http://dj.rogueserv.com/TRASHMAN/Pics/FighterVolume.JPG
For reasons stated a few posts before, this is a very generous definition of fighter space, compared to the mainhalls of hte Galatea.
Oh, firstly that doesn't look like a third. Secondly, that separation (horizontal) is excessively large compared to what is necessary. Imagine the mainhall as a launch preparation area; the individual fighters there are separated for loading, maintenance. But the reserve fighters - assuming space is an issue anyways - can be far more tightly packed so long as they can be moved to the prep area/s relatively quickly..
Also - and this may be a trick of perspective - it looks like the further back groups are higher up, so the actual volume box size is skewed.
And no, no NEW armor as I said before. Whatever the Deimos is using only thicker.
And even I did use newer armor, why would the destroyer have that? It's purpose is not a slug-fest. Hell you can put heavy armor on carriers today but no one seems to be doing that, now do they?
And thicker armour reduces internal space. Although the Deimos armour is specifically designed as not being thicker but as a special type designed for beam-defense, IIRC (compressed molybednum sheathing or something).
The damage/second ratio doesn't come close even in the wildest dreams - the weapons aren't even in the same size class.
That's like saying a 406mm shell has the same energy requirements as 10 20mm ones!!!
That's because a 406mm shell is a different size and calibre. You can't possibly compare an
energy weapon with an ammunition based explosive shell, they're entirely different paradigms. IT's be like, I dunno, comparing the total powder explosion force for firing a machine gun at full auto for 30 seconds versus a bolt action rifle for 30 seconds.
A Hecate can't survive against an Orion for a minute, let alone against something with bigger firepower.
What about when it's bombers are deployed and engaging the Orions'- or others- weaponry? You consistently ignore fighter and bomber deployment for a destroyer - it's principal form of attack and defense(!).
This supports differences in armor placement, not a ship class as a whole. And nothing is really an analogy for space combat
Actually, the BB makes far more sense in FS2 then it does in RL as speed and range are not much of a factor in FS2 due to subspace.
If that were true it'd exist already, in a bastardly-huge form. Unless you mean the big C, I suppose (worth noting; the Colossus had an achilles heel of supply convoys). Truth is that for all the benefits of subspace, it doesn't reduce but increase the superiority of a carrier; now it's feasible for that type of vessel to have an offensive range of an entire system or beyond. So the BS can run, but it can't hide from bombers
You're forgetting that Helioses are very easily taken down and that's it's the only weapon (along with the Cyclops) that can destroy a BB (remeber the supercap flag). You're assuming all bombs will hit, which tehy will not, especialyl since a BB would have formidalbe PDS (a must since it doesn't have much fights)
And a BB would be a hard target to disarm, since it's turrets woulld be heavyily armed too. Not that it can't be done, but it's just isn't nearly as easy as with a destroyer.
Perhaps not as easy, but the point is that you don't need to put your primary fleet capship anywhere near the thing.
I'm not assuming all bombs will hit. Not only did I over-assume the number strikes-per-ship (also ignoring re-arms), the 40 bomber calculation would result in over 70,000 more damage than assumed; and I don't believe your 250,000 magic armour is even possible, not least on a ship so small. Moreso, I ignored the effect of fighters (once they'd polished off the small BS fighter escort) which had targeted the hull. Also, heavily armoured turrets just impact your mass-speed issues. And possibly the turrets' individual mobility, but I'm not sure on that one.
Plus I sincerely doubt a BS could have 'formidable' PDS
and capship-raping firepower (more than the Colossus but half the size!),
and magic superstrength armour
and super-fast engines (so it's not slow as **** will al that mass)
and hyper-powerful reactors.
A destroyer jumping in wouldn't have much fightercover..only some of it's fighters would have IS drives, otehr would have to wait in the hangarbay and he can't launch them immediately anyway.
Again, you're assuming the numbers of IS drives. And we have the old piggybacking chestnut, although I'm against that one myself. Or the even nuttier option of bolting half the fighters to the deck, but that's probably not canon (despite the Aquitane-nebula thing).
