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General FreeSpace => FreeSpace Discussion => Topic started by: starlord on February 24, 2020, 09:09:39 am

Title: N1 harbinger question:
Post by: starlord on February 24, 2020, 09:09:39 am
I was wondering that: it is stated that the harbinger was already used before the deployment of the ursa.

My question is, how would it have been deployed? By capital ships? Transports?
Title: Re: N1 harbinger question:
Post by: Nightmare on February 24, 2020, 09:13:03 am
The Fenris and the Leviathan used to have "Fusion Mortars", which uses the same model as the Harbinger. However, the FM is a rapid fire weapon that does little damage and cant be shot down; obviously for balance reasons.
Title: Re: N1 harbinger question:
Post by: Mito [PL] on February 24, 2020, 09:32:15 am
Habringer's tech description mentioned something about bombarding planetary targets as their general designed use.

Also, the GTA must have had some sort of a different bomber prior to the deployment of Ursa - after all, there was 14 years of warfare before the events of FS1. It's possible that that other craft was carrying these bombs, too.
Title: Re: N1 harbinger question:
Post by: starlord on February 24, 2020, 09:42:30 am
I personally understood it that the ursa was actually the first bomber to be deployed with such ordinance, and to me it seems that if capital ships could just so easily swap mortars for harbingers, then they would have done it before.

Maybe the previous harbinger wasn’t developed as a tactical tool, but rather strategical, like the meson bomb in FS2, which was housed in a container.
Title: Re: N1 harbinger question:
Post by: Nightmare on February 24, 2020, 09:50:46 am
The FS1 CB was not really precise whether Ursa is a completely new kind: https://wiki.hard-light.net/index.php/Briefing_texts_(FS1-Act3)

Quote
New Technology: Project Ursa

Reasearch and Development have nearly completed project Ursa, which should be our best bet at defeating the Shivan Lucifer Destroyer. For those of you that haven't been keeping up, Project Ursa is an attempt to make a new type of Heavy Bomber capable of carrying the Harbinger bomb.

We expect that a wing of Ursas will be available to you on your return trip from Altair.
Title: Re: N1 harbinger question:
Post by: starlord on February 24, 2020, 10:07:26 am
Really? Aside from the briefing clip of an ursa firing fury rockets, I don’t really see how.

Unless you are implying that the ursa was a previous bomber modified to carry the n1 instead of a brand new creation maybe?
Title: Re: N1 harbinger question:
Post by: Mito [PL] on February 24, 2020, 10:16:06 am
Also note that:
Quote
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.

The Harbinger is our best chance of destroying the Lucifer.
It means that either the Ursa is capable of carrying more than six of these bad boys, or that there was/is a different bomber in GTA service that was also able to do it.

I'm generally thinking that what ships and weapons you've witnessed in FS1 main campaign aren't really everything that was used by the GTA - not only you're seeing the conflict in its ending stages, so you don't really see the previous 14 years of military technology, you also are set to experience it in only a thin part of the battlefield.
Title: Re: N1 harbinger question:
Post by: Nightmare on February 24, 2020, 10:17:50 am
Really? Aside from the briefing clip of an ursa firing fury rockets, I don’t really see how.

Unless you are implying that the ursa was a previous bomber modified to carry the n1 instead of a brand new creation maybe?

My guess is that the only bomber in GTA use was the Athena until than, and that semi-canonical heavy Apollo from the FS1 intro maybe.
Title: Re: N1 harbinger question:
Post by: starlord on February 24, 2020, 10:18:35 am
True, yet I think FS1 has marked a change of doctrine, as the ursa was mentioned I think as the first bomber designed to go after capital ships.

Then again, capital ships in the 14 year war might not have started out as the multi-kilometre behemoths of the Great War, so maybe that statement was simply valid in Great War times.
Title: Re: N1 harbinger question:
Post by: Nightmare on February 24, 2020, 10:22:54 am
Also note that:
Quote
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.

The Harbinger is our best chance of destroying the Lucifer.
It means that either the Ursa is capable of carrying more than six of these bad boys, or that there was/is a different bomber in GTA service that was also able to do it.

I'm generally thinking that what ships and weapons you've witnessed in FS1 main campaign aren't really everything that was used by the GTA - not only you're seeing the conflict in its ending stages, so you don't really see the previous 14 years of military technology, you also are set to experience it in only a thin part of the battlefield.

