OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

AU Developers - Please PM Knightmare or MechRat if you need board or permission changes

Pages: 1 2 [3] 4 5   Go Down

Author Topic: what's the deal with Warships?  (Read 4193 times)

0 Members and 10 Guests are viewing this topic.

Knightmare

  • Terran Supremacist
  • Network Gnome
  • General
  • *
  • Offline Offline
  • Posts: 2,459
  • Taking out the Sphere's trash since 3026
    • Our BattleTech
Re: what's the deal with Warships?
« Reply #30 on: March 21, 2014, 10:40:52 AM »

Not quite. If you're talking shear number of different ships presented in a single book then TRO 3057 takes the cake, but it was under CGL that the TRO was expanded to include a whole section of "lost ships," not FASA. So again, CGL takes the cookie for giving the most WarShip love. In addition, CGL has created and printed more WarShip designs during its tenure than FASA ever did.

Chapter 1, THE END.

FASA did 37 ships.
FanPro added 23.
CGL has 14 so far.

Per Dread's criteria, FanPro's "lost ships" chapter would need to exceed the original content to be considered "more lovely." But the "lost ships" merely approach parity. (Full count spoilered.)

[spoiler]
2750 has the bugeye, vincent, essex, lola, aegis, congress, black lion, sovetskii soyuz, cameron, potemkin, texas, & mckenna (12) to which 3057 adds the fredasa, whirlwind, york, volga, liberator, nightlord, fox, impavido, suffren, kyushu & kirishima (11); Explorer Corp adds the carrack and faslane (2); FM:DC adds inazuma & tatsumaki (2); FM:FWL adds zechetinu, agamemnon, eagle & thera (4); FM:Warden Clans adds conqueror & leviathan (2); FM:Comstar adds the dante (1); FM:CapCon adds the feng huang (1); FM:FS adds the avalon (1); FM:LA adds the mjolnir (1).

That makes 37 for FASA. (48 if we count clan doubles, 49 if we count 3057's bastion SDS.)

3057 Revised adds nightwing, tracker, vigilant, pinto, mako, bonaventure, sylvester, baron, carson, davion, naga, wagon wheel, dart, winchester, riga, kimagure, quixote, avatar, luxor, atreus, monsoon & farragut (22); JHS:3070 adds the tharkad (1).

That makes 23 for FanPRO (25 if we count "lost" doubles.)

3075 has the samarkand, robinson & du shi wang (3); H:RW adds new syrtis & dreadnought (2); H:LoT1 adds m5 caspar (1); H:LoT2 adds stefan amaris (1); JHS:3076 adds the newgrange (1); JHS:Terra adds the naga (1); ED:Golden Century adds the quicksilver mongoose (1); FR2765:CCAF adds the soyal (1); FR2765:DCMS adds the cruiser & narukami (2); and XTRO:Primitives adds the aquilla (1).

That makes 14 for Catalyst (15 if we count H:LoT1's m9 SDS, 16 if we count "lost" doubles, back to 15 if we discount the ED:GC mongoose due to its lack of writeup, back to 16 if we count the joke ship enterprise).
[/spoiler]

Dang, my mistake was writing "has," when I thought the numbers were higher than 37-37 in-print and forgetting that most people don't know or remember that the core development staff during FanPro is the same under CGL. As Dread mentioned, they're almost interchangeable. But wait...you forgot to add two ships for FR2765: AFFS.

So 37-39...FanPro/CGL

According to your list FASA published 10 books with WS in them.
FanPro/CGL sits at 12 (discounting ED: GC and adding FR2765: AFFS)

So what was a rough parity is starting to move back into the "has" and more into the "giving the most WarShip love."


Industry in 3100-3145 does seem to be worse than the Third Succession War, sure.

I'm not so sure about that. Considering how many new designs have hit the market in that time frame versus the 3rd SW period (at least the early through middle 3rd SW), I don't see that. Then again, without some sort of Objectives series, it's tough to pin down exact production.

Industry from 3100 to 3145 is artificially worse than the Third Succession War because of the relative draw down. This is a man-made reduction that makes some of the setting feel like military goods are "scarce" or "precious" the same way military goods were during the Third SW, but if you actually read the new TRO(s) most of the new military equipment was introduced between 3100-3130, followed by a compressed release of a bunch of new stuff during the last ten years of the Blackout circa 3135-3145.

Given the constraints of the early Republic/Dark Age era industry has produced plenty of new designs, just not a whole lot of them—with some exception—until the Blackout releases the production valves. Now the factories are cranking out goods at full speed, while older companies that retooled for civy stuff are ramping up for mil-spec production.

In a lot of ways you're actually looking at the same situation at the start of the Clan invasion, sans-having to reintroduce SL/Helm-tech. By the 3055, the IS factories were in full swing.

Plus, it's a situation that will only improve as the fighting continues because outside of Malvina, no one seems party to killing off whole worlds.   

Why have infantry be part of the setting?
Unless infantry somehow magically develop the ability to wipe entire regiments out with the equivalent of 1/20th of their weapon allotments (something WarShips can do with just a few capital bays), there's not really much comparison. Honestly, prior to Total Warfare's changes for infantry, they weren't really a very effective part of the setting. That's definitely a change in direction, but it is one that has far more built-in balance than massive WarShip fleets.

Essentially that's correct. While TW did make infantry more "effective" than before they're not inherently a regiment-killing unit. More importantly, infantry represent a unit a BattleMech can play against on the same table top. They just adding another layer of complexity to play without overbalancing the table top in the process. The same thing can be said for vehicles, aerospace fighters and DropShips.

I think you're missing my point when I say the game and universe is and will continue to be ’Mech-centric. ’Mechs will always take center stage, but they can and should have supporting "actors." The supporting bit is the important bit. When WarShips (as they currently exist) enter the picture they immediately take over the center stage. That doesn't happen when infantry, vehicles or other playable units show up to party. Some of it has to do with how over powered WarShips are, how ’Mechs can't fight them directly, etc. There's a fairly comprehensive list for the universe and the current ruleset that puts WarShips and ’Mechs squarely at odds.   

