Author Topic: Introducing the "Ballista"--right up TEI's alley  (Read 13432 times)

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Introducing the "Ballista"--right up TEI's alley
This is just a concept, but it seems rather simple to implement, both in story and in-game.

Basically, this is either/both a new type of fighter and/or a new class of ship.

Going off of the whole "sprint drive" capability--essentially two jump drives, so that a ship can jump in and jump out quickly--design a fighter and/or ship that is cost effective, very affordable, and a highly useful strategic and tactical asset.

I'll start with the fighter version for simplicity's sake.

It's got poor maneuverability, but good speed. Depending on which is cheaper/more practical, weak armor or weak shields. It has minimal primary gun armaments, though if it is somehow practical/viable, they'd be equipped entirely with anti-subsystem/anti-ship guns. But that part isn't really the point; most of the time, the few gun ports remain empty because they're just not needed.

Instead, this fighter jumps in, ideally within range of their long range missiles (like the Trebuchet, though I suppose Cyclops could also be equipped and used if it jumps right within range, or close to it, to begin with), targets fighters, ships, subsystems, whatever, fires off the missiles, and then jumps away ASAP. It might stick around to see the effect of its missiles if there's no danger in doing so.

What's the difference between this and already standard Trebuchet strikes/hit and runs? There are several:

1) This fighter/strike craft is cheap. Very cheap. Or at least, not expensive and highly cost effective because they rarely die. You wouldn't need that many of them, but even if you did, you could still use them cost effectively by having them raid targets of opportunity all over the place, especially in supply lines, etc.

2) Very easy to train pilots to use it--no ACM required, among other things. Its combat role is essentially jump in, launch missiles, jump out ASAP before you're even in any danger. This means that pilots and fighters that are otherwise capable of filling other roles can do so instead of filling this singular role, which is a comparatively inefficient use of people and fighters.

3) Much greater strategic and tactical flexibility. These fighters can jump at least twice as frequently as other fighters, or possibly even more than that by means of charging up both jump drives ahead of time, so that you can jump out extremely quickly after jumping in.

4) With coordination with AWACS (or similar, like an Aurora), these guys could jump in right ahead of a fighter or bomber wing, fire those massive cluster-anti-fighter/bomber missiles, and jump out. Or jump right "next" to a cruiser or corvette, launch a large salvo of missiles/bombs, and jump out--at least some would get through, and no fighters would be lost (and the mere threat of such a capability has a tremendous impact and advantage in itself).

As for the specifics:
1) Size-wise, it could range from light-medium bomber to Herc II-sized fighters. The former allows it to carry much more in the way of missiles/torpedoes/bombs, however. In order to increase missile/bomb capacity, gun ports are very few in number (2 at most, and potentially even 0).

2) Without the need to power guns, more energy output can be redirected into recharging jump drives, shields, and/or afterburners.

3) Maneuverability can be poor; it shouldn't need it anyway unless things go very wrong (at which point you'd need a lot more than maneuverability to make the difference, so it's a moot point).

4) Both drives can be charged simultaneously, and their charges can be expended independently. Meaning, you can charge both ahead of time, use the first, and then use the second separately.

5) A new long-range missile would need to be developed, but it would be cheaper than the Trebuchet. Essentially, it'd have a longer range, but poorer maneuverability and tracking of maneuverable targets. The idea is that this is used to launch surprise, rapid raids against targets all over the theater of war, but these missiles would mainly target slow, relatively lightly defended targets, like cargo transports, some space stations, damaged capships, etc. In order to make ECM far less effective, the missile would be hardwired to not maneuver much--slow targets like freighters wouldn't be able to dodge anyway, and once a lock is attained, only slight adjustments in vector would be needed, so you design the guidance system/software to take advantage of that. They'd be fired in sufficient numbers as to make anything less than good fighter cover or good point defenses inadequate to prevent serious damage.


As for the cost of subspace drives?


The limiting factor. Potentially, one or both of the drives would be smaller/shorter ranged to reduce cost. However, given how even mass-produced, standard/sub-standard fighters always have good intrasystem drives, they can't be that expensive, especially if using shorter-ranged variants.