My personal guess is that neither PVN nor GTA had any significant military/space navy assets before fighting that war, simply because there was no real necessity for it. Also, regarding bombers, I'd presume that the cruiser-mounted Fusion Mortar things were doing what they were expected to do (mostly orbital bombardment) so there was no need for super heavy bombers. Very few Orions were destroyed, and I presume the same could be said about Typhons, so the only capships getting blown up on a regular basis would be Atens and Fenrises which don't make supernukes necessary.
Title: Re: N1 harbinger question:
Post by: General Battuta on February 24, 2020, 01:26:19 pm
I think you'd have to start building military space assets as soon as two things became true: interstellar travel and nuclear weapons. In fact they'd probably be the first things built.

Amusingly, I don't think the fusion mortar (or any FS bomb warhead?) can actually generate the delta-V to conduct orbital bombardment from a circular orbit, but that's headed into the foolhardy realm of game physics discussion.
Title: Re: N1 harbinger question:
Post by: Nightmare on February 24, 2020, 04:46:41 pm
I think you'd have to start building military space assets as soon as two things became true: interstellar travel and nuclear weapons. In fact they'd probably be the first things built.

Are you talking about FS or sci-fi in general? I think you'd need something more exotic than nukes anyway.
Title: Re: N1 harbinger question:
Post by: General Battuta on February 24, 2020, 07:32:11 pm
Nah.
Title: Re: N1 harbinger question:
Post by: Goober5000 on March 01, 2020, 10:04:18 pm
Maybe the previous harbinger wasn’t developed as a tactical tool, but rather strategical, like the meson bomb in FS2, which was housed in a container.

This is my view.  It's heavily implied that the Harbinger was used in a planetary assault role, so they may have been deployed directly from capital ships.  I don't think there is necessarily a connection to the Fusion Mortar, because Volition is known for re-using assets in unrelated places.

This is also a great opportunity to pimp my campaign Deneb III, which goes into a bit more depth on my fanon theories about the Harbinger and its uses. :)
Title: Re: N1 harbinger question:
Post by: Rhymes on March 02, 2020, 03:31:38 am

Are you talking about FS or sci-fi in general? I think you'd need something more exotic than nukes anyway.

Why would you need something more exotic than nukes? Their primary value is in their destructive effect, not the mechanism by which they achieve it.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 07:18:50 am
Depending on what you expect to encounter out there generic nuclear weapons might not be particular strong.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 08:20:33 am
They’re enough to knock rocks into collision orbits.
Title: Re: N1 harbinger question:
Post by: Mito [PL] on March 02, 2020, 08:22:23 am
Nukes aren't *that* powerful in many sci-fi universes. Consider an amount of antimatter equivalent to the mass of a normal bomb's nuclear load, for example, which would be a scientifically known factor. If I recall it correctly, the mass to energy conversion efficiency of a standard fission warhead should top off at about 0,4%, and a hydrogen fusion bomb at about 0,7%.

Other interesting but not really weaponiseable, at least in a conventional fashion, methods of harvesting energy out of matter are: dropping matter onto a neutron star with about a dozen percent efficiency, harvesting energy from a black hole's rotational speed, at about 29%, harvesting energy by dropping matter into a black hole's accretion disk and catching the resulting radiation, in the whereabouts of 10%-40%. Then the most efficient proccess is gathering a black hole's Hawking radiation, at just shy of 100% (due to astronomical timelines and the gigantic rise of emitted energy when the black hole nears the end of its life).

In comparison, matter-antimatter annihilation is theoretised to be capable of allowing for a conversion efficiency of about 50% minimum (due to vast amounts of heavy neutrinos resulting in the annihilation proccess escaping into space), theoretically up to also just shy of 100%, if you manage to specifically annihilate only electrons with positrons. I presume the latter to be achieveable in some sort of reactor but not in a bomb.

So comparing fission/fusion (taking the max fusion efficiency) bomb to the minimal antimatter reaction efficiency, there's over 70x more explosive power for the same amount of mass (of the payload itself, not counting the rest of the system) in an antimatter bomb.