So I asked how to fix the problem...
Station warships primarily at jump points or assign them to escort active shipping & logistics. De-glorify nukes; make orbital fire approximately as effective as regular artillery. It's easy, guys! Neutering 'Mechs against infantry was 1/10th as reasonable.

Well, nukes have been more or less de-glorified thanks to the Jihad and the rise of PWs. We took care of that problem early on, and thanks to the universe it's something we won't have to deal with any time soon. Rule changes to orbital fire IS one way to help decrease the effectiveness of WarShips on the tabletop. We can't reduce the effectiveness of their weapons, but maybe make it incredibly difficult for them to hit targets on the ground. It will increase the chances of a ’Mech regiment surviving, but if the attack does hit they're still toast.

It's a not a "great" fix, but it could be one of a few for sure. 

"Station WarShips primarily at jump points or assign them to escort active shipping and logistics." The last bit just won't work. Why go through the motion of building a massive strategic weapon that can literally destroy whole worlds and virtually ensure your ground forces make landfall, and then just leave it at a jump point or escorting shipping?...

At that point, why build them at all? Sure you can say the WarShip can jump with the JS, but I can fulfill the same roles with more PWs and JSs without breaking the setting or upsetting ’Mechs as king. Either way, by saddling the WarShip to the side it becomes irrelevant as a game and universe unit. 

There's the rub I mentioned earlier. It's not an easy question to answer, making WarShips both tabletop and universe relevant (without massive retcon of either) while maintaining ’Mechs as the king of both. 

So you agree that Catalyst is trending toward smaller ships than was established 1987-1994; and your only quibble is that TR:2750 set a careless precedent for WarShip tonnage. Given that real-world aircraft carriers already mass ~100 kilotons, are 2750's masses all that unreasonable? Is the existence of king-sized WarShips incompatible with the existence of smaller KF-capable warships?

You mean 1993 right? The year BattleSpace was published? That was the year WarShips became playable. Prior to BattleSpace WarShips were simple plot devices.TRO 2750 fit into the aesthetic created by the original Third Succession War setting (and consequently was published in-universe in 3048—before the Clans.) It was a book discussing the Star League's golden technology. Tak's assessment concerned the original setting—that was a setting without WarShips as playable units.     

So is CGL taking trending towards the "original" setting? Yes, it would seem so. At this point it looks like WarShips are once again more plot device than playable unit in the current era.

And my quibble isn't over tonnage as mentioned above and in previous posts. As I mentioned before, I'm actually pushing for WarShips to be a PLAYABLE part of the game as long as ’Mechs remain King, WarShips are actually relevant and the game setting isn't ruined. Right now, WarShips haven't fulfilled that criteria, and we've still spent the better part of a decade working to correct FASA's mistakes while also providing in-universe settings that do support massive WarShip use—like the Star League era. 
« Last Edit: March 21, 2014, 10:50:35 AM by Knightmare »
Logged
Quote from: Dragon Cat
WORD (of Blake) is good for two things. 1. Leaving inappropriate notes on other people's work. 2. Adding fake words (of Blake) to the dictionary.

ds9guy

  • Korporal
  • *
  • Offline Offline
  • Posts: 56
Re: what's the deal with Warships?
« Reply #31 on: March 21, 2014, 01:00:00 PM »

my take on unit production is that it was low, in general, during the early Dark Age but with all the conflicts going now should have cranked way up to make good losses-military and civilian losses both. 

Not every realm's story is the same.  The Capellans we know did not play by the Republic's rules at all, for example. 

I think TPTB need to take a careful look at the picture they are painting for us because it looks like we are headed to a situation where naval ANYTHING is so rare that mechwarriors won't be able to move about the galaxy.  I realize Catalyst hasn't said this but it seems the trend with numbers of everything being so low. 

As with my initial question about warships that started this thread...the situation doesn't make alot of sense when you think about it. 
The writers and game designers seem to be keeping numbers of everything artificially low. 
I know, its a fictional universe and they can say whatver they want but....there has to be some verisimilitude.   
Logged

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,483
  • Beware of the all-seeing eye: Ice Hellion
Re: what's the deal with Warships?
« Reply #32 on: March 21, 2014, 03:14:25 PM »

but....there has to be some verisimilitude.   

With Fasanomics being involved?
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

skiltao

  • Kavallerist
  • *
  • Offline Offline
  • Posts: 122
Re: what's the deal with Warships?
« Reply #33 on: March 21, 2014, 03:17:02 PM »

skiltao, if you meant for that spoiler to be hidden, that wasn't the case.

Yeah... I guess spoilers aren't a thing here. Still, splitting the post into three parts worked well enough instead.

Quote
Those numbers are interesting, when you look at the original split I had (FASA versus FanPro/CGL taking over). Obviously, I simply broke down the books before, as I wasn't taking the time to count through the number of vessels. :) Nice work there. You'd expect that FASA would have the lion's share, as they were laying down the foundations of the Star League era and WarShips in general. I actually would not have expected the FanPro/CGL side to be as close as it was to the FASA numbers. My original reasons for using the FASA versus FanPro/CGL split came from the fact that is was the closest point (from memory) I knew of when Randall Bills and much of the same staff stepped into line development roles. The continuity of staff (on the Battletech side) from FanPro through CGL was roughly equivalent to the continuity of staff during the FASA era. I don't recall if Randall had any line developer credits under the FASA imprint. The best product to check would be FM: Periphery (as it was one of the last FASA imprint products), but I don't have an electronic copy. I know that FM: Updates came out under Randall's aegis. Anyway, that's why I made the split as I did.

Thanks! I don't recall when Randall stepped into an editor role, but I know most of the FanPro writers got started during the Field Manual series (or earlier). The numbers aren't surprising when you realize Catalyst is just continuing the FASA/FanPro habit of 1 or 2 ships per book.

Quote
Station warships primarily at jump points or assign them to escort active shipping & logistics.

That would require fleet sizes that even the Star League couldn't regularly pull off, if you're looking to have regular patrols in most significant systems for each faction.

No, I'm not talking about fleet size or frequency of patrol. I'm saying that, regardless of however many ships you have, these are duties which are plausibly more important than sitting in planetary orbit.

