AnotherDilbert
Emperor Mongoose
After skimming the combat and design systems and making a few designs, I can only see three ways to win a fleet battle:
1. Fighters with massive reaction drives.
2. Battle Riders with Particle spinal and massive reaction drives. Spinals are short ranged and needs reaction drives to get into range. Reaction drives excludes the possibility of jump drive.
3. Keep your distance and pound the enemy with missiles bays. The need for massive bays to overwhelm PD prohibits high jump, perhaps J-2. Bays fire a quarter as many torpedoes and PD is half as effective, so against GOOD PD torpedoes risk annihilation, so use missiles instead. Missiles can now be fired at close range, so you have a chance against fighters.
Traditional battleships are not competitive.
All other weapons are not worth it. If you go with missiles you have to go all out, a half-hearted effort will be useless against good PD. Any fleet without good PD will be a sitting duck against missiles
Spinal Battle Riders can't win against fighters. Spinal Battle Riders without reaction drives can't win against missiles. Spinal Battle Riders with reaction drives can't win against Spinal Battle Riders without reaction drives. Even if you can close in on missile boats and kill them, they will have launched enough missiles to kill you too, in a few rounds. All together spinals are not worth it.
Carriers are extremely vulnerable. As soon as they jump into a system, anywhere in the system, they are at Distant range to all enemies in the system. They must jump out or die, leaving their carried craft unsupported. This is a minor problem for fighters, who must be able to survive a few weeks without a base, making then bigger and more expensive. Fighters and Battle Riders will have no way to retreat, they must win or die.
1. Fighters with massive reaction drives.
2. Battle Riders with Particle spinal and massive reaction drives. Spinals are short ranged and needs reaction drives to get into range. Reaction drives excludes the possibility of jump drive.
3. Keep your distance and pound the enemy with missiles bays. The need for massive bays to overwhelm PD prohibits high jump, perhaps J-2. Bays fire a quarter as many torpedoes and PD is half as effective, so against GOOD PD torpedoes risk annihilation, so use missiles instead. Missiles can now be fired at close range, so you have a chance against fighters.
Traditional battleships are not competitive.
All other weapons are not worth it. If you go with missiles you have to go all out, a half-hearted effort will be useless against good PD. Any fleet without good PD will be a sitting duck against missiles
Spinal Battle Riders can't win against fighters. Spinal Battle Riders without reaction drives can't win against missiles. Spinal Battle Riders with reaction drives can't win against Spinal Battle Riders without reaction drives. Even if you can close in on missile boats and kill them, they will have launched enough missiles to kill you too, in a few rounds. All together spinals are not worth it.
Carriers are extremely vulnerable. As soon as they jump into a system, anywhere in the system, they are at Distant range to all enemies in the system. They must jump out or die, leaving their carried craft unsupported. This is a minor problem for fighters, who must be able to survive a few weeks without a base, making then bigger and more expensive. Fighters and Battle Riders will have no way to retreat, they must win or die.