A single antimatter Habringer would probably be able to crack if not snap a planet in half.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 09:04:51 am
Okay but what does all this numberwang have to do with the problem, in the FreeSpace universe (or any other), of somebody jumping into your system and dropping some nukes or rocks onto your colony/homeworld. You need some kind of defenses if interstellar travel is possible and a ship in orbit can carry enough nukes to **** up your civilization. Interstellar travel alone is enough to be a threat, nukes are just the lowest-tech convenient way to blow up your **** or drop rocks on you.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 02, 2020, 10:49:00 am
Remember, reliable beats powerful - and nuclear fission is comparatively reliable to other forms of Sci-Fi WMDs as far as the technical requirements go - with the notable exception of the asteroid strike of course. No vaccum or magnetic containment required.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 11:22:15 am
Remember, reliable beats powerful - and nuclear fission is comparatively reliable to other forms of Sci-Fi WMDs as far as the technical requirements go - with the notable exception of the asteroid strike of course. No vaccum or magnetic containment required.

That massively depends on the scale of your setting. Of course a weapon that never hits is useless, but if you have one that kills everything in 1 hit changes everything as long as you can make sure that 1 does find its target.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 11:53:47 am
We’re talking about whether you would need military spacecraft, not the upper limits of imaginary bombs.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 02, 2020, 12:14:29 pm
Of course a weapon that never hits is useless, but if you have one that kills everything in 1 hit changes everything as long as you can make sure that 1 does find its target.

Ah, no. What you just decriped is the contamination of the area of engagement and possibly your objective with unexploded munitions. :)

What you want from a weapons system is that a) it deploys its payload to the target, b) the payloard effects its target, c) the payload does not effect your own forces at any stage, d) the payload does not effect non-combatants at any stage, and e) the deployment of the weapon system does not affect whatever objective you were trying to achieve. While ideal the number of times you need to effect a target is close to 1, but considering paramters c) and d) a weapon that needs to hit a target more often might be preferable.


Now we are talking about the GTA, and following the trend that "Terrans" denotes a "gone bad" branch of humanity, it reasonable to assume that consideration d) might be out of the window (its practically required unless you view N1 Harbinger purely as weapon of deterrence).
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 02:44:14 pm
We’re talking about whether you would need military spacecraft, not the upper limits of imaginary bombs.

 :confused:

I legit have no idea what this discussion's about. The title kinda implies that it *is* about the upper limits of imaginary bombs; then it was something like "are nukes powerful enough to fight advanced civ in sci-fi settings", now it appears like some meshup.
Title: Re: N1 harbinger question:
Post by: starlord on March 02, 2020, 03:49:09 pm
The reason I started this topic was mostly to discuss the delivery method of the harbinger before the advent of the ursa as it appears in FS1.
Title: Re: N1 harbinger question:
Post by: DefCynodont119 on March 02, 2020, 03:57:01 pm
I'd imagine the GTA and PVE would have dedicated Planetary bombardment ships, that have never been used and ideally are not supposed to be used.
Title: Re: N1 harbinger question:
Post by: Mongoose on March 02, 2020, 04:45:16 pm
From a purely fluff-writing standpoint I always felt like the Tsunami and Harbinger descriptions would make more sense if they were switched.  I mean what sounds more like a devastatingly-powerful ultimate weapon: "Crazy complicated and dangerous matter-antimatter warhead," or "It's a nuke, but bigger!"?

(Also the whole "salted warhead" part of the Harbinger description makes no sense given what those weapons would actually be used for...unless you think about the Harbinger's original role as a planetary bombardment weapon, which raises some truly disturbing implications.)
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 05:13:00 pm
I think it makes sense that the Harbinger is more powerful. Antimatter was probably new to GTA, the tech description hints that the containment is unstable; GTVA struggled to create enough Antimatter decades later.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 05:30:29 pm
We’re talking about whether you would need military spacecraft, not the upper limits of imaginary bombs.

 :confused:

I legit have no idea what this discussion's about. The title kinda implies that it *is* about the upper limits of imaginary bombs; then it was something like "are nukes powerful enough to fight advanced civ in sci-fi settings", now it appears like some meshup.

Lol cmon dude, your own post:

My personal guess is that neither PVN nor GTA had any significant military/space navy assets before fighting that war, simply because there was no real necessity for it.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 05:42:09 pm
Yeah my guess was that they did not have much of navy assets; so they had no actual bomber to carry really big bombs like the Harbinger - the only ones being the Apollo bomber variant (if we assume it's canon) and the Athena that only carries Stilettos.