Quote
It also leads back into the same issue of drastically changing the raiding paradigm that serves as a major part of the setting's backdrop. How do you allow for raids and smaller, objective based ground conquests with such a preponderance of naval resources in more systems? (That's not meant as a smart-ass response, truly. That's a serious question, as I'm not seeing how you avoid the issue.)

Provided fleet sizes are comparable for every House, then it'll be the same as Aerospace wings and assault ships in the 3rd (and every other) war. Aerospace engagements have always been part of the setting and many (probably most) raids--they just never got much screen time.

Granted, if the fleet sizes increase to the point where even smaller raids are accompanied by warships, I'd rather have warships themselves be smaller overall. But I like small KF-capable warships (20 kilotons to 120 kilotons) and don't mind trying to find room for them. :)

Quote
De-glorify nukes and changing orbital fire are both certainly strong suggestions, but not something that can be done with the existing rules. What those things can do have been established within the context of the Total Warfare rules. If you're looking at another rules edition (possibly coinciding with the rumored 3250 era), then those things definitely become more viable options.

Agreed.

Quote
I'm not so sure about that. Considering how many new designs have hit the market in that time frame versus the 3rd SW period (at least the early through middle 3rd SW), I don't see that. Then again, without some sort of Objectives series, it's tough to pin down exact production.

Breadth vs. depth: the number of new design series doesn't tell you anything about their rate of production. What you can do, though, is examine how long it took the 3100s armies to expand and how much they expanded. The numbers are known well enough to approximate an overall Sphere-wide rate of production. Even accounting for attrition & the draw down & decades-slow retooling, overall manufacturing capacity doesn't seem to exceed 3025's level until sometime (perhaps a short time) after 3145.

Quote
If you have large fleets and don't use them (or simply say they cancel each other out)...then why have large fleets? Just to be numbers on a page?

Why have infantry be part of the setting? Why astechs? Why civilians? Why stars?

Unless infantry somehow magically develop the ability to wipe entire regiments out with the equivalent of 1/20th of their weapon allotments (something WarShips can do with just a few capital bays), there's not really much comparison. Honestly, prior to Total Warfare's changes for infantry, they weren't really a very effective part of the setting. That's definitely a change in direction, but it is one that has far more built-in balance than massive WarShip fleets.

You weren't asking there what do with warships that could wipe out entire regiments. You asked if there was any point to including warships that don't wipe out entire regiments. That's all I mean to address there.

Quote
Also, you're probably barking up the wrong tree here. I like infantry far more than 'Mechs. ;)

Heh. That makes the comparison better then, yeah? What with people liking warships more than infantry?  ;)

Quote
Mostly, with quality product that didn't have atrocious editing, proofing, and poorly thought out ideas. <snip> I don't think as highly of it in current products. That should help to give you some idea of what I thought of the early to mid FASA proofing and layout, in comparison.

Thank you for the additional context, your position makes more sense to me now, and it's one I can respect, if not agree to completely. As you said, you've had your own criticisms of CGL, which made your (deliberately over the top?) criticism of FASA somewhat surprising to me.

Quote
I'd also politely ask to keep your personal attacks to yourself.

Apologies, I'd thought my remark light enough to pass. I wanted to disagree without getting into how (typos aside) early FASA's numbers are better-planned and more functional than latter-day-FASA/FanPro/Catalyst's, since working through the numbers and citations always seems to antagonize people. A little light teasing seemed less incendiary in comparison.

An embarassing mistep; I'm sorry I offended.  :-[

If you look at the Master Unit List under IS General, Periphery General, and Mercenary for the Late Republic and Dark Ages area, it paints a pretty bleak picture.

I think the Master Unit team has only completed (as complete as an ongoing resource like that can be) a single era so far. So the Late Republic and Dark Ages might be more hazy than bleak.
Logged

skiltao

  • Kavallerist
  • *
  • Offline Offline
  • Posts: 122
Re: what's the deal with Warships?
« Reply #34 on: March 21, 2014, 04:57:05 PM »

Dang, my mistake was writing "has," when I thought the numbers were higher than 37-37 in-print and forgetting that most people don't know or remember that the core development staff during FanPro is the same under CGL. As Dread mentioned, they're almost interchangeable. But wait...you forgot to add two ships for FR2765: AFFS.

So 37-39...FanPro/CGL

According to your list FASA published 10 books with WS in them.
FanPro/CGL sits at 12 (discounting ED: GC and adding FR2765: AFFS)

So what was a rough parity is starting to move back into the "has" and more into the "giving the most WarShip love."

If you're adding FanPro to Catalyst, based on the core development staff, then you must include FASA's Field Manual period as well. So basically FASA abandons warships after 1989, reignites interest with the BattleSpace/3057 combo 4 years later, and then everything in the twenty years following gets credited to Catalyst.

Given enough time of course an ongoing company will eventually exceed what a past company did (and I applaud them for it). But comparing a kick-off product (the BattleSpace/3057 combo) to the series it spawned (all those books with one or two warships) doesn't have the meaning you want it to.

Thank you for the AFFS, I haven't been keeping my notes up like I used to. Do you have the class names handy?

Quote
Industry from 3100 to 3145 is artificially worse than the Third Succession War because of the relative draw down. This is a man-made reduction that makes some of the setting feel like military goods are "scarce" or "precious" the same way military goods were during the Third SW, but if you actually read the new TRO(s) most of the new military equipment was introduced between 3100-3130, followed by a compressed release of a bunch of new stuff during the last ten years of the Blackout circa 3135-3145.

Given the constraints of the early Republic/Dark Age era industry has produced plenty of new designs, just not a whole lot of them—with some exception—until the Blackout releases the production valves. Now the factories are cranking out goods at full speed, while older companies that retooled for civy stuff are ramping up for mil-spec production.

In a lot of ways you're actually looking at the same situation at the start of the Clan invasion, sans-having to reintroduce SL/Helm-tech. By the 3055, the IS factories were in full swing.

The fact that there are a bunch of new designs doesn't tell you how fast they're being built. When you examine army sizes, attrition rates, etc, the numbers come out low. I'm very curious to see what army sizes and attrition look like after 3145.

Quote
More importantly, infantry represent a unit a BattleMech can play against on the same table top. They just adding another layer of complexity to play without overbalancing the table top in the process. The same thing can be said for vehicles, aerospace fighters and DropShips.