Additionally, given how these fighters are designed to almost never get shot down, they'd be highly cost effective regardless.



So what are your thoughts? It seems right up the GTVA's alley, especially given the TEI, and the effectiveness of long-range "hit-and-run" missile strikes against convoys, fighters, and stations alike.

EDIT:
To clear up confusion, I'm pasting a post I made further down, that explains why it's unique and more effective (and cost efficient) than Treb strikes with Ares fighters:


Spoiler:
Instead, this fighter jumps in, ideally within range of their long range missiles (like the Trebuchet, though I suppose Cyclops could also be equipped and used if it jumps right within range, or close to it, to begin with), targets fighters, ships, subsystems, whatever, fires off the missiles, and then jumps away ASAP. It might stick around to see the effect of its missiles if there's no danger in doing so.

Don't we get exactly this in the Ares treb strike?  Seems to me the Ares fills every single bullet point in your list.  The only maybe is the "cheap" part, but then Treb strikes seem so low risk I don't really think it matters.

What the GTVA really needs is an anti-subsystem missile that can't be shot down and isn't lag-pursuit like that PoS Stiletto-II.  The Treb was that in FS2, but now it doesn't have puncture damage, making it pretty much useless against uparmoured subsystems like the Medea's beam cannons (or whatever guns the Feds or Shivans decide to uparmour).

No, not really. An Ares is a very durable fighter, without a doubt, but it's still a comparatively expensive fighter. The "Ballista" is far cheaper, and does away with all of the unnecessary things, carrying only what it needs. The two jump drives, decent-large sized missile capacity, adequate engines (as in, max cruise speed of 40), and minimal armor/shields. That's it. So, very cheap, and very efficient.

It's also unique in that it can jump in and out of the fight very quickly, unlike the Ares. Seriously; imagine the first mission to WiH. Only this time, instead of sending a bunch of fighters and a single Ares treb strike, you have 20 Ballistas jump within 4000 KM of the convoy/UEF escort, fire off 40 Trebs, and jump out. Then you send in a wing of bombers to kill every ship in the convoy with impunity. This is possible, because Ballistas are cheap as hell, their pilots require no ACM training/experience, and they rarely get shot down.

But let's up the ante: Delena Est (sorry if I misspelled the name). The part just before the "last stand" of the Carthage's fighter wings against the War Gods' charge. You need to take out those UEF gunships for the Carthage's battlegroup to be capable of taking on the incoming frigates, as well as the about-to-arrive backup frigates. Well, you have 20-40 Ballistas jump in from somewhere--even from the Carthage itself--in range of Trebuchets. You then have those Ballistas launch a Macross Missile Massacre (each Ballista firing at least four Trebuchets at once, possibly following that up with further missile launches in rapid succession). Those Ballistas then jump out, or back to the Carthage to get quickly rearmed. In the meantime, the UEF fighter/gunship force is a mere shadow of what it once was, as there are simply far too many missiles to effectively dodge them all, especially with so little warning. For bonus points, you could time it so that your remaining fighter wings are now in range to engage the UEF fighters around the time when the missiles are launched or hit their targets.

Now, you've either got limited fighter superiority, or the UEF's fighter/gunship presence is effectively gone. This is enough to turn the tides, allowing you to win the battle. Assuming, of course, that it isn't all a trap for when a Raynor and Chimera shows up, but you get the point.

Why can't the Ares do that? Because you can't build Ares like that, period. It's expensive and nowhere near as cost-efficient. Ares are heavy fighters, featuring very heavy armor and shielding, high military-grade engines, gun ports (and the guns themselves), etc. They also have only one jump drive.