Of course it would be rational to decide to stop space exploration once it comes to interstellar travel until you have means to defend yourself; but history often went in a way that "safety" and "progress" are not being treated as equally important, especially since you don't know what you have to prepare for - even if the Terrans had contained themselves to Sol they could have bumped into something like the Ancients (or just more powerful Vasudans) and still get stomped.
Title: Re: N1 harbinger question:
Post by: starlord on March 02, 2020, 05:42:21 pm
I believe that antimatter truly matured with the coming of the Helios.

As for harbinger development, one could also suppose that the harbinger as it was known before was different in aspect (maybe it was later made in a warhead), and strategically deployed, very much like the meson bombs in fs2.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 05:44:51 pm
Yeah my guess was that they did not have much of navy assets; so they had no actual bomber to carry really big bombs like the Harbinger - the only ones being the Apollo bomber variant (if we assume it's canon) and the Athena that only carries Stilettos.

Of course it would be rational to decide to stop space exploration once it comes to interstellar travel until you have means to defend yourself; but history often went in a way that "safety" and "progress" are not being treated as equally important, especially since you don't know what you have to prepare for - even if the Terrans had contained themselves to Sol they could have bumped into something like the Ancients (or just more powerful Vasudans) and still get stomped.

The first applications of space are military, and as long as one ship can nudge an asteroid onto a collision course, early warning and deterrence are going to be major functions of whatever space presence you've got.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 02, 2020, 05:52:17 pm
Don't doubt that; but just like starlord said such a weapon is more of a strategic than a tactical one (in terms of FS).
Title: Re: N1 harbinger question:
Post by: Mito [PL] on March 02, 2020, 06:56:47 pm
Early warning as a function of a network of sensor/comm nodes spread throughout solar systems? Sure, that makes sense.

Although to be fair, I don't think any ship in Freespace has got enough actual effective thrust to "nudge" an asteroid onto a collision course easily enough, at least not something that wouldn't simply burn down in the atmosphere.


Also note: in FS1, the cruisers carrying Tsunami prototypes have really huge explosions. That's fine, after all, they're loaded with antimatter bombs. But now let's consider the bombers carrying the warheads, they should explode violently like that as well... Someone might make a mechanic out of this. :P
Title: Re: N1 harbinger question:
Post by: Thaeris on March 02, 2020, 07:06:53 pm
I was wondering that: it is stated that the harbinger was already used before the deployment of the ursa.

My question is, how would it have been deployed? By capital ships? Transports?

In my headcannon, I imagine Cardinal Spear's Gorgon as the early GTA "big bomber." Like most of my projects, working on the Gorgon didn't get very far. However, the design I had in mind (replacing the Medusa model, of course) consisted of the following:

1. Substantial central fuselage with an engine mounted at the rear. There is a single turret on the upper hull as well as the lower hull. There is a stepped cockpit area, not unlike that of an attack helicopter, though the WSO does not have much of a forward view. There are two bays in the central fuselage, one being the forward-mounted self-defense bay (mounts the Vulcan cannon, rockets, or missiles) and the heavy ordnance bay. The latter is where you'd deploy your huge munitions, or perhaps even kinetic kill vehicles onto a planetary target. This was intended to be a bit like a free-fall bomb bay in terms of its design. For Cardinal Spear in particular, it's the bay from which you'd lay mines, etc. Probably had some sort of fancy name like "Multidirectional Ordnance Projector," or other such jazz.

2. Two stub-mounted engine and launcher pods. Two additional engines, along with the fuselage unit, were to power the Gorgon. These pods also housed a more conventional launcher array as you'd see in other GTA bombers. They also housed the plasma cannons, which are delightfully overpowered in Cardinal Spear. :p

...Of course, then I'd have to come up with why it disappeared from service (cannon fodder, unreliable, old, etc.). But meh.

Others have already suggested the bomber/strike fighter version of the Apollo or even the Athena - this would have to be done via an external rack. Not sure of the size of the Harbinger in relation to the spacecraft in question, but I hardly think that was a legitimate question for any Volition developer, ever. However, you've got a nice spot between the lower engine nacelles on the Apollo, and the Athena is wide open from below (though ground clearance may be an issue - but again, size... do we even care lol?). My headcannoning would offer that in the era of unshielded fighters, unshielded ordnace which gets shot up tends to explode violently beneath the host craft when the pilot attempts to arm it. It is a rare munition which gives and takes, after all.

