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
NASA had a paper on space weapons, and found that space is very transparent to radiation, so that "enhanced radiation weapons" ERW's or neutron bombs could be used as space depth charges, killing ships electrical systems from hundreds of kilometers distant. So missiles the main weapon, beam weapons as point defence, any sort of armor would likely be mass at the cost of acceleration, so minimal. Taking planets would require infantry, as we have seen in every war. Techonological differences between space faring societies would likely make warfare moot. All of this belies a question of "But why?"
 

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"There's no reason except for this reason".

Another way to put it is, if you're going to do this, make sure you have a good justification for it. And here are some examples.
 


Carriers go back to Traveller's Battle Riders. Which makes the tenders strategic targets.

Biologicals really shouldn't be in space combat. They are generally more fragile than electronics or computers unless you limit computer technology. (some Traveller settings limit robots and computer power). Universes like the Culture (Iain Banks) have combats over in ridiculously short times mostly because of the Culture's tech superiority.

Radiation is the killer, it's much easier to take out soft targets like biologicals with radiation. Shields often are the radiation counter.

I am a fan of the Starfire board game and you can detect ships a long distance out but getting more detail requires getting fairly close. And most of the combat is around warp points or planets where fixed defenses are helpful. The drives don't make it likely that enemies are just going to kinetically bomb the planets as they can be stopped by the drive field boundary with no damage.

As always the trick is to decide what you want, set up the reasons for it being the way it is and then give it to some players to poke holes at it. Then decide how to plug the holes.

And if it's the future you can have a bunch of biologically crewed suicide vessels where the crews are just clones of your best pilots so the originals are safe on the planets.
 

As always the trick is to decide what you want, set up the reasons for it being the way it is and then give it to some players to poke holes at it. Then decide how to plug the holes.
Amen. Interstellar travel, by the laws of physics as we know them, is pretty much impossible, and it isn't looking good for interplanetary travel either without wondertech like Eclipse's Epstein drive. So if you're going to be doing space stuff you're already mostly ignoring "realism" and can make up whatever you want as long as it's internally consistent.
 

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. 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...
Yeah it's important to avoid the temptation of thinking in straight lines about "the most efficient" or "most direct" method to dealing with stuff, when that's never, ever, ever, ever, ever, ever, ever, all the back into antiquity been how humans have carried out warfare.

Instead we constantly engage in "what we thought was a good idea at the time" and get pushed back by "turns out that wasn't a good idea actually!!!" and "oh that thing we doctrinally decided was rubbish, actually we need that back now!".

Aerial bombing is a great example of this - targeted strikes on specific things is proven to be pretty effective, so long as you can actually hit and damage those things (two separate issues which have often been huge problems - i.e. the bombs were on target, the target is essentially undamaged, or we dropped all the bombs, but none of them hit the target), but through a lot of the 20th and now parts of the 21st century we've instead being using saturation bombing of civilian targets or just dropping so many bombs that are "targeted" (sure, sure...) that it might as well be, based on doctrines and ideas that have consistently failed - particularly the idea that you can cause civilians to want to give up or want to and actually do overthrowing their regime by saturation bombing, which has been tried out countless times, at the cost the cost of probably millions of lives, and has absolutely never worked!

Yet people keep doing it, because it's satisfying to the attacker, and checks a lot of boxes, and you get a lot of pictures of fallen-over builds, so surely you're doing something, right?
 

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. 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...

Sooo much of this.

In a world with guns, we still have knife fights. In a world with airplanes, we still have submarines. In a world with nukes we still have non-nuclear war. Why? Because the circumstances behind their uses is different.

One of the main purposes of sci-fi is to build a world that justifies the story you want to tell. Sci-fi is basically a series of in-universe excuses of introducing the tech, the history, and the background that justifies the battles you want to see. Dune used the personal shields to justify sword fights and the shield walls to explain justify atomics. Star Wars uses the Force to shoehorn in lightsabers. Evangelion and Pacific Rim use the form of the enemy to rationalize the form of their mechas.

Why have a space navy? Because you have to invent the reason why. It's a game. And it's super fun to play it.
 

The answer is the same as it always has been, navies and armies conduct their missions with the technology they have at hand.

On that note, the article seems to be operating on an assumption (but I could be wrong) of the default FTL tech is something like hyperspace or warp drive where forces can "land" anywhere near a star system and generate most of the above concerns.

But there are also jump gates, which add a lot more spice to a setting:
  • Points of tactical interest other than planets
  • Allows ships of much lower speeds to interact with each other
  • Can be monitored in a much smaller area.
  • Provides different tactical challenges (How to use one and not get immediately slammed on the other side, etc.)
The real crux, though, is that gamers will optimize/nitpick the fun out of the things they love just to prove they are the smartest geek in the room. Most of us fancy that we know our science, so put sci-fi settings under the microscope so much more than a fantasy setting where we just ask which forest the elves live in and then start rolling dice.

I opine that if we all had the same level with familiarity the history and philosophies of the occult, we wouldn't just let "Because it's magic" slide by as much.

And to be the real fun ruiner here, A true realistic setting would end up with two civilizations who have such huge gap between their tech that the lower tech empire would be pretty helpless. Which is why the Dark Forest is vouge in sci-fi fiction literature right now. (see the Three Body Problem.)
 

Sure, how we think about that now. But just how realistic is the psychic goo and the giant space portal? Or how realistic is the actual space ship when you start thinking about things like reaction mass quantities (fuel)? Certain aspects make appeals to your feelings or 'realism' while ignoring a lot of other things.
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.
 

Star Fleet Battles had drones didnt it?
It's been more than 30 years since I've played SFB, but they have drones, and I think the Kzinti were famous for them. As I remember it, there were different types of drones, fast, heavy, ECM, and maybe a few others, and a ship could only control so many at any given time. A dedicated drone carrier could control more drones at a time than a heavy cruiser. Drones were pretty cool because oftentimes the enemy would have to decide whether to shoot your ship or try to shoot your drones out of the air before impact.

SFB also had fighters.
 

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