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

How would “space navies” even work?
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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
There might be some idea that humanity is slowly developping the idea that genociding your neighbour is no longer as good an idea as we collectively thought until recently. If space conflicts are to happen in the future, one could very well envision that sending a low cost planet-killer on Planet 223, wiping out billions of civilians, will not fly with your population of your own Planet, 221. Sure, maybe not all cultures right now are adhering yet to the idea that genocide is bad, but we have some time left before we colonize other planets. Progress has been made since Ubi solitudinem faciunt, pacem appelant. I am not sure the Rebel Alliance would have said "hey, there is an easy solution to the Palpatine problem, let's send an asteroid on Coruscant" in 15 BBY, despite all of the founding planets having the capability to do that. Same during the Clone Wars. We use droids, or clones, not real persons, and that's the "worst" we'll do, even if the Trade Federation could easily have wiped Coruscant (again...) for sending in a pair of Jedi to meddle with their trade negociation with Naboo. Their own public opinion wouldn't have approved that. And then Tarkin uses the Death Star, showing that he doesn't care about the equilibrium. Still, no wiping of Coruscant.

I am not convinced the argument would be as strong with alien species. We have a history of eradicating species on a daily basis without a qualm, and the trend doesn't seem to slow. Unless we're fighting cute space kittens, species removal would certainly be on the table. In this case, acknowledging that kinetic impactors are MAD and banning them in a Geneva-convention like treaty, possibly proposed to any civilization that can develop spacefaring outside its system. "Hello, nice to meet you. We've noticed that it is your first hyperspace jump. Kudos to your species. Now, please sign this treaty renouncing the use of planet-busting tech or all the signatories will immediately wipe your civilization out with planet-busting tech."
 
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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.
Ships in Star Fleet Battles were designed with the thought they were constructed to perform other functions outside of a single combat scenario. A Federation PF was designed for short range patrols and had both limited range and function when compared to a heavy cruiser. The problem with games where you take X points and build a force to go fight your friends with, you're only concerned with that single scenario. You don't care about logistics, whether your ships survive, or how many crews perish, you're just concerned with victory. In real life you'd take these things into consideration when building and deploying your forces.

And I don't remember explosions being a big problem in SFB. It's true, they could potentially be devastating, but I found explosions overall to be relatively rare. Once a ship got to the point where they'd taken enough internals to where explosion was a distinct possibility they were already dead in the water. I didn't usually have any reason to keep firing on that ship and the few times I did I was generally far enough away that any damage caused by explosions would be minimal.
 

If realistic is not space aircraft carriers filled with "Starbucks" that do the fighting, then I prefer the realistic side.
I agree most wars are won with coffee, but defense budgets being what they are (here's your realism), probably more "powered by Folgers"...
 



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