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?
 

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Space navies are probably the wrong tool for attacking and defending planets. But if two planets are competing for resources in an asteroid belt, they're both going to want to send (unmanned) space navies to secure as many asteroids as possible. You can't secure a space rock with orbital bombardments. To claim it, your fleet of drones will need to fend off their fleet of drones long enough to either capture the rock or extract resources from it on site.
 

log in or register to remove this ad

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.
It's a tough nut to crack. After a pilot and a gunner, its always a wonder what everyone else does? Traveller gives roles such as comms expert, engineer, and captain. Whether roles fit the PC and players well or not isnt always a smooth process. Most of it seems to just help the gunner shoot better and the pilot defend with maneuvers anyways.
 

It's a tough nut to crack. After a pilot and a gunner, its always a wonder what everyone else does? Traveller gives roles such as comms expert, engineer, and captain. Whether roles fit the PC and players well or not isnt always a smooth process. Most of it seems to just help the gunner shoot better and the pilot defend with maneuvers anyways.
Another problem is one of skill allocation. In most games, if you're a crack pilot you're character is likely less capable in situations that down involve flying. And in most games you spend more time not piloting than you do piloting.
 

It's a tough nut to crack. After a pilot and a gunner, its always a wonder what everyone else does? Traveller gives roles such as comms expert, engineer, and captain. Whether roles fit the PC and players well or not isnt always a smooth process. Most of it seems to just help the gunner shoot better and the pilot defend with maneuvers anyways.
And if you do figure out good things for other PCs to do in a space fight, that means you'll need people to do those things and if you don't have enough players to fill the roles things get weird. This can be acceptable if you're a military or similar team that are supposed to be an actual crew, and perhaps even have NPCs filling out the remaining roles, but it's not good if you're a "rag-tag group" for whom the ship is primarily a way to get from A to B.

Personal combat scales much better than space combat (or for that matter, other vehicle combat) because every character gets to do their own thing rather than "fill a role".
 

Interesting. The view of this article is about war at its most efficient and final.

But that’s not how actual war works.


Let’s be clear. Modern war has been transformed by a little thing called “mass communication.” You CAN obliterate a planet from orbit, but what is going to be the response to such tactics?

Let me tell you, modern situations are saying, “Not good.”

So, just like several wars that have happened in recent years, where the region COULD have been turned into a ‘parking lot’, the countries involved marched in on the ground in order to change ‘hearts and minds.’

In other words, war is about politics.

Now, could some cultures find such hyper-aggressive methods acceptable? Sure. Every other culture next to them, and a quite a few further away, would turn on them like rabid dogs, but… yeah.

Apologies for mentioning politics, but simply, you can’t discuss war without it. War is ALWAYS about political differences. This shapes the doctrines of war far beyond the available technology.

Otherwise, we would be using chemical and germ warfare. And nobody wants that.
 



Not really relevant. Could you go more modern for your argument?

If you're going to assert "how actual war works", why should we assume the last 15 minutes are more relevant than the last 1000 years?

Of course, you are free to write any sci-fi story you want based on any style of conflict you choose. But writing an allegory doesn't count as evidence that one version of history is more accurate than another.

More directly: no, I will not break the rules of the site and get into modern politics. ~100 years is the closest I'll get.
 

Another problem is one of skill allocation. In most games, if you're a crack pilot you're character is likely less capable in situations that down involve flying. And in most games you spend more time not piloting than you do piloting.
Also vehicle combat tend to reduced to rolling just like, one roll to manuever/evade maybe, and one roll to attack, and like, that's it. If you're very, very, very lucky and it's vehicle-combat-focused maybe there will be some rules about moving around/manuevering but usually not. Or like in Traveller as @payn says oh maybe you get to give a more important person a buff, good job.

So it tends to be either a PC has points in any relevant skills and is really good at it, or doesn't, and can't meaningfully participate.
 

Not really relevant. Could you go more modern for your argument?
Not without running afoul of site restrictions. But, surely you can think of wars from the 20th century where very aggressive nations have attacked their neighbours for a number of reasons.

But, putting to one side all the political issues of a space war, let's try to focus on the technical issues.

The problem that I see with this is that you need to establish so many baselines before you can even begin to discuss the implications of how space wars would look. Do you have interstellar travel or are you limited to a single star system? Are you limited to real world physics or do you have Star Trek or Star Wars level magical technology? And, how do all those things apparently work?

One thing that I quickly realized in Star Fleet Battles was that "fire ships" - basically the smallest ship you could make that still had a warp engine - were the most devastating weapons in the game because of what happens when a warp engine breaches. It made pretty much zero sense to have anything other than a horde of these ships in any outright conflict. But, that was more because of a mistake in the game design than anything else really.:D

But, as I said, until we start setting baseline parameters, there's just no way you can make any sort of blanket statements about how things work. Do beam weapons penetrate atmosphere, for example? That sort of thing.
 

Related Articles

Remove ads

Remove ads

Top