The best candidates here, which have already been suggested, are the Fenris or Leviathan, or perhaps even a destroyer in orbit. FS, being fighter-centric, is unfortunately not very kind to the big ships, and their capabilities are often seen as limited at best.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 07:44:23 pm
Although to be fair, I don't think any ship in Freespace has got enough actual effective thrust to "nudge" an asteroid onto a collision course easily enough, at least not something that wouldn't simply burn down in the atmosphere.

They absolutely do, since they can sustain acceleration indefinitely and that means indefinite (but large) delta-V.

e: also, perhaps ironically, stuff burning up in the atmosphere is the best planet-killer, since you can superheat the atmosphere and cook everything above the topsoil
Title: Re: N1 harbinger question:
Post by: DefCynodont119 on March 02, 2020, 08:13:13 pm
stuff burning up in the atmosphere is the best planet-killer, since you can superheat the atmosphere and cook everything above the topsoil

Nah dude covering the surface with as much black Albedo-reducing dust/paint as possible and then letting the planet fry itself is the way to go, it takes a while, sure, but it's nice and permanent.  :drevil:

(please don't take this seriously)
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 02, 2020, 09:35:47 pm
From a purely fluff-writing standpoint I always felt like the Tsunami and Harbinger descriptions would make more sense if they were switched.  I mean what sounds more like a devastatingly-powerful ultimate weapon: "Crazy complicated and dangerous matter-antimatter warhead," or "It's a nuke, but bigger!"?

I have the opposite reaction - the Tsunami being less powerful despite being made using the potentially more dangerous payload is more an idicator of a line of thought, a) you produce more warheads with the antimatter you've got and b) again reliable beats potentially powerful: anti-matter needs to be tightly controlled as to not set of a matter-antimatter anihilation - it needs to be kept in a container with a vaccuum inside and magnetically suspended so your portion of antimatter does not touch the walls of the container under any circumstances; the ammount of failure sources with such a payload is pretty high.

stuff burning up in the atmosphere is the best planet-killer, since you can superheat the atmosphere and cook everything above the topsoil

...but top soil is potentially one of the things you most want from a planet :D - Soil is after all much more than just "dirt", but an ecosystem unto itself and highly-valuable (I am really turning Green as I age)

Listen, it doesn't matter if you can potentially destroy a planet, it matter if by doing so you actually achieve someting. Making a planet uninhabitable for generations or even permanently generally doesn't get you things you want from control of planetary body - starting with an economical way of exploiting its mineral ressources, and ending with having space to put a population (which, you know, should be able to sustain itself in new envoirment - preferably in a manner that produces more than it cost the rest of your civilisation)

Also note: in FS1, the cruisers carrying Tsunami prototypes have really huge explosions. That's fine, after all, they're loaded with antimatter bombs. But now let's consider the bombers carrying the warheads, they should explode violently like that as well...

The warheads on a bomber probably have safeties to prevent any accidential, full-yield detonation of the warhead due any number of potential failures.

Someone might make a mechanic out of this. :P

That's trivial, use the set-explosion-option SEXP in combination with a get-secondary-ammo check ... when-argument and dial up the trigger count; mechanic done. Really uninteresting to make and also too much work on the balancing side.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 02, 2020, 11:09:59 pm
"Above the topsoil" actually does mean "above the topsoil", not "including the topsoil." Burrowing animals would probably be fine, seeds too.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 03, 2020, 12:13:39 am
"Above the topsoil" actually does mean "above the topsoil", not "including the topsoil." Burrowing animals would probably be fine, seeds too.

How much more do I need to do signpost humerous intent to you? - the entire line about top soil and soil in general was an attempt to bring levity to the discussion...
Title: Re: N1 harbinger question:
Post by: starlord on March 03, 2020, 03:53:28 am
Moongoose: in truth, it might well be that ton for ton the tsunami might be more powerful than the harbinger.

Knowing that would mean comparing the mass of explosives in the tsunami compared to that of the harbinger. For all we know, the tsunami achieves this effect with a very low mass of antimatter when compared to the bulk of fissile material present in a harbinger.
Title: Re: N1 harbinger question:
Post by: Mito [PL] on March 03, 2020, 04:06:36 am
Uhhh, I don't think there is any way to prevent antimatter from making a big boom if it gets its containment breached, which presumably happens nearly every single time when a bomber gets blown up.

