Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: The Problem with Space Navies, Part 1
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hussar" data-source="post: 9730984" data-attributes="member: 22779"><p>Yes, but, you could always ram. Which then detonated your engines. </p><p></p><p>But, your point is still very well made. They were basing things off of the TV show, which obviously had different priorities than a wargame. That's kinda what I mean though. When you want to discuss the logistics of space battles, there aren't really any ground rules. When we talk about Napoleonic miniature battles, we have a very solid baseline. No one is using a tank or an F-35. </p><p></p><p>In SF combat, all the bets are off until those baselines are constructed.</p><p></p><p>Take the idea in the OP about orbital bombardment. Now, if the baseline is alien invaders and modern Earth level technology? FIne and dandy. But against two similar technology levels? A ship in orbit is a honking big target. Any weapon you can mount on a space ship, you can mount on the ground and make it ten times bigger. Never minding what sorts of defenses you can have in orbit.</p><p></p><p>I used to play an RPG called Sufficiently Advanced (great game) where it was set in Transhuman SF. You could literally make a character that could shoot things in orbit from the ground. A ship in orbit is visible to half the planet with a direct line of fire. We can make guns now that can achieve orbital launch. Advance technology a couple of hundred years and an invading fleet has a HUGE disadvantage.</p><p></p><p>All that being said, again, it depends on technology. In the Expanse universe, they send in "stealth" asteroids to bombard the Earth. Even then, within a fairly short time, that threat is neutralized. At horrific cost, of course, but, again, when you have the resources of an entire planet against an invading fleet, the planet has a lot going for it. If your system uses anything like Newtonian physics, that means that approaching ships are pretty limited in their approach. There are only so many ways you can travel from A to B in space. Gets back to the whole "space is really, really big" thing. Miss your approach by a couple of degrees and you'll miss the planet entirely. </p><p></p><p>So on and so forth.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9730984, member: 22779"] Yes, but, you could always ram. Which then detonated your engines. But, your point is still very well made. They were basing things off of the TV show, which obviously had different priorities than a wargame. That's kinda what I mean though. When you want to discuss the logistics of space battles, there aren't really any ground rules. When we talk about Napoleonic miniature battles, we have a very solid baseline. No one is using a tank or an F-35. In SF combat, all the bets are off until those baselines are constructed. Take the idea in the OP about orbital bombardment. Now, if the baseline is alien invaders and modern Earth level technology? FIne and dandy. But against two similar technology levels? A ship in orbit is a honking big target. Any weapon you can mount on a space ship, you can mount on the ground and make it ten times bigger. Never minding what sorts of defenses you can have in orbit. I used to play an RPG called Sufficiently Advanced (great game) where it was set in Transhuman SF. You could literally make a character that could shoot things in orbit from the ground. A ship in orbit is visible to half the planet with a direct line of fire. We can make guns now that can achieve orbital launch. Advance technology a couple of hundred years and an invading fleet has a HUGE disadvantage. All that being said, again, it depends on technology. In the Expanse universe, they send in "stealth" asteroids to bombard the Earth. Even then, within a fairly short time, that threat is neutralized. At horrific cost, of course, but, again, when you have the resources of an entire planet against an invading fleet, the planet has a lot going for it. If your system uses anything like Newtonian physics, that means that approaching ships are pretty limited in their approach. There are only so many ways you can travel from A to B in space. Gets back to the whole "space is really, really big" thing. Miss your approach by a couple of degrees and you'll miss the planet entirely. So on and so forth. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: The Problem with Space Navies, Part 1
Top