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

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.
[snip]
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.
The thing is, space warfare realistically is going to be about the population centers. Taking a city is preferable to burning it in almost all cases where one isn't outnumbered severely (>3:1).

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.
Ep IV: ANH, it's basically a SFnal retelling of The Dam Busters.
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.
There've only been a few games that get space combat realistic in the first place. BTRC's SpaceTime, T&I's Albedo Ship Sourcebook. Both of which, space combat is a single preprogrammed pass, with the meat all in clench factor 4 hoping that their defense systems are better than the accuracy of the other side.
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.
System Survey ships if FTL is expensive, gate crashing if using gates.
In gate crashing, it's all about getting the guns off the carrier as fast as possible to make too many targets. And then, those, and the ship, should be entirely automated, too.
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 space fighter is going to be an analogue of the PB or PT or W (Cutter)... or maybe the LCAC.
A way of getting more maneuver elements.
Many should be forward anti-impactor defenses.
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).
Webber borrowed that from Starfire... Fans of Starfire 2nd or 3rd will likely be able to visualize the rolls in the first several Honor Harrington Novels. (Webber was the line developer for those 2 editions, and with Ian White, wrote the first Starfire Novel.)

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.
Detection of targets is going to be a light minute or more, with resolutions of sub second of arc. Vera Rubin Observatory is 50 mas... 50 milliarcseconds, or 0.05/3600 of a degree, with a smaller placement accuracy. It's issue isn't spotting things moving, it's not triggering "something interesting here" in post-processing for known objects. It's detected 2100 or so new asteroids with 10 hours of observation. It's over 4000 already, with orbital calcs.

Now, the actual preferred sensor for ship detection is going to be a pair of arrays: one sensitive to IR, one to a broader spectrum... but anything within a light minute is extremely likely to be detected given neuromorphic computing and really good GPU clusters... The one thing you can't hide is your blackbody radiation, and 260 Kelvin is a pretty strong signal in IR.

The targeting solution is dependent upon several factors:
  • sensor return time
  • sensor processing time.
  • cross-sectional area of target
  • Target's maneuver
  • time to target
  • time to train the weapon on target
  • Accuracy of aim.
Assuming a 100% accuracy... the sensor return time plus the time to target sets the maneuver time.
The maneuver time sets the maximum displacement. So, let's say 0.1 LS range, and a laser battery with 0.1s combined sensor processing and aim time. This is a stretch for damage capabilities due to diffraction and collimation... but it's 0.3 seconds. A 1g ship gets d=0.5AT² = 9.8/2 · 0.3² = 4.9 · 0.09 = 0.441 m off axis, assuming no need to pivot. No laser is likely to miss unless the turret traverse/aim time and sensor processing exceed several seconds. Which just isn't likely.

Which gives the one reason for fighters - they're the only thing lasers might miss. They won't be manned, and they will likely be expended... Lasers are best point defense; KKMs are best for offense.

Getting out of the way of a laser in any reasonable sized laser's effective collimation & diffraction based effective range is a practical impossibility with survivable kinetic drives, whether or not they're reaction based or handwavium. The only hope is to overload the targeting.

Your Turn: Do you prefer “WW II in space" or more realistic combat for your sci-fi campaigns?
I prefer neither. My preference is for roughly Travelleresque, which is WW I in space, plus a few other things, or starfire-esque (which also means Honorverse-esque), which are also roughly WW I & II in space. (ISW II includes "Scenario 4. The Paurl Harbor Raid – December 7, 2244," "Scenario 6. Midway Station – June 10, 2245," and "Scenario 9. The Destruction of Rigel IV – June 21, 2246" — that last is equivalent to the nuking of Japan)
Noting that Starfire after Imperial Starfire changed focus, and is primarily a strategic game from Galactic on; 1st to 3rd were mostly tactical, with David Webber pushing it to a 4x game starting with 1st ed's Starfire III: Empires, then New Empires, but the ISW I and II future history was Steve Cole of ADB (ISW I) and Barry Jacobs (ISW II) of TFG.

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.

I give Albedo credit: The comic makes the assumptions, and Paul Kidd and crew at T&I rendered it faithfully... 10-30 minutes of planning for a 20 second automated pass.
 

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Space Fighters will be a thing. Sure "AI missiles" are great, but they can't think.
They don't have to think. Once unleashed, all they have to do is calculate the intercept and impact. A realistic pass is several km/sec a second or more. In effective range for a laser for less than a fraction of a second.
Putting a fighter with a body in it is reckless and unneeded. Once you deploy your autonomous combat craft, you're beyond calling it off.
 

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.
for space targets, skip the rock. The delta-V does better on the smaller missile frame.
Rocks are only for ground targets that you don't want to exploit. And the effects will be comparable to nukes, but without the radiation.
 

Modiphius' Star Trek Adventures, which is certainly not hard sci fi, tries to give everyone something to do, but in my experience you still need to build your crew right to make sure everyone does, in fact, have something to do, during certain scenes. The Doctor is notorious for being sidelined unless the GM explicitly plans for things to make that character involved. Making sure that your character has a good secondary specialty that complements other characters and doesn't just duplicate them (i.e., don't be the third tier Engineer or Science officer) helps a ton.
Which is why STA has secondary characters. The player with the Doc can grab some junior engineer and keep the player busy. Or a Security goon and go on the boarding party. My last campaign, everyone had their favorite Secondary Characters... so, even with a 7-player party, nobody was out of the action in combat. We did have two science officers passing targeting data to two weapons officers in one fight. One for torpedoes, one for phasers...

I've only had limited success with that sort of thing. Players want to play their characters and I find that some players really don't like the idea of sitting down for a chunk of a session playing a character that isn't theirs. It's really something I've struggled with in other games where there is a "crew" of some sort.
The thing is, while a given player doesn't "own" a secondary cast character, in practice, they're often left to specific players, and rapidly become a part of the player's approach to adventures. Which is also how we ended up with 3 additional medical officers and 3 additional Engineers. And 3 yeomen. But no additional ship-drivers.

That 7 player group had more than a dozen SCCs. Not a one of them used as an NPC by me.
The Captain was a PC, her Yeoman was an NPC, and was also the COB.
 

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