The Ballista can be produced and deployed on a strategic and tactical level in massive numbers, with relatively minimal losses. Their pilots require no ACM training or experience, and their very presence/system/setup is a morale boost--the rooks/non-ACM-trained pilots flying them have a very high survival rate, yet still contribute significantly to the war effort. They can be used, on both a tactical and strategic level, in ways that other assets can't, in an extremely cost-effective manner. When you combine high-cost effectiveness with high survivability--and even high numbers/prevalence, to boot--you get massive morale boosts. In a war where losses are common, something like that helps tremendously. It directly challenges the notion of attrition or inevitable casualties--these guys come home almost every time.

There's another thing they can do that Ares can't--using more short ranged missiles, instead of relying on the superior range of the Trebs to avoid harm (which is not entirely effective; in cases where the treb launches aren't enough to prevent enemies from attacking or pursuing the Ares, the Ares often get destroyed, unless they have other fighter cover--which again, is something that the Ballista never needs. So instead of Trebs, you could equip Stilettos, jump to within 2500M of a corvette, and launch them en masse, targeting the engines, comms, and beam turrets. Then jump out after launching. For best effect, you have some kind of observer hanging back (like an Aurora in the general area) to see the effect on target, and coordinate further strikes to finish off the vessel, likely using cruisers/bombers. You could even make that 2000 or 1500M--because you can jump right out again in scant seconds, it's not a problem.

I hope, now, that you're starting to see where the actual advantages and possibilities of such a craft lies. It's flexible, super-cost effective, morale-boosting, and highly effective even just by existing as the threat that it presents. Like a deterrent, it forces the UEF (or GTVA, depending on who uses it, though this is far more GTVA specialty and style) to consider the potential threat of Ballista strikes in almost every action it takes, including defending of supply lines or stationary assets. You can't fight it with attrition, or by increasing fighter cover across the board. Maybe you invent truly new weapon systems/tactics to fight it, but again, unless what you come up with is as cost-effective as the Ballista, then it's a GTVA advantage/victory, as the Ballista becomes less cost effective (or less flexible in terms of how you can use it, more likely/specifically), but tilts the attrition/balance in the GTVA's favor.

« Last Edit: May 07, 2012, 07:58:24 pm by SaltyWaffles »
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Offline pecenipicek

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Re: Introducing the "Ballista"--right up TEI's alley
i believe that the subspace missile strike is a much better alternative. why faff around with jump -> fart missile load -> jump and expose valuable pilots to needless danger, when you have TAG-C's, which when they hit something, summon that horrid subspace missile rape?


(note, i think its tag-c's. i'm not sure how WiH had it handled exactly)


also, for the role you are proposing, well, Ares is a good candidate, but, as the tech description says, potato potato potato.
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Offline The E

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Re: Introducing the "Ballista"--right up TEI's alley
Two little problems: Fighters do not generally need sprint drives, as their jump drives can cycle very fast indeed (Cycle time being a function of total ship mass).

Second, Trebuchet strikes are really effective because Trebuchets can not be shot down, only evaded. Cyclops torps very definitely can be shot down, which means that the best option for bringing bombs on target is to launch them at very short range at very high speed (this, obviously, is not a very survivable strategy against UEF defenses. See also: SSM strikes).
To make it clear, UEF point defenses are really scary, and since UEF pilots have no problem with staying near their capships, using a saturation strike is only feasible when you can eat losses along the way; SSMs, which do essentially what you describe, are even easier to manufacture, and do not at any point in their life cycle endanger the people tasked with bringing them to their destination.
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Offline General Battuta

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Re: Introducing the "Ballista"--right up TEI's alley
Remember that the only canonical material is that which comes out in the campaigns or clearly marked updates!

Devs should be careful when they post in threads like this because it can dampen interesting speculation - we don't want every new forum post to be equivalent to submitting a proposal to a design bureau.

I do think one big challenge would be fitting and powering those jump drives on a small spaceframe.

 
Re: Introducing the "Ballista"--right up TEI's alley
i believe that the subspace missile strike is a much better alternative. why faff around with jump -> fart missile load -> jump and expose valuable pilots to needless danger, when you have TAG-C's, which when they hit something, summon that horrid subspace missile rape?