I think you're missing my point when I say the game and universe is and will continue to be ’Mech-centric.

Are these remarks aimed at Dread or at me? Because I agree about how BattleTech is 'Mech-centric. (Though I will note that WarShips do not break BattleTech any worse than it already was: regular artillery, in sufficient quantity at sufficient distance, is equally bad; and neither the rules nor the setting give any explanation for why it is not used in such a way.)

I mentioned infantry exactly because it's a supporting actor which doesn't eclipse 'Mechs, since Dread suggested units with those qualities would not be worth having.

Quote
Well, nukes have been more or less de-glorified thanks to the Jihad and the rise of PWs. We took care of that problem early on, and thanks to the universe it's something we won't have to deal with any time soon.

By "de-glorify" I meant reduce their effectiveness against 'Mechs and WarShips.

Quote
Rule changes to orbital fire IS one way to help decrease the effectiveness of WarShips on the tabletop. We can't reduce the effectiveness of their weapons, but maybe make it incredibly difficult for them to hit targets on the ground. It will increase the chances of a ’Mech regiment surviving, but if the attack does hit they're still toast.

Why can't we reduce the effectiveness of warship weapons vs 'Mechs?

Quote
Why go through the motion of building a massive strategic weapon that can literally destroy whole worlds and virtually ensure your ground forces make landfall, and then just leave it at a jump point or escorting shipping?...

Because your troops are worthless without the supplies carried by those ships and your shipping is more vulnerable than the troops on the ground. Because if you have warship superiority you probably have superior ground forces as well, and the jump points are where enemy reinforcements come from. Because if your "strategic" asset is suddenly needed at another planet or another system they need to get to a jump point anyways. In short? Jump points and shipping are more important, strategically, than most of the things you could achieve with orbital bombardment--and if that isn't always the case, we can certainly stack the game and setting to make it true as often as possible.

Quote
You mean 1993 right? The year BattleSpace was published? That was the year WarShips became playable.

I was referring to TR:3057's copyright date.

Quote
And my quibble isn't over tonnage as mentioned above and in previous posts. As I mentioned before, I'm actually pushing for WarShips to be a PLAYABLE part of the game as long as ’Mechs remain King, WarShips are actually relevant and the game setting isn't ruined. Right now, WarShips haven't fulfilled that criteria, and we've still spent the better part of a decade working to correct FASA's mistakes while also providing in-universe settings that do support massive WarShip use—like the Star League era.

Yeah, FASA's orbital bombardment rules are an issue, I'll grant you that. However, I'm still curious: do you think the ship sample described in TR:2750 precludes the widespread existence of much smaller KF-capable warships?
Logged

Blacknova

  • Puppet Master
  • Global Moderator
  • General
  • *
  • Offline Offline
  • Posts: 2,351
  • Rugby Players - Inspiration for the BattleMech
    • The Kapteyn Universe
Re: what's the deal with Warships?
« Reply #35 on: March 21, 2014, 05:17:36 PM »

I think that one of the reasons that OB seems so powerful is the size of the maps upon which the table top game is played. 

If you look at the historical concentration of a division across a front, from WWI until the Cold War, the length of a division's front and its depth have increased substantially.  Part of this is due to better communications, but part is intentional dispersal, as artillery and air strikes became more prevalent and deadly and the possibility of getting nuked entered into high level planning during the Cold War.

Apply that to the BT universe, where 120+ units can scatter across large areas and the WarShips will have a hell of a time trying to effectively eliminate a regiment without wrecking the place in the process.  I think the break has to come from attaching the significance of table top rules to strategic warfare across the face of a planet. Do that and OB does not seem such a big deal, unless you have a SLDF Fleet and a dozen or so divisions to rain fire upon or the regiment has been forced to concentrate to a level that would be critical for effective bombardment.
Logged
Dedicated to committing viciously gratuitous bastardy of the first order.

The Kapteyn Universe - http://www.ourbattletech.com/kapteyn

Follow the KU on twitter: Matt Alexander
@BlackNova01

You know there is something wrong with the FWL, when Word's spell check changes Impavido to Impetigo and Zechetinu to Secretion.

Dread Moores

  • Overste
  • *
  • Offline Offline
  • Posts: 740
Re: what's the deal with Warships?
« Reply #36 on: March 21, 2014, 05:32:05 PM »

Apply that to the BT universe, where 120+ units can scatter across large areas and the WarShips will have a hell of a time trying to effectively eliminate a regiment without wrecking the place in the process.  I think the break has to come from attaching the significance of table top rules to strategic warfare across the face of a planet. Do that and OB does not seem such a big deal, unless you have a SLDF Fleet and a dozen or so divisions to rain fire upon or the regiment has been forced to concentrate to a level that would be critical for effective bombardment.

Yes and no. I agree with the idea that the units can scatter, and that it is logical to do so. I disagree on whether that actually fits within BT, especially in the modern era. You have factions that are scrounging just to put even a single regiment into the defense of a planet at this point. But again, you're talking about changing what the game is here. How many examples can you find of units doing that in BT versus those that conduct very upfront objective assaults? It's the exception again, not the rule. I think what you're talking about is fantastic material for an AU (and I'm sure that it has already seen use in the KU). But at some point, we've got to agree to be talking about Battletech as it exists right now, or we have no common ground from which to work. There's a list as big as Cthulu of things I'd change around in the setting. But we don't see overwhelming numbers of forces scattering to conduct massive guerilla campaigns outside of key examples (SLDF forces on Terra, the Liao insurrections leading up to 3057, Stone and his birth). You can't hold a world hiding from WarShips. You can't hold a world from the nuclear hell they can unleash on you, if you're scattered around in hidden fortifcations. Looking at WarShips as they exist currently (way, way too freaking big), the way orbital fire works within the setting, and the way battles are fought...yeah, there is a serious problem. Currently, CGL's chosen to shelve the problem. I don't know if I agree with that as a long term solution, but then again, I've always assumed there's a new rules edition coming in the rather near future. Maybe I can hope against hope it is the streamlined version this game has needed for about two decades. At some point, this idea of keeping everything compatible down to the littlest detail with past publications has got loosen up or this game is going to choke to death.
Logged
The first one to use the term Dork Age loses.

