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.
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:
There are a few ways to avoid being hit by one of these:
A ricochet will do little damage and stop the warhead from exploding/turning into shrapnel and damaging the ship, armour or its systems.
The 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 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:
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 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.
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.
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.
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.
These have to be detonated before they hit the ship so wont work on dumb torpedoes.