Also no, I don't think that to be a viable "main game mechanic" simply because it's too simple and small, and doesn't change the gameplay in any meaningful way to be considered a mechanic in itself. I still find it one of the interesting options to modify the basic gameplay, make the player actually a bit more wary of bombers.
On the other hand this effectively eliminates the possibility of tightly formed wings of bombers with antimatter payload, since if one blows up, the rest will as well... This would limit the use of antimatter to single out-of-formation bombers, maybe some that would attempt to sneak in while the enemy fighters are occupied... Hm, this might be a couple interesting changes to the retail gameplay formula.


Also, regarding all the people jacking off to "well you can just RKV/asteroid strike a planet so nothing else matters", 1. y u no fun, 2. there's no reason to actually do that, because you usually lose more that way than gain. Unless you are or you face some super xenocidal species, but that's an edge case.
Title: Re: N1 harbinger question:
Post by: X3N0-Life-Form on March 03, 2020, 06:37:20 am
Listen, it doesn't matter if you can potentially destroy a planet, it matter if by doing so you actually achieve someting. Making a planet uninhabitable for generations or even permanently generally doesn't get you things you want from control of planetary body - starting with an economical way of exploiting its mineral ressources, and ending with having space to put a population (which, you know, should be able to sustain itself in new envoirment - preferably in a manner that produces more than it cost the rest of your civilisation)
As someone that has been playing the heck out of Stellaris, including some nasty genocidal factions, I have yet to destroy a planet, or even wipe out the pop from orbit for exactly that kind of reason :)

I general, there are few reasons to trash a perfectly fine world aside from making a show of force or some constraint makes ruining the place a more viable option than regular conquest.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 07:43:48 am
A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet, depending on what you're looking for there. For mining, you could probably just set up new mines while populating the planet doesn't seem to be feasible much.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 03, 2020, 01:12:55 pm
Also, regarding all the people jacking off to "well you can just RKV/asteroid strike a planet so nothing else matters", 1. y u no fun, 2. there's no reason to actually do that, because you usually lose more that way than gain. Unless you are or you face some super xenocidal species, but that's an edge case.

Find/replace 'city' for 'planet' and you'll realize exactly why this logic would predominate.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 03, 2020, 01:13:50 pm
A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet

Absolutely not. You can just use material with a short half-life and it'll be down to tolerable levels in a year or two.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 01:52:56 pm
A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet

Absolutely not. You can just use material with a short half-life and it'll be down to tolerable levels in a year or two.

Contaminating an area for the the whole foreseeable future (hundreds of years+) is actually the very point behind "salted" nuclear weapons like the Harbinger.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 03, 2020, 02:03:48 pm
Uhhh, I don't think there is any way to prevent antimatter from making a big boom if it gets its containment breached, which presumably happens nearly every single time when a bomber gets blown up.

Long term antimatter storage is purely theoretical anyway, as has not been successfully done - so I don't see why by the time you can make enough to equip warheads with it, some form control mechanism doesn't exist as well - actually I would say it is a technical requirment to harnessing anti-matter for a weapon.

A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet

Absolutely not. You can just use material with a short half-life and it'll be down to tolerable levels in a year or two.

... multiply those numbers with at least 5, and add the effects of hightend ambient radiation levels on a century scale.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 03, 2020, 02:06:28 pm
A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet

Absolutely not. You can just use material with a short half-life and it'll be down to tolerable levels in a year or two.

Contaminating an area for the the whole foreseeable future (hundreds of years+) is actually the very point behind "salted" nuclear weapons like the Harbinger.

Wrong. The point of a salted warhead is not long-term contamination but the immidiate contamination with high levels of radiation that would be only lethal in the short term, and last only so long as to exceed the capacity of supplies in shelters. The theoretical concept for a salted warhead uses Cobalt-60, which has a half life of 5.27 years - meaning the contamination would be managable within a century.

Still dispicable, but at least somewhat rational.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 02:16:00 pm
Still, I kinda doubt that Terrans or Vasudans would be highly interested in setteling on a planet that has "managable contamintion in 100 years".
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 03, 2020, 03:30:58 pm
Still, I kinda doubt that Terrans or Vasudans would be highly interested in setteling on a planet that has "managable contamintion in 100 years".