Knightmare

  • Terran Supremacist
  • Network Gnome
  • General
  • *
  • Offline Offline
  • Posts: 2,459
  • Taking out the Sphere's trash since 3026
    • Our BattleTech
Re: what's the deal with Warships?
« Reply #37 on: March 21, 2014, 06:47:57 PM »

You can't hold a world hiding from WarShips. You can't hold a world from the nuclear hell they can unleash on you, if you're scattered around in hidden fortifcations. Looking at WarShips as they exist currently (way, way too freaking big), the way orbital fire works within the setting, and the way battles are fought...yeah, there is a serious problem.

Yes, yes and yes.

The fact that there are a bunch of new designs doesn't tell you how fast they're being built. When you examine army sizes, attrition rates, etc, the numbers come out low. I'm very curious to see what army sizes and attrition look like after 3145.

::Sigh:: Have you read FM: 3145 or any of the 3145 TRO entries? Many of them go on to say whether or not a unit is being built at "breakneck speed," or "arming the new RAF."I'm only ask because it's explicitly stated in the Republic write up that the military industries behind the FORTRESS are on a build spree. (I should know—I wrote it.) So off the top of my head I can point to the expansion of the Wolf Touman and the RAF as examples of massive industrial expansion. With the other major factions it becomes slightly more blurred because of the fighting that has been going on for the last fifteen years, but needless to say outside of combat losses, the fact that most factions have been able to sustain their numbers AFTER the supposed draw down suggests that production has ramped up enough to support the war effort.

If you're looking for hard numbers you won't find any, but part of the setting post-Blackout is the general idea that everybody is ramped up for war (some quicker than others.)


Because I agree about how BattleTech is 'Mech-centric. (Though I will note that WarShips do not break BattleTech any worse than it already was: regular artillery, in sufficient quantity at sufficient distance, is equally bad; and neither the rules nor the setting give any explanation for why it is not used in such a way.)

True, WarShips do not break BattleTech any worse because they're already broken.

As for artillery the setting has offered numerous examples, dating all the way back to the Field Manual series explaining exactly how and where artillery is deployed. Even the vaunted SLDF for all its might deployed artillery in relatively low concentrations per-Division. The setting has established that massed artillery, as it would be found along the Western Front, is not happening in the BTU. Plus, artillery isn't all that overpowering compared to the weapons a WarShip can bring to the tabletop.

So we won't see artillery in sufficient quantity at sufficient distance very often, and when we do it'll be for plot purposes. Game use of artillery isn't over-powering.

By "de-glorify" I meant reduce their effectiveness against 'Mechs and WarShips.

You mean either a retcon or a rules change.


Why can't we reduce the effectiveness of warship weapons vs 'Mechs?

Do you like it when CGL retcons? Most people don't. FASA established the power of naval weapons long, long ago. Reducing their effectiveness would mean rewriting almost all of BattleTech's published history. I'm not one for doing that, are you?

We can't just make arbitrary changes to how the universe worked. We can probably tweak rules and direct plot to help support some minor modifications, but changing or destroying anything major is out of the question. At that point your applying major modifications to either the aesthetic or setting. This is why I challenged you to find a way to keep ’Mechs king, not change or break the setting, while maintaining WarShips has a relevant table top unit. WarShips will remain a plot device as long as their necessary, but they'll do so within the established roles of WarShips in the BTU. That means leaving jump points, conducting orbital bombardment and fighting regular space battles.

That said, how then can you justify restricting WarShips to garrison jump points when all of BTU history says otherwise? You can't, without breaking major precedent and setting. Moreover, if we restrict WarShips to jump points enemy units will simply use pirate points. Then what? The WarShip stays at the jump point while the world is taken? Are they relevant if the factories that provide the goods for said logistics has been taken by the enemy? Not really.

Regardless, it's irrelevant insofar that handwavium or arbitrary changes like restricting WarShips to jump points and shipping lanes won't happen. 


Why go through the motion of building a massive strategic weapon that can literally destroy whole worlds and virtually ensure your ground forces make landfall, and then just leave it at a jump point or escorting shipping?...
[/quote]

Because your troops are worthless without the supplies carried by those ships and your shipping is more vulnerable than the troops on the ground. Because if you have warship superiority you probably have superior ground forces as well, and the jump points are where enemy reinforcements come from. Because if your "strategic" asset is suddenly needed at another planet or another system they need to get to a jump point anyways. In short? Jump points and shipping are more important, strategically, than most of the things you could achieve with orbital bombardment--and if that isn't always the case, we can certainly stack the game and setting to make it true as often as possible.


Yeah, FASA's orbital bombardment rules are an issue, I'll grant you that. However, I'm still curious: do you think the ship sample described in TR:2750 precludes the widespread existence of much smaller KF-capable warships?

Smaller WarShips are a possible option, but you have to figure out a way to explain why BTU factions won't increase mass as time progresses. Sadly, since we've seen the whole width and breadth of WarShips tonnage up to the 2 million mark it's a hard sell to the setting to just arbitrarily say no new WarShips won't mass over 250,000 tons or XYZ tons after a given period of time. If the BTU keeps churning out "supporting characters" like new BA, Vehicles, DS, JS, etc., why wouldn't they start churning out newer and heavier WarShips as well?

Since you'll need a suitable setting explanation, we could say that maybe we broke Hyperspace? Well since hyperspace isn't mass specific that won't work...All the computers everywhere can't figure out how to calculate the mass for a K-F Drive for anything over 500,000 tons? Well that's not exactly plausible.

So at this point we're either stuck with WarShips that can mass up to the established 2.5 million tons or we don't have WarShips.

I see what you're saying, but it's a complicated issue that no amount of handwavium will fix. The solution to this problem with require a comprehensive combination of probable rule change, tech and some plot development...or not. In the end we may end not being able to "fix" WarShips and maintain the current setting. If that becomes the case then WarShips will likely disappear.

