because SPACE IS BIG, and SPACE IS 3D. The enemy can come from any direction. At least you know he's coming for your planets / asteroids, because that's where the resources are. right? And maneuvering at sublight within a system takes days, vs. seconds of combat?

Ugh. I just gave up.
Reminds me of every game if Twilight Imperium ever. 4 players spend 5 hours building fleets to throw at each other while 1 player actually plays the game and wins.
 

Also, one tech note on Honorverse: FTL is a keyhole drive - it only works at specific points, and only with the sails up. The fan is for the high speed sublight drives and the shields. the Sails are for FTL.
While the honorverse has keyhole space anomalies connecting distant systems in almost no time, there is a more pedestrian FTL drive "in the higher gravitic bands" traveling in a way similar to the warp drive.

Overall, the Honorverse space navies start out as a parallel to Napoleonic era where broadsides are exchanged and a lot of the battle activity is in damage control under fire. Missile technology and guidance develops rapidly.

For a weirder Napoleonic Navies in Space, the Lieutenant Leary series by David Drake has FTL using a fractal space where electromagnetic sheets of rigging have to be oriented by people in EVA suits without any active electronics. This series has near-illiterate spacemen operate fusion bottles and push anti-matter driven solid torpedoes into the tubes.
 

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