Because you'd make each and every missile vastly more expensive because each one would have its own subspace drive, and each drive would receive exactly one use. That's the OPPOSITE of cost-effective, which is what the whole point of this idea is.
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Re: Introducing the "Ballista"--right up TEI's alley

I do think one big challenge would be fitting and powering those jump drives on a small spaceframe.

Why? Even ships like the Pegasus have long-range jump drives, despite being very tiny and slim. The UEF's cheap/common fighter is also equipped similarly, despite being somewhat small and slim.

Remember, it would take far less bulk and power to make it work than it would on a different kind of fighter. Minimal to none power draw for guns, no dog-fight-capable shields (though perhaps, if practicality allows for close-range highly-rapid bombing runs from subspace right off your port hull), no high-performance engines. It'd be easy.

As for fitting--also easy; engines can be smaller/fewer in number to cut down on bulk and power draw, as well as mass. These fighters don't need to go fast, or even close; they jump in, launch their payload, jump right out. These ships can be bulky regardless, as again, so long as you can do the sprint-jumping just fine while maintaining a good missile/bomb capacity, everything else can be quite substandard compared to all other fighters/bombers. Which, again, cuts down on costs, complexity, and maintenance tremendously.

Kind of like how Chimera corvettes are mainly forward beam cannons with engines, these "fighters" are like Trebuchet launchers with dual-subspace drives. Armor? Minimal. Shields? Possibly minimal as well. Guns? Little to none; won't need them. Engines? Don't need much; maneuvering and intercept is not this guy's role or need, and subspace jumps are how you get around/back to base.

The name of the game is cost-effectiveness. This is, in theory, very high up there--you rarely lose one, they don't cost much, don't require skilled pilots/ACM training, and can be used in a wide variety of situations, depending on how you use them. Even if you do lose some, they're not expensive.



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Offline MatthTheGeek

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Re: Introducing the "Ballista"--right up TEI's alley
I do think one big challenge would be fitting and powering those jump drives on a small spaceframe.
Yeah, sprint jump drive are probably only feasible because you can get a meson reactor on recent warships to power them. The only non-TEI ship with a sprint jump drive is the Carthage, and it was just an experimental prototype. I doubt you can fit a meson reactor on a fighter, and I doubt a fighter has enough output to power two drives, especially when a single drive has more than a quick enough recharge rate to make the whole concept redundant to begin with.

Because you'd make each and every missile vastly more expensive because each one would have its own subspace drive, and each drive would receive exactly one use. That's the OPPOSITE of cost-effective, which is what the whole point of this idea is.
Standard, intra-system subspace technology has been mastered and mass-producible for probably around a century by the time of BP. We're not talking about putting an inter-system or sprint drive on a torpedo here.

Besides, keep in the mind the cost of a whole fighter PLUS the cost of a pilot PLUS the training cost of the pilot. You can probably pay a full SSM strike for that price.

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Offline Qent

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Re: Introducing the "Ballista"--right up TEI's alley
I kind of think that SSMs are perceived as more effective than they should be. Aside from the cost, what if the launching destroyer comes under attack and can't fire them? Or if it has to support two battles at the same time? Or an AWACS jams the TAG or the destroyer? It seems like the last push when something really important needs more bombs.

ANYWAY, for the ideal missile, you definitely don't want it getting shot down. You also don't want to have to hang around for five minutes just to unload. So maybe you'd want a swarm missile, with only like two salvos? Jump in, fire, jump out, reload.

Yeah, sprint jump drive are probably only feasible because you can get a meson reactor on recent warships to power them. The only non-TEI ship with a sprint jump drive is the Carthage, and it was just an experimental prototype. I doubt you can fit a meson reactor on a fighter, and I doubt a fighter has enough output to power two drives, especially when a single drive has more than a quick enough recharge rate to make the whole concept redundant to begin with.
I think that "sprint drive" is not a specific technology, but the concept of a drive fast enough to jump twice within the same engagement, however you implement it. The GVD What'sitsname Hatshepsut can also do it, and its implementation looked different from Terran ships'. So I'm with The E, that it probably wouldn't make sense to put something on a fighter and call it a "sprint drive," because they can already do that.
« Last Edit: May 07, 2012, 01:13:48 pm by Qent »

 

Offline MatthTheGeek

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Re: Introducing the "Ballista"--right up TEI's alley
The issues you mention are valid. But the SSMs are not intended to be the ultimate solution to all things, especially on their own. They are, however, excellent when used in conjunction with other things. If the escorting fighters and the warship point defences are distracted by your own fighter corps, or a bomber wave, or a warship to disarm, they won't be able to intercept effectively a SSM strike.