And there is no magic new armor. Let that go allready. Neither is there a hit point increase disproportionate to it's size. Learn to count.
Look at the hit points for a corvette vs destroyer (I'll remind you - 80,000 to 100,000). Explain how you can pack another 150,000 points into the same size frame without compromise.
Well, since you know the enemy can only come tough the node, then you can allso position your ships next to it, so when the enemy jumps in he WILL be inside weapons rage and can't do anything about it.
And also within enemy weapon range, which is where ships are most vulnerable. Given that you
know the enemy starting position, you can place low-cost and effective bomber assets and just corral them in with perimeter capships. Hell, if you can destroy a Hecate in a minute with beams, why in the name of all that is holy would you sit them in beam range, when you have bomber support to strip down the enemy?
Especially with an envisaged BS class designed for close-range attacks.
Yeah, just bigger and badder.
So
more energy use?
Yeah it can. But in those 6 seconds that it takes for a ship to jump out a BB can unleash hell, while the DD can't. Massive damage in the opening barrage - that's what the BB is for. As Sung Tsu said:
"If your first strike is hard eungh, there won't be a need for the second one!"
You forget -> bomb lock time + bomb travel time >> beam fire and hit time.
During the first 4 seconds of the BB jumping in, the defense bombers hasn't even aquired a lock and the BB has allready it's beams charged up and ready to fire (if it didn't fire alrleady)
Don't have the tbls to check, but I'm not sure any significant beam has a warmup time that short. Plus you'd only get one fire from it....... and you'd need to maneuver the ship into firing position and target the cannon. I have no doubt, if it picked the conditions, a BS would win; but how often could it pick it's battlefield, and how useful would it be across an entire system (vs a destroyer; you're looking at similar resources)?
Let's consider actually performing this sort of ambush. Because, again, I bring back the example of the Repulse - for every
effective BS attack, you'd need a supporting force to provide a decoy and you would
rely on destroyer support. Oh, and, again, why is this better and cheaper than a hunter-killer group of corvettes or perhaps a bomber force?
Ambush implies you know where the enemy is - wether by long range sensors or recon.
Which, again, leads to the Repulse. That mission is evidence the GTVA cannot just 'find' a ship; in any case, intelligence gathered from a recon flight (and how the hell could you scout an entire system with fighters?) would only be of very short term value, as the target could just zip into subspace and be lost once more (very likely if you don't have stealth fighters). So you need to draw the target out (the GTVA also did that against the Ravana IIRC, although nebula is a nasty area for sensors anyways); draw it out with the BS, and you show the enemy your hand, so you need to use a smaller force, for exactly the same reasons as the GTVA did not use the Colossus until the Repulse had arrived.
It got damaged in the fight with the NTF adn the Repulse.
And it's clearly mentioned overloading the power grid. It doesn't matter how powerfull a reactor you have if the power grid can't handle the power.
Think of it this way - part of the energy goes back to the reactor since th wirs can't simply conduct that much, thus causing the reactor to overheat. The same for heatsinks. If you overload stuff, it tends to break down ya know...
Which again raises the issues of power infrastructure for larger turrets, especially conductivity over a limited space and the resulting heat.
To quote Stratcomm
We're having difficulty stabilizing the power grid, Command. Shutting down non-essential systems.
...
Heat sinks were not made for this kind of abuse, Command! We'll melt down our cannons if we push any harder.
...
Secondary and Tertiary reactors are down! Fire control is on the verge of redline! We're giving it all we got!
So the amount of energy required for that amount of beam fire, is more than the Colossus can or is built to handle - either it's heat sinks, or it's reactors (sounds like secondary and tertiary overloaded).
And IIRc the hull is 100% at the start, the mission text from Feint,Parry, Riposte only mentions 'minor' damage, plus the many preceeding briefs never mention any sort of damage to the Colossus (I have a suspicion the scripting was actually supposed to destroy the Repulse before that collision could occur, not sure). I'm reasonably sure the Colossus is engaged in numerous actions against NTF warships after the collision, too, so it's not like they wouldn't have picked up and repaired any fire control problems.