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Worlds of Design: The Problem with Space Navies, Part 1
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<blockquote data-quote="Hussar" data-source="post: 9730568" data-attributes="member: 22779"><p>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.</p><p></p><p>But, putting to one side all the political issues of a space war, let's try to focus on the technical issues. </p><p></p><p>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?</p><p></p><p>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.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9730568, member: 22779"] 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. [/QUOTE]
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