SSM really works best in the confusion of the battle than on its own. They can also, from a completely reversed point of view, be used as a disposable distraction device themselves, distracting fighters and point defences away in order to let a warship or heavy bomber strike slip in and finish the target, or anything along those lines.
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Offline Aesaar

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Re: Introducing the "Ballista"--right up TEI's alley
Instead, this fighter jumps in, ideally within range of their long range missiles (like the Trebuchet, though I suppose Cyclops could also be equipped and used if it jumps right within range, or close to it, to begin with), targets fighters, ships, subsystems, whatever, fires off the missiles, and then jumps away ASAP. It might stick around to see the effect of its missiles if there's no danger in doing so.

Don't we get exactly this in the Ares treb strike?  Seems to me the Ares fills every single bullet point in your list.  The only maybe is the "cheap" part, but then Treb strikes seem so low risk I don't really think it matters.

What the GTVA really needs is an anti-subsystem missile that can't be shot down and isn't lag-pursuit like that PoS Stiletto-II.  The Treb was that in FS2, but now it doesn't have puncture damage, making it pretty much useless against uparmoured subsystems like the Medea's beam cannons (or whatever guns the Feds or Shivans decide to uparmour).
« Last Edit: May 07, 2012, 02:01:35 pm by Aesaar »

 

Offline MatthTheGeek

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Re: Introducing the "Ballista"--right up TEI's alley
Yeah, the Paveway is one of the major things the UEF does better than the GTVA, and one of the main reason they are still standing after months of warfare.
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Offline The E

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Re: Introducing the "Ballista"--right up TEI's alley
Don't we get exactly this in the Ares treb strike?  Seems to me the Ares fills every single bullet point in your list.  The only maybe is the "cheap" part, but then Treb strikes seem so low risk I don't really think it matters.

The Ares design is 18 years old by the time of WiH. While it probably never will be a cheap design like the Kulas, it probably isn't as ultra-rare as it was back during FS2.
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Offline MatthTheGeek

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Re: Introducing the "Ballista"--right up TEI's alley
We already have the Rhea designed and used in a similar fashion to the Ares. It can even carry bombs, to boot, and it doesn't suffer from the "potato" syndrome.
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Offline Legate Damar

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Re: Introducing the "Ballista"--right up TEI's alley
What is the maximum amount of chained jumps a fighter can make?

What about a destroyer?

 
Re: Introducing the "Ballista"--right up TEI's alley
Instead, this fighter jumps in, ideally within range of their long range missiles (like the Trebuchet, though I suppose Cyclops could also be equipped and used if it jumps right within range, or close to it, to begin with), targets fighters, ships, subsystems, whatever, fires off the missiles, and then jumps away ASAP. It might stick around to see the effect of its missiles if there's no danger in doing so.

Don't we get exactly this in the Ares treb strike?  Seems to me the Ares fills every single bullet point in your list.  The only maybe is the "cheap" part, but then Treb strikes seem so low risk I don't really think it matters.

What the GTVA really needs is an anti-subsystem missile that can't be shot down and isn't lag-pursuit like that PoS Stiletto-II.  The Treb was that in FS2, but now it doesn't have puncture damage, making it pretty much useless against uparmoured subsystems like the Medea's beam cannons (or whatever guns the Feds or Shivans decide to uparmour).

