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Joeno
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I think I can safely say space stuff is to be implemented Later. Some basic design is already being thought of - the map will possibly be able to use multiple 'layers', but we're really aiming for the basic game to work first before we complicate it even further with these kind of things.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:22
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quote: Originally posted by Blake
Orbital weapons would be a "Giant Laser" and as such not require ammunition... early in FAC design a couple of orbitals where dreamed up: |
All lasers require ammunition or fuel. Electrical sources with sufficient current/power level are heavy to launch and require fuel: H2/O2 for fuel cells, D2 for fusion. Lightweight fission thermoelectrics don't have the current capacity for powering a laser weapon. The only laser weapons systems of launchable weight proposed with present day tech are bomb-pumped (nuclear, single-use) grasers. Gas-pumped lasers require consumable gasses (typically binary gasses burned together, such as H2 and Fl2).
quote: An Orbital Bombard sat: Can bombard a single tile/turn, causing some damage.
Devesation Orbital: Can erase everything from a single tile per turn, Now you see your HQ, now you dont. 50 million vaporised. Obviously such a weapon would come late in the game. Prehaps there could also be defensive shields that can be used in cities. Saying it'd be quite expensive would be an understatement. |
Attacking a ship might be one thing, an armor unit with many tanks another, while targetting infantry might be ineffective. In any case, mounting the same beam weapon on an airframe is far cheaper and nearly as difficult to prevent from getting within line-of-sight distance.
How many shots from an orbital laser would be required to destroy a terrain improvement, or city structures, much less dispersed dwellings? Compared to shelling with heavy naval guns, or multiple jet sorties, or cruise missiles launches over a long period of time (game turn), lifting ammo/supplies to orbit and attacking from there is many times more costly.
quote: With spy sattelites, prehaps they orbit at geo-sync radius and can be set to spy at a certain point on the globe. This would be useful, realistic and much less unbalancing than getting complete unit information over the entire world.
Altough it is reasonable that "launch of the first orbital" gives a complete map of the world and broad features, like cities and tile improvements. |
Synchronous orbit is very high and only useful for gathering gross data like weather patterns. Roads and small vehicles are invisible due to limitations of optical wavelength resolution (lamda·d/f). Spy satellites are universally employed in low orbit because you need to get relatively close (100s of km rather than 10ks of km) to gether useful data.
Highly elliptical paths allow spy satellites to dip lower than any stable circular orbit. Over a game turn one satellite can gather data from many locations by shifting orbits. On the downside, they require fuel to shift orbit for retasking, and typically only last a few years. Then they must be refueled, deorbited, or circularized for sustained lower resolution imaging.
A spysat would be in an inclined orbit to include as much general viewing area as possible. But since the orbit is known it is possible for the enemy to seek cover when it passes over. Retasking gives the enemy limited time to detect the change in orbit and transmit a warning. Cloud cover makes viewing impossible, and that can't be predicted. Thus gathering detailed data is probabilistic rather than deterministic.
A spysat would have movement points, and gathering detailed data from one tile would require a point. It would last for a fixed number of mp before running out of maneuvering fuel.
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