I will say this, players DON'T like WarShips more than infantry when it comes to sales. Aerospace products consistently sell low, despite a very vocal, yet minor portion of the overall BattleTech community (the same goes for faction specific products, like the Handbooks). However, that little factoid has no bearing on whether or not WarShips survive as a playable unit in BattleTech. It's just worth noting.

« Last Edit: March 21, 2014, 06:51:12 PM by Knightmare »
Logged
Quote from: Dragon Cat
WORD (of Blake) is good for two things. 1. Leaving inappropriate notes on other people's work. 2. Adding fake words (of Blake) to the dictionary.

Knightmare

  • Terran Supremacist
  • Network Gnome
  • General
  • *
  • Offline Offline
  • Posts: 2,459
  • Taking out the Sphere's trash since 3026
    • Our BattleTech
Re: what's the deal with Warships?
« Reply #38 on: March 21, 2014, 07:14:51 PM »

my take on unit production is that it was low, in general, during the early Dark Age but with all the conflicts going now should have cranked way up to make good losses-military and civilian losses both. 

Not every realm's story is the same.  The Capellans we know did not play by the Republic's rules at all, for example. 

That is correct. Production has increased with the uptick in combat. 


I think TPTB need to take a careful look at the picture they are painting for us because it looks like we are headed to a situation where naval ANYTHING is so rare that mechwarriors won't be able to move about the galaxy.  I realize Catalyst hasn't said this but it seems the trend with numbers of everything being so low. 

As with my initial question about warships that started this thread...the situation doesn't make alot of sense when you think about it. 
The writers and game designers seem to be keeping numbers of everything artificially low. 
I know, its a fictional universe and they can say whatver they want but....there has to be some verisimilitude.   

I wanted to answer this separately.

The short answer is: Not really.

We're introducing new DropShips, aerospace fighters and small craft with almost every new release. The only faction that has been explicitly stated as being low on anything naval is the Republic behind the FORTRESS WALL. The Republic lacks a naval training program, but has the manufacturing might of Terra. The Field Manual specifically states that naval production has ramped up along with other military production since the WALL went up.

"The number of reactivated BattleMech factories in the last decade is impressive. New factories, such as Skobel’s Berlin site, are working at a prodigious rate, while ancient production sites across Terra, including the fabled production lines of Krupp and Martinson, are once again booming with new life as they outfit the RAF for war. Not to be outdone, the Republic’s aerospace industry has slowly emerged from hibernation. Slower to retool and staff than their terrestrial-bound counterparts, the lethargic shipyards of Titan are gradually increasing DropShip construction thanks to Stone’s appeal to the Belter communities for assistance. His request netted thousands of eager volunteers, and with their help the yards have been producing new Pocket WarShips."  

CGL will almost never give a specific number to anything, but the general idea is that if a faction needs something, it's available. Aerospace is no more rare in-general than the BattleMech in 3145.
Logged
Quote from: Dragon Cat
WORD (of Blake) is good for two things. 1. Leaving inappropriate notes on other people's work. 2. Adding fake words (of Blake) to the dictionary.

ds9guy

  • Korporal
  • *
  • Offline Offline
  • Posts: 56
Re: what's the deal with Warships?
« Reply #39 on: March 21, 2014, 11:07:36 PM »

Knightmare thanks for the clarification. 
I got the wrong impression i guess based upon stuff on the Battletech forums and the wiki.
That's the main reason I asked the question....more knowledgeable fans can point out where I am mistaken. 

If warships are going to fade into the background is there going to be something (smaller capital ships, escorts or the like) that is going to take over that role within the battletech universe? 

I'll look into the 3145 Field Manual and TRO to help sharpen my grasp of the issue...right now I've only been able to afford to pick up the 3145 era report.  I'm working on it though!
Logged

Dread Moores

  • Overste
  • *
  • Offline Offline
  • Posts: 740
Re: what's the deal with Warships?
« Reply #40 on: March 22, 2014, 10:28:18 AM »

If warships are going to fade into the background is there going to be something (smaller capital ships, escorts or the like) that is going to take over that role within the battletech universe?

Most likely, that would be Pocket WarShips, which are assault-style DropShips generally armed with some sort of capital or sub-capital weaponry (often naval lasers or capital missiles, sometimes other weapons). These ships are usually reinforced with a much higher Structural Integrity rating and heavier armor than even other previous assault style DropShips. Some of the same balance concerns exist with Pocket WarShips as with WarShips, but it should be noted that the concerns are generally easier to deal with. While yes, they have capital weaponry (which can lead back to the issue of ortillery), they have very limited amounts. Yes, they can produced in large numbers (which leads back to the issue of large fleets interdicting or stopping the raid style of warfare that makes up Battletech), but there are some very easy artificial construction limits that can be put in place in the setting. Being DropShips, they also aren't as strategically mobile, as they still need JumpShips to go from system to system, and can't make intra-system jumps. Additionally, due to DropShips construction rules, you are far more limited on what you can do, which leaves some of the more abusive builds out of the picture. And probably most importantly, even PWs are placed at serious risk by fighter squadron rules (particularly with many of the more modern fighters on the market). So any large fleet action you'll see in the future will focus on Pocket WarShips, rather than standard WarShips.
Logged
The first one to use the term Dork Age loses.

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,483
  • Beware of the all-seeing eye: Ice Hellion
Re: what's the deal with Warships?
« Reply #41 on: March 22, 2014, 02:36:51 PM »

You can't hold a world hiding from WarShips. You can't hold a world from the nuclear hell they can unleash on you, if you're scattered around in hidden fortifcations. Looking at WarShips as they exist currently (way, way too freaking big), the way orbital fire works within the setting, and the way battles are fought...yeah, there is a serious problem.

Yes, yes and yes.

