Python46, on 08 August 2012 - 08:45 AM, said:
as to your assertions about oceans, if you mean to control them on a planet, you'd have to haul naval vessels around in dropships and i seriously doubt you could manage more than 1 or 2 sizable vessels in 1 dropship, and even then, i don't know how you would get them out. they aren't designed for something that large. remember that our aircraft carriers are something in the neighborhood of 100,000 tons displacement. or 1,000 times the weight of an atlas.
and for whoever talked about a communications company stopping a war dead in it's tracks, stop and think about that for a second and you'll understand how that is possible. interplanetary communications tech exists almost solely in the hands of COMSTAR, in the BT universe. so how are you going to let your leaders know you need more help, if you're losing a battle, if COMSTAR doesn't let you send messages? you're going to have to send a messenger, via dropship, to one of the jump points, to hopefully catch a jumpship, which then jumps to another star system, where either you have direct access to your leadership and reinforcements or you have to try to send the communique from another COMSTAR center, or jump again. keep in mind it usually takes 2 or more days to travel from planetside to a jump point. and, if you have to jump again, it takes another week to recharge the sail, each time.
that goes back to another statement made, about it taking very little energy to make the jump. i'm not sure what your definition of very little energy is, but if you don't get much out of deploying a solar sail that would probably cover a circle with a radius of a dozen city blocks, for a week, there's probably something wrong with your technology, beyond it being lacking in feasibility. the amount of radiation from the average star is huge, out in space. collecting it would allow you to store vast quantities of energy.
Someone else already pointed that speed of light is in fact roughly 300 000km/second, and dear god may i ask that we PLEASE use metric... imperial units just hurts the head when trying to calculate anything since all standard in scientific formula constants and the like are tuned to metric (SI) and it's really annoying having to convert the parameter from imperial to metric.
And second,
"as to your assertions about oceans, if you mean to control them on a planet, you'd have to haul naval vessels around in dropships and i seriously doubt you could manage more than 1 or 2 sizable vessels in 1 dropship,"
I think you mean JUMPSHIP not DROPSHIP here...
dropship can't carry capital vessel that i know of nor could it jump, the smallest capital vessel wouldn't fit there given the massive difference in mass between a capital vessel and a dropship.
nor would they need to... capital vessel have their own jump drive and did NOT NEED jumpship in the first place.
Now let's address what do we do when we have no capital ship around... which you are correct in that IS had almost none until later.
3 things immediately come to mind:
1. If they still uses the civilian vessels around (and judging from the fact that it seems interstellar trade and transport still functions during this period this had to be true to an extent), then the most obvious thing would be arming them (which always happens in a war btw, sooner or later, incidentally you can search for history on what our predecessor did with armed civilian and merchant vessel, the history is VERY fascinating, the length and ingenuity that mankind goes when pushed by war ).
2. On the smaller scale, they most certainly have functional dropships... and what are dropships? armed mech transport heavily armored and armed to defend itself in some design, replace the mech complement with aerospace and the supporting system and what do we get?
Voila, instant adhoc aerospace carrier.
3. And this is an unfortunate side effect of their own attempt to somewhat justify their jumpship mechanism,
Since the areas in which jump drive can arrive when near a star is limited, especially when within the system with extensive layers of gravity well, and since THEIR OWN LORE describes these areas are rather limited in space for these jump points in the system's gravity well, then these points are effectively a choke point for the holder of the system.
If they arrive WITHOUT using these jump points then they are arriving outside the system, and will take ages to get to the planet in question, more than ample time for the space navy defending it to intercept it.
if they arrive WITH the jump points in the system then they essentially arrive into a choke point zone that are logically the only one that really needs to be held by whoever wants control of the system.
Some of the most obvious things ppl would do with such choke points would be to:
A. mine the hell out of the place, and if someone hostile arrived into the system, arm the mines (either automatically or manually, use laser signal if you have to, it's not like they can accelerate that fast with crewed ships) and you have the time you need to then muster your fleet defender to intercept them in the system.
B. fortify the choke area.... where best do you build space fort or defensive structures possibly for housing the defending space navy itself? Yep... RIGHT ON THE VERY SAME AREA as these jump points, the easier jump point the better of course.
So in all cases, it's most certainly viable to control the flow of ships in and out of the system, or to muster ships needed to defend or attack one at least if the nation in question actually have these assets.
But if they can attack with mech battalions with their dropships across the galaxy then they MOST certainly can do the above...
Sidney, on 08 August 2012 - 08:16 AM, said:
Well, the game itself was conceived first, and the lore came afterwards. (I think I read once it allegedly started on a napkin in a bar).
As for the detail in Techmanual, especially the engines, that's Michael Miller- or "Cray" on the Battletech forums.
He's a materials engineer by day, freelance writer for Battletech by night. He's taken on the difficult task of trying to rectify Battlech with reality- or at least close enough that it still seems somewhat plausible. Or at least, that's what he tries to do when writing the technical fluff he's usually assigned- basically, as far as I know, most, if not all, of the 'how this works' sections are assigned to him.
He can't contradict earlier works, of course- I remember reading posts by Cray a couple of times where he would 'love' to rewrite how lasers work on armour: Penetrate the first layer, where the heat and steam of melting armour causes reptures and explosions. He noted, however, that far too many novels depict melted armour 'running like water' to do that. It's firmly established lasers simply melt armour away- which requires far more energy to do.
As mentioned, he's the one that reconciled 'stackpoling' engines with the game in Techmanual . 'Mechs use cold fusion engines, which theoretically can't go 'nuclear' like in the novels- so he wrote in Techmanual 'in character' that it's a misonception they go 'nuclear'. Instead it's a rare occurence where pressure and steam escape...similiar to a boiler, as I'm sure you know. You mentioned the writing in Techmanual afterall
If you have questions on 'how things work' in Battletech, definately go pop over to the Battletech forums and ask there. Don't worry... Cray will find you sooner or later, and seems always up for a debate when it comes to physics.
Interesting, that does explain the odd uneven coherence on the lore material...
Edited by Melcyna, 08 August 2012 - 02:20 PM.