Author Topic: Checkpoints at jump nodes?  (Read 9852 times)

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Offline The E

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Re: Checkpoints at jump nodes?
Nope, the node moving thing is just fanon.
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Offline General Battuta

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Re: Checkpoints at jump nodes?
Is there any evidence that nodes move around?
Besides, I dont see why a installation can't have a few manouvering thrusters to stay with the node (if for whatever reason it decides to move). Seems a lot more practical than keeping a whole destroyer with it.

No evidence whatsoever. But if the node's position fluctuates with the system's configuration, it might skip around by thousands or tens of thousands of kilometers (weeks? days? years? who knows!), rendering stationkeeping thrusters tricky.

 

Offline Qent

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Re: Checkpoints at jump nodes?
Quote from: Leviathan techroom entry
Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations....
Indicating there's another kind?

 

Offline Dilmah G

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Re: Checkpoints at jump nodes?
I believe the techroom entry on subspace indicated that some jump nodes were unstable.

 

Offline mjn.mixael

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Re: Checkpoints at jump nodes?
I would assume there is at least SOME fluctuation of the nodes since everything in the universe moves around.
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Offline General Battuta

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Re: Checkpoints at jump nodes?
I would assume there is at least SOME fluctuation of the nodes since everything in the universe moves around.

Right. By nature the nodes must either be in orbit, or, more likely, be located at mathematically determined points based on the system's configuration.

 

Offline headdie

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Re: Checkpoints at jump nodes?
I would assume there is at least SOME fluctuation of the nodes since everything in the universe moves around.

Right. By nature the nodes must either be in orbit, or, more likely, be located at mathematically determined points based on the system's configuration.

I would also assume that the link to the other system will have some effect as well.
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Offline General Battuta

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Re: Checkpoints at jump nodes?
I would assume there is at least SOME fluctuation of the nodes since everything in the universe moves around.

Right. By nature the nodes must either be in orbit, or, more likely, be located at mathematically determined points based on the system's configuration.

I would also assume that the link to the other system will have some effect as well.

Maybe, yeah. It's possible, but given that the node links aren't reaaaaally sorted by distance...it seems turbulent or chaotic.

 

Offline NGTM-1R

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Re: Checkpoints at jump nodes?
Since nodes are, perforce, the only place in a system where anyone ever has to go, that they would be patrolled to control and protect shipping is simply a matter of course. A permanent installation may or may not be present, but a cruiser and escorts (with everything else in the system on speeddial) is likely. At the minimum a two-wing fighter presence.
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Offline Scotty

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Re: Checkpoints at jump nodes?
I'd buy two wings if you're out in the boonies, but if you're in, say, Capella, I would put big money on Corvette or Destroyer presence at all times.  The simple reason being that there is literally nothing of greater strategic value in any system beyond that jump node except for perhaps shipyards, and then only for select systems.

 

Offline Nohiki

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Re: Checkpoints at jump nodes?
I'd put a corvette on the last-but-one explored systems node, and send patrols to the last explored system. Why? The Vigilant was in the "last" explores system (meaning the one we didn't map yet, like is we didn't know how many nodes and where lead out of it) and it got shock-jumped by shivns when they arrived, because we had no intel on what are they doing beyong Gamma Draconis. If the vigilat was at the Capella side of cap-GD node and only fighter patrols were at GD, the vigilant would have recieved a message from this patrol that shivans are coming and prepare for the attack, like calling bombers for support. I am fairly confident that the internal nodes are not as much in need of guard in a peace time, because the fleets in the system patrol around all possible targets, and pirates hardly ever attack through the node into another system. In the war time, hwever, guard all nodes.
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Offline headdie

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Re: Checkpoints at jump nodes?
I'd buy two wings if you're out in the boonies, but if you're in, say, Capella, I would put big money on Corvette or Destroyer presence at all times.  The simple reason being that there is literally nothing of greater strategic value in any system beyond that jump node except for perhaps shipyards, and then only for select systems.

The problem with that is most of the core systems have 3 jump nodes so that's 2/3 corvettes per system and i count 11 that I would consider a core system, one of which has 4 nodes so that's 34 corvettes and or destroyers tied up on node duty before you consider Installations / planets / ship yards that warrant protection and patrols into minor systems like Gamma Draconis



Delta Serpentis - formally GTA capital post sol node collapse so probably has a significant population as judging by the accepted node map would have been the first colonised system.  also probably has a moral component to its importance with it being the launch system for the attack against the Lucifer and being the site of the old subspace node to sol.

Beta Aquilae - capital of GTVA space

Sirius - connection point for several jump corridors

Alpha Centauri - the jump nodes are close together allowing for rapid transit.  also makes the system very hard to defend if attacked from more than 1 direction

Deneb - indications are that the system is quite heavily populated

Vasuda - Vasudan home system and could still be heavily populated

Antares - 4 jump nodes in and out of the system including Vasuda and Beta Aquilae

Vega - Home of the 4th fleet and site of a lab conducting meson research, which suggests the system might be heavily populated.