Couldn't something like the Ares Conventions hold? After all, the whole universe saw what happened during the Amaris' Coup, before Operation Klondike, in the 1st and 2nd Succession Wars and during the Jihad.
You can have these big guns and nukes but agree not to use them unless someone unleashes them on you (this is what is happening on Earth right now).
« Last Edit: March 23, 2014, 12:38:52 PM by Ice Hellion »
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Dread Moores

  • Overste
  • *
  • Offline Offline
  • Posts: 740
Re: what's the deal with Warships?
« Reply #42 on: March 22, 2014, 04:02:15 PM »

The Ares Conventions themselves didn't hold. They were rescinded during the Reunification War, completely abandoned during the Succession Wars, and largely ignored in the post-Clan Invasion conflicts. They were successful for the conflicts immediately after their signing, but they were never going to last. They're often held up as some sort of holy writ in BT lore, but they were very clearly ineffectual at long-term change. That's setting aside the way in which they contributed to further warfare because they ritualized and legitimized warfare. The informal "Honors of War" often used during the 3rd Succession War came about because of the fall of technology and interstellar civilization teetering on the brink of collapse, not because of a series of long-ignored documents centuries old. The only thing that has apparently been effective at curbing unrestricted warfare has been repeated and egregious uses of such a doctrine. Eventually, faction citizenry (those that have survived such awful conflicts like the first two Succession Wars and the Jihad, or the Star League's path through the Concordat) and leaders just grow too tired of the destruction. Everybody starts to "play nice" for a time. And then the cycle of buildup begins again, the fleets return, the NBC genie is let out of the bottle, and we're back where we started. More than anything else, honestly, this is probably the most consistent thing in Battletech's story line. War to the knife is inevitable among interstellar humanity.

Comparisons to modern day humanity are problematic at best. They haven't faced the same events and development (as their timeline splits from our own earlier than even the 1980's, at least in parts). Additionally, we haven't had the length of time and repeated turns through such historical cycles of unrestricted violence that BT's humanity has faced. A cynical person might say "Just wait to see what we do. Give it time."
« Last Edit: March 22, 2014, 04:04:50 PM by Dread Moores »
Logged
The first one to use the term Dork Age loses.

skiltao

  • Kavallerist
  • *
  • Offline Offline
  • Posts: 122
Re: what's the deal with Warships?
« Reply #43 on: March 22, 2014, 04:13:02 PM »

::Sigh:: Have you read FM: 3145 or any of the 3145 TRO entries? Many of them go on to say whether or not a unit is being built at "breakneck speed," or "arming the new RAF."I'm only ask because it's explicitly stated in the Republic write up that the military industries behind the FORTRESS are on a build spree. (I should know—I wrote it.) So off the top of my head I can point to the expansion of the Wolf Touman and the RAF as examples of massive industrial expansion. With the other major factions it becomes slightly more blurred because of the fighting that has been going on for the last fifteen years, but needless to say outside of combat losses, the fact that most factions have been able to sustain their numbers AFTER the supposed draw down suggests that production has ramped up enough to support the war effort.

If you're looking for hard numbers you won't find any, but part of the setting post-Blackout is the general idea that everybody is ramped up for war (some quicker than others.)

"Breakneck speed" and "building spree" relative to what? To Terra at the height of the Star League? To Luthien in the First Succession War? Hesperus II at its 50s-70s height? Or, perhaps, relative to the decades immediately preceding 3145? Overall force sizes are known fairly exactly, and the fact they can sustain (or expand) their numbers tells you that production is balancing attrition. Attrition in this Era can be estimated from other factors.

And as I said, 3145 may be a turning point in terms of production.

Quote
As for artillery the setting has offered numerous examples, dating all the way back to the Field Manual series explaining exactly how and where artillery is deployed. Even the vaunted SLDF for all its might deployed artillery in relatively low concentrations per-Division. The setting has established that massed artillery, as it would be found along the Western Front, is not happening in the BTU. <snip>

So we won't see artillery in sufficient quantity at sufficient distance very often, and when we do it'll be for plot purposes. Game use of artillery isn't over-powering.

That's what I said, yes. My point is that nobody ever explains why such a common weapon is used with such restraint. Why can't WarShips be similarly common yet unexplainedly restrained?

Quote
By "de-glorify" I meant reduce their effectiveness against 'Mechs and WarShips.

You mean either a retcon or a rules change.

Yep.

Quote
Do you like it when CGL retcons? Most people don't. FASA established the power of naval weapons long, long ago. Reducing their effectiveness would mean rewriting almost all of BattleTech's published history. I'm not one for doing that, are you?

We can't just make arbitrary changes to how the universe worked. We can probably tweak rules and direct plot to help support some minor modifications, but changing or destroying anything major is out of the question. At that point your applying major modifications to either the aesthetic or setting.

How is it arbitrary? How does this affect the aesthetic or the setting?
  • Gameplay: we've already agreed that easy destruction of 'Mech regiments is bad for gameplay and makes WarShips less playable.
  • Aesthetic: WarShip bombardment, if brought down to the level of conventional artillery, would still be overpowered compared to BattleMechs and still be capable of large-scale devastation.
  • Physics: it makes no sense that warship weapons, which need more than 60 seconds to penetrate foil-thin armor hundreds of meters wide, become suddenly extra effective against a different armor which is 100x thicker and is designed to withstand bursts 100x more concentrated at rates 30x faster.
  • Consistency: if we examine 'Mechs-vs-infantry-armor effects and scale up to Warships-vs-'Mech-armor, warship weapons would not only lose their Area of Effect against 'Mechs but their damage would be reduced to essentially zero.
  • History: BattleTech has used WarShips primarily in fleet actions and to bombard hardened positions. The Jihad is the first period with orbital bombardments detailed enough to even possibly need revising, and even it can't have all that many anecdotes.

Catalyst is not above making modifications this major; adopting Maximum Tech's artillery and infantry rules was a "retcon" of the same type and scale. You're right that people dislike changes. But you're also right that WarShips are less popular than the ground game--the people who dislike a change to bombardment are going to be outnumbered by people (including myself) who disliked the change to infantry.

Such a change would probably go smoothest in a 3250 ruleset, like Dread suggested. Might even help (as with Total Warfare's infantry) to introduce it as an optional rule a few years beforehand, to give players time to get used to it.

Quote
That said, how then can you justify restricting WarShips to garrison jump points when all of BTU history says otherwise? You can't, without breaking major precedent and setting.

How do you figure? The 3050s-3070s are a low WarShip environment, very different from what we're discussing here; and the only sufficiently detailed Star League assault I'm aware of--the Liberation of Terra--was against an enemy who had no assets or allies outside their home system.