No, not really. An Ares is a very durable fighter, without a doubt, but it's still a comparatively expensive fighter. The "Ballista" is far cheaper, and does away with all of the unnecessary things, carrying only what it needs. The two jump drives, decent-large sized missile capacity, adequate engines (as in, max cruise speed of 40), and minimal armor/shields. That's it. So, very cheap, and very efficient.

It's also unique in that it can jump in and out of the fight very quickly, unlike the Ares. Seriously; imagine the first mission to WiH. Only this time, instead of sending a bunch of fighters and a single Ares treb strike, you have 20 Ballistas jump within 4000 KM of the convoy/UEF escort, fire off 40 Trebs, and jump out. Then you send in a wing of bombers to kill every ship in the convoy with impunity. This is possible, because Ballistas are cheap as hell, their pilots require no ACM training/experience, and they rarely get shot down.

But let's up the ante: Delena Est (sorry if I misspelled the name). The part just before the "last stand" of the Carthage's fighter wings against the War Gods' charge. You need to take out those UEF gunships for the Carthage's battlegroup to be capable of taking on the incoming frigates, as well as the about-to-arrive backup frigates. Well, you have 20-40 Ballistas jump in from somewhere--even from the Carthage itself--in range of Trebuchets. You then have those Ballistas launch a Macross Missile Massacre (each Ballista firing at least four Trebuchets at once, possibly following that up with further missile launches in rapid succession). Those Ballistas then jump out, or back to the Carthage to get quickly rearmed. In the meantime, the UEF fighter/gunship force is a mere shadow of what it once was, as there are simply far too many missiles to effectively dodge them all, especially with so little warning. For bonus points, you could time it so that your remaining fighter wings are now in range to engage the UEF fighters around the time when the missiles are launched or hit their targets.

Now, you've either got limited fighter superiority, or the UEF's fighter/gunship presence is effectively gone. This is enough to turn the tides, allowing you to win the battle. Assuming, of course, that it isn't all a trap for when a Raynor and Chimera shows up, but you get the point.

Why can't the Ares do that? Because you can't build Ares like that, period. It's expensive and nowhere near as cost-efficient. Ares are heavy fighters, featuring very heavy armor and shielding, high military-grade engines, gun ports (and the guns themselves), etc. They also have only one jump drive.

The Ballista can be produced and deployed on a strategic and tactical level in massive numbers, with relatively minimal losses. Their pilots require no ACM training or experience, and their very presence/system/setup is a morale boost--the rooks/non-ACM-trained pilots flying them have a very high survival rate, yet still contribute significantly to the war effort. They can be used, on both a tactical and strategic level, in ways that other assets can't, in an extremely cost-effective manner. When you combine high-cost effectiveness with high survivability--and even high numbers/prevalence, to boot--you get massive morale boosts. In a war where losses are common, something like that helps tremendously. It directly challenges the notion of attrition or inevitable casualties--these guys come home almost every time.

There's another thing they can do that Ares can't--using more short ranged missiles, instead of relying on the superior range of the Trebs to avoid harm (which is not entirely effective; in cases where the treb launches aren't enough to prevent enemies from attacking or pursuing the Ares, the Ares often get destroyed, unless they have other fighter cover--which again, is something that the Ballista never needs. So instead of Trebs, you could equip Stilettos, jump to within 2500M of a corvette, and launch them en masse, targeting the engines, comms, and beam turrets. Then jump out after launching. For best effect, you have some kind of observer hanging back (like an Aurora in the general area) to see the effect on target, and coordinate further strikes to finish off the vessel, likely using cruisers/bombers. You could even make that 2000 or 1500M--because you can jump right out again in scant seconds, it's not a problem.

I hope, now, that you're starting to see where the actual advantages and possibilities of such a craft lies. It's flexible, super-cost effective, morale-boosting, and highly effective even just by existing as the threat that it presents. Like a deterrent, it forces the UEF (or GTVA, depending on who uses it, though this is far more GTVA specialty and style) to consider the potential threat of Ballista strikes in almost every action it takes, including defending of supply lines or stationary assets. You can't fight it with attrition, or by increasing fighter cover across the board. Maybe you invent truly new weapon systems/tactics to fight it, but again, unless what you come up with is as cost-effective as the Ballista, then it's a GTVA advantage/victory, as the Ballista becomes less cost effective (or less flexible in terms of how you can use it, more likely/specifically), but tilts the attrition/balance in the GTVA's favor.
Delenda Est delenda est.