I get the distinct impression that you need to read up on some of the basics of how radioactivity and radioactive decay actually work.
Title: Re: N1 harbinger question:
Post by: DefCynodont119 on March 03, 2020, 03:39:32 pm
Also, regarding all the people jacking off to "well you can just RKV/asteroid strike a planet so nothing else matters", 1. y u no fun, 2. there's no reason to actually do that, because you usually lose more that way than gain. Unless you are or you face some super xenocidal species, but that's an edge case.


This is already super off topic but I wanted to point out something I think Sci-fy doesn't consider enough:

When it comes to different species fighting, it's probably safe to assume that the environment one lives on is not-easy-compatible with the other's biome; it doesn't have to be "they breathe methane we breathe oxygen" it could be more like, "their homeworld has 1.32Gs and half as much oxygen and constant 40% humidly and our food is toxic to them and ect. . ." And the crustal layers of planets are not as heavy-mineral rich or as easy to mine as a good quality asteroid field.  So the gain via taking over an alien world may not be all that incentivizing.


That said I do agree, why be aggressive with an alien civilization in the first place?   :p  Space is big and full of resources, and Information/data/knowledge is valuable trade, so why give yourself the crippling anxiety of RKVs/asteroid strikes/black space paint/biowar weapons when you can just like, not escalate it that far?


Find/replace 'city' for 'planet' and you'll realize exactly why this logic would predominate.

Yeah but that goes both ways:

Why blow up a city when you can just take out the military base? 

Why kill the planet when you can take out the space-docks?

Plus you and your enemy would most likely have your space military's infrastructure off-world and at least a short ways away from your home planets, if just for logistical reasons and nothing else.  DeltaV always has the final say.

I would think if you wanted to stop someones space war-machine, it would make much more sense to deny the enemy SPACE then planets.  :arrr:

To make one more analogy: If space is an ocean, then Planets are NOT the islands, they are the supporting country's/continent's inland government, all the naval/space infrastructure in on the coast/in orbit, and the islands are space stations/dwarf-planets/mining sites in-between.



TLDR: Most alien's planets are probably toxic to each other and a space navy is gonna get all it's ship parts from factories that are in space too so attacking planets might be kinda unnecessary.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 04:39:51 pm
Still, I kinda doubt that Terrans or Vasudans would be highly interested in setteling on a planet that has "managable contamintion in 100 years".

I get the distinct impression that you need to read up on some of the basics of how radioactivity and radioactive decay actually work.

 :wtf:
Title: Re: N1 harbinger question:
Post by: General Battuta on March 03, 2020, 06:51:41 pm
A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet

Absolutely not. You can just use material with a short half-life and it'll be down to tolerable levels in a year or two.

Contaminating an area for the the whole foreseeable future (hundreds of years+) is actually the very point behind "salted" nuclear weapons like the Harbinger.

Are you trying to argue about what the Harbinger does, or whether a bomb that contains radioactive areas is enough to end all colonization? Those are two different things. You need to be clearer.

Tantalum only has a half-life of 100 days. I don't know how fast the radiation would drop to truly safe levels but you'll be down to 1/64th in just two years and 1/512th in three.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 07:12:32 pm
My take was that the Harbinger was originally a weapon, ending all colonisation on the effected planets.

According to the tech description, the Harbinger existed for a considerable time before 2335. I would presume that it was used as a weapon for orbital bombardment to render planets uninhabitable instead of "only" destroying everything on the surface (except maybe machine-based mining to a degree); because AFAIK there's no other advantage from having a salted nuke instead of a non-salted one apart from causing more contamination.

About how long this would last depends on what materials would be used of course. Also it would follow the same formula that accounts for all dirty bombs - the bigger the area you want to contaminate, the smaller the actual dose.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 03, 2020, 07:15:06 pm
You said "A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet."

This is not true.

Quote
According to the tech description, the Harbinger existed for a considerable time before 2335. I would presume that it was used as a weapon for orbital bombardment to render planets uninhabitable instead of "only" destroying everything on the surface (except maybe machine-based mining to a degree); because AFAIK there's no other advantage from having a salted nuke instead of a non-salted one apart from causing more contamination.

Of course there is: killing people!
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 07:26:06 pm
You said "A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet."

This is not true.

Yeah, a single bomb probably won't do.

Of course there is: killing people!

