Elessar, on 10 August 2012 - 11:45 AM, said:
In fact the reemergence of Star League technology gave rise to the technology of BattleSats (developed by the house of Kurita and deployed in orbit of Luthien):
http://www.sarna.net/wiki/BattleSat The Star League also had (semi) automated defenses ... But most of them were not immobile Sats, but mobile drones (well, Drones of Warship size

). Kerensky had to fight this automated defense network in the Sol system in order to conquer Terra, after Stefan Amaris ursurped the power over the Star League in his Amaris coup (the coup which finally led to the Exodus and afterwards the foundation of the clans)
Interesting, what were they missing in terms of tech capability from producing it earlier?
I mean even if there's no warships around to threaten them, logically the design should be perfectly viable as a weapon platform to deter dropship sized vessel with the right armament so what were they missing that prevented them from designing and deploying them earlier?
Skylarr, on 10 August 2012 - 07:56 AM, said:
C3
A C3 Network is a network consisting of either a C3 Command Unit and up to three C3 Slave Units or six C3i units. Basically a special tight-beam communications network, they are used to share targeting data between 'Mechs and Combat Vehicles. The original C3 Networks were introduced in 3050 by the Draconis Combine.
The C3 Networks that exist today are geared towards the smallest level of tactical command: This means that each 'Mech in a Lance (or a ComGuard Level I for C3i) can share targeting data. There have been efforts to expand this targeting coordination to the Company level by using a 'Mech with a pair of C3 Command Units, like the Draconis Combine's Tai-sho.
A C3 Network of C3 Command units and C3 Slave units cannot share targeting data with units using a C3i system.
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The technology for you Command unit and slaves do not exist.Give it 10 more years and you can do that.
You still have not explained how you will handle the Economics of what you want to do. Or how you will keep the peace with your disgruntle civilians.
Putting it into the core we get: How much does it cost for them to manufacture a ship, a civilian ship at that of various type...
From the description of their interstellar transport and trade they have ENORMOUS amount of ships active, they are describing planets shipping resources for factories, etc and other materials sufficient to maintain them and keeping the economy lifeblood active.
They would have needed some form of capacity of producing the ships used to move these materials and resources across the galaxy, and maintaining existing ones... which seems to be true from the description of some of the Shipyards existing still in IS. (How did all the shipyards lost their capability of manufacturing warships heaven knows)
So... what we are aiming here is to use these capacities to slowly acquire a fleet of our own to replace the fleet lost during the previous war and especially when SLDF left with most of it's fleet.
From here we can argue, 'but what if they are already at maximum capacity just to replace civilian ships?' of which that doesn't seems to agree given some of these shipyards endured anything from raids, attacks etc... lost production capacity, regain it when they repaired it, and so on... which means there exist some form of BUFFER production capacity, that allowed the nation to still function despite the damage caused every time these problems occurred.
To build the fleet itself we have 2 ways to look at it:
A. We literally buy a civilian vessel (taking an asset and compensating them for it is essentially buying it, except on mostly our term) and have the shipyard replace the lost civilian ship, why not just have the shipyard produce it for the fleet? Well this only makes sense if we need the ship for the fleet ASAP, and we cannot wait for the shipyard to produce the ship for the fleet... essentially we shift the wait to the civilian sector instead, and rearm an existing ship as soon as possible for the earliest possible usage.
B. If time is not paramount, we siphon some of the shipyard capability (apparently some of these shipyards continue producing them through the worst of the tech regression which is most odd, as to why they don't use information that these yards obviously retained to other shipyards that seems to lost their capability) to produce a ship that we intend to convert to our Q ships essentially.
This one takes more time, but the interesting part i noted is that many of the shipyards that were supposed to be able to manufacture warships and then LOST the capability, only seems to lost the drive manufacturing capability, nothing seems to describe their lost capability in manufacturing the rest of the components including capital ship weapons EXCEPT that since capital ships were non existent they simply stop manufacturing them since there's no one to use them on or put them on.
Pht, on 10 August 2012 - 11:08 AM, said:
You're putting words into my mouth and completly missing the point.
Relative to tanks battlemechs are *much* harder to shoot.
Let's ponder about that for a second... why are they much harder to shoot?
The reason why i ask this is because originally you mentioned they can stop from high speed in a few steps (tanks can do this even earlier btw, they can stop from 70kph to stand still in a few meters thanks to their track which gives them high traction, the high traction of the track is part of the reason why they are used in war in the first place giving them better offroad capacity) and move their limbs, body, etc...
If the projectile is extremely fast however, none of the movement means anything since the shot will land before a reaction on the pilot can come out.
If we argue that they are harder to shoot at in the sense that it's harder to aim at in the first place because of their movement capacity then we run into the very first problem humanoid and other bipedal design face in large scale machines for war, ie: the fact that their profile is VERY high and creates a massive surface area to be shot at compared to one that went for a very low profile.
Think about it, a tall large surface area target board... moves around the field, the board can be jumping, jinking, and do anything it wants except something that a mech can't do (ie: being flat as a board), and compare that to a sort small surface area target board... which is easier to shoot at?
The faster the speed of our projectile, or weapon... the less relevant the movement that the target makes in relation to it's probability of being hit, but the surface area that he presents to his enemy regardless of the two previous factor are going to be always relevant in the likelihood of being hit by an incoming fire and in here a bipedal mech by virtue of the bipedal locomotion design is at a severe disadvantage.
Beazle, on 10 August 2012 - 05:26 AM, said:
'a lot of stuff that goes back and forth with all the description before but i'll bite'
They don't come in straight line? Good!, that's the whole point... of mines
if they come in straight line, they come in the shortest possible course to the planet direction.
if they go AROUND the mines, doesn't matter which way around, they take a longer course which is the whole point.
Since time is always the critical part in either attacking or defending then by simply making him take a longer route you are already buying more time to decide what to do with the condition.
And we don't mine them in peace? Of course we don't... we also happens to not be expecting a raid coming out of no where in time of peace, so only 1 of 2 things are possible: A. it's actually a peaceful condition that required no such defensive measure in the first place, or B. such attack are actually taking place in which case there's something really wrong with your definition of peace here.
Incidentally, why do the mines need to expend power beyond the ones it need to maintain a link? Skylarr does mention that C3 network doesn't come until later and apparently there's absolutely nothing that can send telemetry information through until then (which comes up with a slew of oddities as to how they perform many action that technically require such information but that's another matter) so that's something to work out, but as far as the energy and fuel are concerned, the mines are not intended to be active until it's needed so why does it need expend fuel for being essentially dormant?
To put it into perspective, the only power requirement needed to maintain their function is the one it needs to keep it's sensor (in the case of mines with it's own seeker) or it's telemetry link. In the case of OUR modern mines, these are usually battery powered to last until the mines life expectancy which works since passive sensors generally takes little power to function, and the active sensors are not needed UNTIL the passive warns it of a presence.
For space, we have a convenient source of power that constantly radiates them all the time... ie: the star itself on the system, they can figure that part out.
There's also a whole slew of potential that one can use from their recharging stations on the stars that can be used for as far as one can imagine but that's a whole different pie to cut later.
Edited by Melcyna, 10 August 2012 - 03:57 PM.