(Yay gratuitous Latin.)

 

Offline General Battuta

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Re: Introducing the "Ballista"--right up TEI's alley
You have put a lot of thought into your doctrine, but how well would it hold up with the upcoming introduction - on both the UEF and GTVA sides - of capship-fired countermeasures?

Ironically, on the UEF side these systems were specifically designed to create safe zones against massed Trebuchet fire.

Additionally, are you sure you're not skipping over some hidden costs of the Ballista doctrine? Making these extremely precise jumps in and out of the combat zone will require AWACS on station for considerable periods at each target area, and those AWACS - even if positioned fifty kilometers away - will need force protection. If you're going to say 'Auroras', that is a good answer!

 

Offline Klaustrophobia

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Re: Introducing the "Ballista"--right up TEI's alley
many of your ideas are contradicting themselves.   your notion is to have a cheap missile boat that does nothing else, but then suggest it's better than an Ares in case it DOES get attacked, it can somehow defend itself better than a heavily armed assault fighter with its paper armor and 40 m/s max engine?  and if the idea is to just spam long range missiles, why is it that it has more short-range firepower than an ares, which is second only to the Ery in that regard?  as for survivability, that comes from the tactic, not the hardware.  ANY fighter used as a short shock jumper can be expected to return home unharmed.  and BP has already demonstrated you don't need special or extra jump drives to do it.
I like to stare at the sun.

 

Offline Scotty

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Re: Introducing the "Ballista"--right up TEI's alley
You know, it occurs to me that this is exactly what the TEI program isn't, and that's short legged with regards to staying power.  This ship will presumably remain in the engagement for about a minute, maybe, and will launch a few volleys of Trebs and then leave.

Congratulations, you've splashed a couple dozen Shivan fighters with your massed fire, and then leave.  Now what's your warship going to do without fighter cover because you built these instead?

At its core, the TEI program exists to supply ships to the front line that, in the event of a Shivan incursion, will not have to leave the front line, giving every available second to escaping refugees while another node is sealed off.  When you have a fighter craft that is actually designed to stay away from the front line for 99% of its operational life, there's a little bit of a conflict of doctrine.

 

Offline General Battuta

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Re: Introducing the "Ballista"--right up TEI's alley
That's a good point, but at the same time, there's plenty that needs Trebbin' in the event of a Shivan attack, whether it be a Ravana's forward beams or a big group of Shivan bombers making trouble. Sustainability is certainly important, but as long as you can keep these guys fueled, jumping, and flying, presumably there will be areas where their attention is useful.

 

Offline niffiwan

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Re: Introducing the "Ballista"--right up TEI's alley
Could the Kulas fill this role?  I don't believe the sprint drives are needed for fighters to carry out rapid jumps.  They can carry Trebs.  They are a cheap fighter.  They already exist & therefore do not require the R&D effort that a new design would.  A downside is the small missile capacity, but if you're only going to be "on target" for the time it takes to fire a couple of trebs that doesn't really matter. Another downside is that they can't carry Stilettos to perform the secondary role you mentioned.  On the upside, they've got a chance of defending themselves if they get caught outside their intended mission role - and they can also be deployed in a space superiority role as required. 

One of the biggest issues I see with the Ballista fighter with specific regard to the UEF/GTVA war is supply - which fighters would the GTVA remove from Sol in order to be able to supply the Ballista squadrons? 

The Ballista seems to be a very specific design that fills a single role, outside that role it would be pure cannon fodder. e.g. if you lost your AWACS support & the ability to execute precision jumps- with slow speed and little armour a single Kent (200m/s afterburn!) with Slammers could easily wipe out a squadron, or at least force them to withdraw for fear of being wiped out. 
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
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m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...