What kind of colonisation do you expect there? Most colonists won't live in some sparsely populated rural area doing farming. The target for bombardment will most likely be cities, mining sites, industry etc; you'll be able to kill 95+% of them by just dropping non-salted nukes.
Title: Re: N1 harbinger question:
Post by: General Battuta on March 03, 2020, 07:39:00 pm
You said "A bomb that contains enough radioactive material to contaminate wide areas is probably enough to end the colonisation effort on a planet."

This is not true.

Yeah, a single bomb probably won't do.

Even a large number of bombs with the right design don't have to render a planet uninhabitable.
Title: Re: N1 harbinger question:
Post by: Nightmare on March 03, 2020, 07:59:15 pm
Possibly, even though we know nothing about GTAs military potential. But to end all colonisation efforts you only have to reduce the economic value of the planet to 0; no need to convert the whole surface into a radioactive wasteland.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 03, 2020, 09:23:14 pm
That said I do agree, why be aggressive with an alien civilization in the first place? 

Cult of Action, maybe? Fetishising homogenity, perhaps? Any number of Fragility Propositions come to mind...

Don't get me wrong, coexistence is more utlitarian solution anyway - esspecially if you are a soft power practitioner.

Still, I kinda doubt that Terrans or Vasudans would be highly interested in setteling on a planet that has "managable contamintion in 100 years".

I get the distinct impression that you need to read up on some of the basics of how radioactivity and radioactive decay actually work.

 :wtf:

You talk as if all ionising radiation exposure were created equal, which it is not. Since Battuta already brought up the point about that radiation levels would be decaying exponentially, I won't bother with that.

The danger of ionising radiation comes from its commulative effects through exposure, however the effect of each individual instance of exposure can vary greatly based on type of radiation, duration of exposure and tissue exposed. The effects of exposure also don't manifest immediately, unless you are already within the lethal range of >=1 Sv (which has 10 percent lethality rate in 30 days after the limit is crossed; 6 Sv has a lethality rate 100 percent within 14 days).

The problem with radiation management usually boils down to being able collect sufficent information to manage the exposure of an individual, esspecially if an individual unknowingly has contact with radiogenic material.

Quote
there's no other advantage from having a salted nuke instead of a non-salted one apart from causing more contamination.

Considering the faction deploying the salted warhead knows the properties of the warheads they deploy, while the defenders do not, the use of the salted warhead would force the defenders to stay in their shelters or risk unknown levels of exposure - while the attackers have advantage being able to plan for a follow-up attack. The period of highest radiation can also be tailored by chosing the right radiogenic material to starve the defenders in their shelters.

It's a way to prepare the battlefield for the maximum advantage for the attacker...


... not worth the spiral of escalation that would kick off ... but hey xenophobia and a death-wish typically go hand in hand.
Title: Re: N1 harbinger question:
Post by: Mito [PL] on March 04, 2020, 03:46:51 am
Also note: radioactive contamination might not be as much of a problem in FS1 era as it is currently. Not only due to medical procedures being literally centuries ahead of ours, but also there could be all that new tech that would allow for cleaning up results of bombs like these quickly and cheaply. There are even theoretised ideas about some of such mechanisms now.

With such, dirty bombs like the N1 Harbinger might be a way to only temporarily suppress colonisation efforts.
Title: Re: N1 harbinger question:
Post by: spart_n on March 04, 2020, 05:36:21 am
Just to throw in my two cents, but big giant nukes in an era of big giant nukes are probably meant for shock and awe than anything resembling tactical efficiency. If this was developed during the TV war then it just sounds like Terrans had it really deep against the Vasudans to outright get rid of them, resources be damned, probably because they expect to just move on to other systems.
Title: Re: N1 harbinger question:
Post by: 0rph3u5 on March 04, 2020, 07:17:28 am
Just to throw in my two cents, but big giant nukes in an era of big giant nukes are probably meant for shock and awe than anything resembling tactical efficiency. If this was developed during the TV war then it just sounds like Terrans had it really deep against the Vasudans to outright get rid of them, resources be damned, probably because they expect to just move on to other systems.


Spoiler:
Yes, I am going give GTA its Doomsday Machine in one of my campaigns
Title: Re: N1 harbinger question:
Post by: X3N0-Life-Form on March 04, 2020, 07:30:05 am
Spoiler:
Yes, I am going give GTA its Doomsday Machine in one of my campaigns
Spoiler:
Well, as long as you don't keep it a secret, I'm sure everything will be fine :-)