Capella - Known to be heavily populated and one of only two transit routes to the fringes of GTVA space

Regulus - one of only two transit routes to the fringes of GTVA space

Polaris - known to have a shipyard and presumably well populated

also but non core I would want to heavily defend Ross 128 at least until I know where the first Shivan fleet came from

I'd put a corvette on the last-but-one explored systems node, and send patrols to the last explored system. Why? The Vigilant was in the "last" explores system (meaning the one we didn't map yet, like is we didn't know how many nodes and where lead out of it) and it got shock-jumped by shivns when they arrived, because we had no intel on what are they doing beyong Gamma Draconis. If the vigilat was at the Capella side of cap-GD node and only fighter patrols were at GD, the vigilant would have recieved a message from this patrol that shivans are coming and prepare for the attack, like calling bombers for support. I am fairly confident that the internal nodes are not as much in need of guard in a peace time, because the fleets in the system patrol around all possible targets, and pirates hardly ever attack through the node into another system. In the war time, hwever, guard all nodes.

The Vigilant was jumped in a system that had been scientifically explored and the command brief suggested though didnt say that the science mission should have detected any active nodes.  the nebula node came to be because Bosh sent the Trinity to activate the Knossos and scout it out
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Offline Scotty

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Re: Checkpoints at jump nodes?
Quote
The problem with that is most of the core systems have 3 jump nodes so that's 2/3 corvettes per system and i count 11 that I would consider a core system, one of which has 4 nodes so that's 34 corvettes and or destroyers tied up on node duty before you consider Installations / planets / ship yards that warrant protection and patrols into minor systems like Gamma Draconis

That's only a problem if you don't have enough.  We have no canon figures on fleet size.  As such, the issue is immaterial.  Lacking canon numbers, seems logical to assume the GTVA has enough ships to protect itself, no?

 

Offline headdie

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Re: Checkpoints at jump nodes?
Quote
The problem with that is most of the core systems have 3 jump nodes so that's 2/3 corvettes per system and i count 11 that I would consider a core system, one of which has 4 nodes so that's 34 corvettes and or destroyers tied up on node duty before you consider Installations / planets / ship yards that warrant protection and patrols into minor systems like Gamma Draconis

That's only a problem if you don't have enough.  We have no canon figures on fleet size.  As such, the issue is immaterial.  Lacking canon numbers, seems logical to assume the GTVA has enough ships to protect itself, no?

that's true about not having info about the numbers but it is reasonable to assume corvettes are in short supply with it taking Security council authority to deploy 2 in The Great Hunt
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Offline Scotty

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Re: Checkpoints at jump nodes?
All that says is "With recent victories on the civil war front, command has deemed fit to deploy two Deimos class corvettes" for RECON missions.  Still no numbers, and if anything evidence for the "they have more than enough" line than the "they're strapped for chassis" argument.

 

Offline headdie

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Re: Checkpoints at jump nodes?
All that says is "With recent victories on the civil war front, command has deemed fit to deploy two Deimos class corvettes" for RECON missions.  Still no numbers, and if anything evidence for the "they have more than enough" line than the "they're strapped for chassis" argument.

can we have it quoted properly please.  "With recent victories on the civil war front, the GTVA Security Council has authorized the deployment of two Deimos-class corvettes" the GTVA security council is a little higher than fleet command and the fact that it takes government level authority to change the deployment of these this ships says to me these are not freely available to be moved about as the fleet admiral pleases, kind of hints at shortages to me.
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Offline Scotty

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Re: Checkpoints at jump nodes?
All ship redeployments go through GTVA Security Council.  It's what they do.  They are basically BuShips, BuWeps, BuPers, and BuInt all in one.  It's nothing special to say that the Security Council authorized their deployment as anything more than a lead in to the briefing.

 

Offline General Battuta

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Re: Checkpoints at jump nodes?
All ship redeployments go through GTVA Security Council.  It's what they do.  They are basically BuShips, BuWeps, BuPers, and BuInt all in one.  It's nothing special to say that the Security Council authorized their deployment as anything more than a lead in to the briefing.

what

cite

 

Offline The E

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Re: Checkpoints at jump nodes?
I'm gonna say "Special Circumstance" there. The nebula mission was as close as the GTVA in the games got to doing a strict exploratory mission, and given that it involved travel through a Knossos, I would assume the Sec Council being quite a bit more involved in the affair than usual.
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Offline headdie

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Re: Checkpoints at jump nodes?
I must admit I had the security council pegged as being similar to the American Joint chiefs of Staff judging from the tech room brakedown so more policy orientated rather than plan on the ground.  The_E's explanation sounds better but if the Corvettes were part of the 3rd fleet then surly it's Petrach's call so long as he can justify that his forces wont be exposed by their absence if asked.
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