Dumb payloads, C/Measures & Combat
Slydev's picture
Posted on:
Saturday, May 26, 2018 - 21:59

So since I have now been over the emdar interface I have been thinking a bit about the mechanics for space combat. A lot of these is an expansion on the 'dynamic torpedo system' in my earlier post.

So to start with I will go over the payload types again. This will give us an idea of what we might be up against and thus what the best countermeasures will be.

Dumb Payload

A dumb payload is a torpedo without a guidance or trajectory system. They are limited to the types of warheads they can take (see ‘warheads’ section for more information).

The advantages of a dumb payload is that it is very hard to detect, and thus avoid until its too close. They are quick to manufacture and take little resources. And also accelerate along the rail very fast so have a high initial exit speed.

The disadvantages are that once a dumb payload is fired it cant change direction.

These are great for 3 scenarios:

  • Firing against a stationary target
  • Firing against a target with a predictable path (like an asteroid)
  • Firing against an enemy ship that has had its engines taken out

There are a few ways to avoid being hit by one of these:

  • Get out of the way: Speed up, slow down or turn is the best way to avoid being hit by something with a consistent trajectory. This Is the way to avoid almost everything so it wont be repeated on other payloads. 
  • Z- maneuver: If you cant do the above then moving along the z-axis away from the trajectory of the payload at the time it would pass through our ship. This takes good timing and luck but will significantly lower the time to hit. This might be something that can only be done with a cooldown (or at least some cost) but expect enemy ships to do the same.
  • Turn alongside the projectile: This will cause it to ricochet across the side of the ship. This can only happen on dumb payloads and solid mass warheads as others will detonate when they hit their target.

A ricochet will do little damage and stop the warhead from exploding/turning into shrapnel and damaging the ship, armour or its systems.

Riccochet effect on tank armorThe ships heavy armour is designed to deal with this, the plating will cause most warheads to detonate on impact and be absorbed into it instead of our ship, though it can only take so many hits before it is useless. Be conscious of the location of armour on your ship and where an enemy can fire.

Dumb payloads are quite context sensitive, but when used right can deliver devastating damage at a cheap cost. Best used on targets will little to no maneuverability and also with grouping patterns for the best effect. Due to how hard they are to detect these can shut down a battle very quickly. Expect ships that are built around firing large groupings of these (looking at you Americans) to be quite a threat.

Guided Payload

Guided payloads will head towards a specific place or target, these can be steered in real time from the ship that fired them to make small adjustments. They also can be detonated depending on the type of warhead.

These take a bit longer to create in the AFP than a dumb payload (and take up more materials) but being able to steer and also fire these towards specific locations make these payloads much more useful. Being heavier (due to the guidance system) though does have drawbacks; When fired from the rail they will have a lower speed exiting. The guidance system when used will give off a signal that makes this payload more detectable (plus might give away where our ship is). The onboard electronics will also give off a faint signal which can be picked up. Basically these payloads are easier to detect and thus avoid.

Best ways to avoid a guided payload:

  • EMP: This will knock out the guidance system though it wont stop the projectile coming towards us!
  • Signal hack: If you can get the signal that guides the torpedo you can hijack it and change the direction of the payload or even detonate it. Though being locked by triple key encryption signing that is pretty unlikely.
  • Flack cannons: Shoot out the torpedo guidance system before it hits you, this can cause an explosive payload to detonate or knock the torpedo out of the way. Just because the guidance system is off does not mean it wont hit, inertia doesn’t magically go away.
  • A z-maneuver is less effective against this than it is a dumb payload as the torpedo will adjust to changes it sees as it gets close to the target.

Smart Payload

Smart payloads are torpedos with onboard EMdar that can update and change real time. Like guided payloads they can be steered and detonated if need be, though will detonate automatically when they get to the target. These are the true ‘fire and forget’ torpedoes.

These take the longest to create and take up the most materials. Being the heaviest they leave the rail with the slowest speed. They are the easiest to detect as not only are they guided but they also have their own emdar array which takes up more power and gives off more of a electro magnetic signal.

Avoiding a smart payload is much like a guided payload, they have the highest chance to hit so should be avoided where possible.

Mines

Mines sit in space still and are very hard to detect, painted a deep black they absorb light to avoid being picked up on visual spectrum detectors they will explode when something gets near doing a wide range of damage types.

There can also be smart mines which detect when something is near them and head right towards that target, these however are easier to detect as they will give off a signal.

Mines can be blown up pretty easily or just avoided.

Ramming

While not part of ISDC protocols don’t underestimate the desperation of a ship with nothing left to lose. A ship could theoretically have extreme front armour and even a piercing wedge design that will cut through other ships while doing minimal damage to themselves.

Avoid a ramming ship at all costs, a ship to ship impact would be devastating to our ship, fortunately a ship heading towards us would be easy to detect. In a desperate move a sticky warhead with a booster on it can push away a ramming ship.

Lasers

Although only theoretically possible we have to be prepared for anything we find out in space. Lasers can only hit at short distance but cause a damage per second as long as the laser is on. They can disrupt systems and melt hull amour. If your ship is being hit by one of these you should move away from the ship that is firing it. Though a ship with that weapons capability should be captured and studied.

Warhead Types

Dumb, guided, smart

  • Solid mass (High penetration, no detonation)
  • Explosive (High area of effect, low penetration, disrupts outside systems)
  • Shrapnel (Low penetration, disrupts internal systems)
  • Sticky (No penetration, used for guaranteed tracking of a ship)

Note, the sticky warhead with a booster on it can be used to ‘push’ an enemy ship. Could be useful against ramming or stopping something reaching a target.

Guided, smart

These have to be detonated before they hit the ship so wont work on dumb torpedoes.

  • EMP (Temporarily disrupts systems, non lethal)
  • High explosive (Need to detonate before impact to have a massive effect.

Smart

  • Multi warhead (Once detonated, splits into a multiple warhead and heads towards the target location, too small and too close to be guided, but can do a small amount of damage to many areas of a ship, also each warhead has its own chance to hit meaning a higher overall chance to get at least a hit)

Misc

  • Booster. This isn’t a warhead but an option to put on the back of the torpedo to give it extra speed. It will make the torpedo easier to detect but way harder to dodge (as well as giving it constant acceleration instead of a fixed exit speed).
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