Quote
Moreover, if we restrict WarShips to jump points enemy units will simply use pirate points. Then what? The WarShip stays at the jump point while the world is taken? Are they relevant if the factories that provide the goods for said logistics has been taken by the enemy? Not really.

The Warship can jump to the attacker's point of entry. The WarShip has a less obstructed line of sight than it would in planetary orbit, and can communicate easily with detection sites near the planet or elsewhere in the system. (If there are two attackers entering from different points, then the WarShip generally enjoys an advantage by engaging them one at a time.)

Of course important factory worlds will be exceptional. But most battles do not occur on factory worlds, and in those cases, aerospace superiority tends to result in the enemy attempting to withdraw or going to ground. Adding WarShips doesn't change that.

Quote
Smaller WarShips are a possible option, but you have to figure out a way to explain why BTU factions won't increase mass as time progresses. Sadly, since we've seen the whole width and breadth of WarShips tonnage up to the 2 million mark it's a hard sell to the setting to just arbitrarily say no new WarShips won't mass over 250,000 tons or XYZ tons after a given period of time. If the BTU keeps churning out "supporting characters" like new BA, Vehicles, DS, JS, etc., why wouldn't they start churning out newer and heavier WarShips as well?

I'm not saying that King-sized ships would disappear. And whatever reason is currently keeping WarShips few in number could surely be used to keep the majority of ships small in size.

Quote
Well since hyperspace isn't mass specific that won't work

Uh, dude? Hyperspace is mass-specific. That is literally the first and only thing we know about Kearny-Fuchida physics. Catalyst even says it's more difficult to make KF drives for some ship masses (e.g., Bug-Eye) than for others.

Quote
I will say this, players DON'T like WarShips more than infantry when it comes to sales.

I was drawing a parallel between two minorities within the player base, not describing the aggregate behavior of the majority.
Logged

JPArbiter

  • General
  • *
  • Offline Offline
  • Posts: 1,725
  • Host of Arbitration. Your last word in Battletech
Re: what's the deal with Warships?
« Reply #44 on: March 22, 2014, 07:35:59 PM »

I go to Canada for a week and this happens?

I am gonna come out and say it.  Warships as they were initially presented were a BAD IDEA.construction mechanics, weight limits, guns, whatever the whole thing was a sloppy mess and if I had my way I would hop into the TARDIS and vehemetly prevent the construction rules for Warhships from ever being released in the first place.

I have no TARDIS.

I do think that the large and vocal minority of battletech fans who make up the Warship Cabal need to realize a couple of things.

1) Facts and figures on fleet sizes are purely hyperbole until hard numbers are posted otherwise  (thousands of ships is NOT a hard number)

2) The term of warship and "Combat Jump Ship" are being used interchangeably, at the end users own risk.  I prefer to think of "Warship" as a broad Definition encompassing everything from the Farragut Dreadnaught all the way down to the Leopard CV

3) a large amount of the perceived fleet sizes are fans projecting desires onto the IP.

so with that in mind here is what we know.

Each individual house had, during the Age of War, a large fleet of Combat jumpships as well supporting vessels at thier disposal.  When the Star League Defense Force was formed, and it's attendant fleet, it incorporated the entirety of the Terran Hegemony Fleet, as well as numerous vessels contributed by other houses.  At it's apex this fleet has a hard cap of 2,250 active Combat Jumpships represented approximatly 70% of the entirety of the SLDF's Combat Jumpship inventory (per Field Manual SLDF Page 34) if you take into account reserves and the garrision fleet that means the total SLDF inventory was approximately 3,200 Combat Jumpships

BUT...

lets looks at vessels that the fans consider Warships that possibly should not be.  I can name a few of the top of my head.  the Newgrange, Potemkin, Volga, Carrack, Sylvester, Bug Eye, Nightwing, and Tracker.  because they use a Compact KF core and are often times equipped with Capital Scale Weapons, these are considered "Warships" by the fans.  Would the SLDF consider them as such though?  what about the houses?  the 2765 AFFS Field Report blatantly gives us the example of the Robinson Transport not being assigned to the Warship Fleet but to the Department of Transport, something that could have been a political ploy.  Houses would do the same in the Star Leauge era, going extremly far to hide thier fleets and assets, and both in universe and out of universe, every publisher has liked to use the "intelligence was wrong" as an exuse for inconsistency in numbers. (See blowhards who cling to the first Comstar Sourcebook as evidence that the Word only had 10 divisions max)

NOW!  fast forward to the Clan Invasion period.  The Clans Warship Production is decidedly small capacity.  The Nightlord was their only new vessel on record, any others were refits of older ships, and the Leviathans were built almost by hand. They are mostly trying to maintain the vessels they have, and lacked sufficient resources to have all of their hulls active at once (Wars of Reaving refers to multiple Naval Caches).  in the meantime, the Inner Sphere was pretty much back to square one with Warship Production by 3052.  House Davion/Steiner was churning out easy to build and well designed small ships in the Fox while looking long and hard at heavier vessels rather then slapping them together.  House Kurita did the opposite and created four different ship classes that all came together fast but in poor condition and QC.

House Marik built a large fleet because they were being set up by the Word of Blake, including Comstar Mothballed SLDF Vessels, and the Cappies could not do jack shit on their own.  Frankly it is a bloody miracle that by the jihad after five houses spent potentially quadrillions of C Bills combined that that many vessels slipped their moors, and some got destroyed before the jihad.

were I a house Lord, looking at the Cost/Benefit of these things that are SUPPOUSED to have centuries long lifespans getting crushed within 3 decades, and my facilities to build more were just nuked, I would strongly consider just not starting that program up and sticking to Jumpships and Assault Dropships.

The Developers, be they FASA or Catalyst KNEW that Warships were a bad idea, and they set up a subsequent environment to minimize their impact on fiction and rules.  we had some GREAT moments in novels and sourcebooks, but in the end, in a game about Giant Stompy Robots, the game is best served by these leviathans being minimized.
« Last Edit: March 22, 2014, 07:45:25 PM by JPArbiter »
Logged
BattleTech products aren't Pokemon Cards. You don't have to catch, or collect them all.

WHAT NO ONE EVER TOLD ME THAT!

Pages: 1 2 [3] 4 5   Go Up