Just a Crazy-Man wrote:Why does stealth have to be space magic like modern day stealth with adaptive camo and chem burst to move ships in once enter the system give off no heat and drift with a system able to keep up thus likely no blob on visuals or optical sensors.
Because
everything (including your chem bursts) is constantly emitting some frequency of EM waves (object temperature determines emission frequency; even black holes follow a version of this rule, albeit through a more circuitous route than normal; it's all called "blackbody radiation"), and if your ship has been worked on or been in physical contact with anything else for even the last decade, then it's almost guaranteed to be emitting in one of the infrared bands. The only reason there are still asteroids to find is because noone who has enough money is willing to spend that much on telescopes.
The only reason why stealth & camouflage work is because they use low-power radars & various atmospheric disturbances like clouds and birds (specifically for stealth: it's long been known that SAM homing radars can spot stealth aircraft, it's the initial scanning radars that can't accomplish the task, because they just aren't strong enough emitters), and hide among the landscape (camouflage). The cases where this stuff
ever works are rare, we simply live inside one of those cases.
Just a Crazy-Man wrote:Of course need to jump in outside the system go full burn than glide in system and by pass early warnings.
More likely is to jump deep into the system, then start MACing everything both interesting & slow. The "initial burn" is going to be energetic enough to be noticed if it's energetic enough to get the ship in during a reasonable time frame, so might as well just skip that step, and go full-on fast-raider. If enough MAC rounds were carried, and a ship could raid a dozen or more systems, then this tactic could both devastate Umiak near-front infrastructure, and force them to face the prospect of NOT being able to protect their systems from the raiders.
Just a Crazy-Man wrote:Likely use of trust pushes from thrusters and cold all in will slip by. But given Far net not likely but buggers may work.
I'm sorry, but I just cannot figure out what this is supposed to mean. Please aim more for "literature" and less for "texting" so that it's easier to understand what you're writing.
Just a Crazy-Man wrote:While yes they can move you need to also narrow down likely evasions fire one round and reload Super MACs on orbital defenses can fire enough rounds to scattered and 5 seconds it can't kill the small ships while local fleet unleashes hundreds of thousands of missiles and MAC fire by the hundreds
Same here. It looks like you might have forgotten some periods, but even with them it doesn't make sense. Whose small ships? Whose local fleet? What is "fire enough rounds to scattered and 5 seconds" even supposed to be talking about?
Just a Crazy-Man wrote:So if a strike force slip in by a Carrier in slip space and release a number of drop pods like Operation Torpedo and engage in local distruption and interfrence there going to risk glassing for a small handful of Spartans running around.
Was this supposed to be a question? Not that it matters, since you might as well just launch a few missiles through the same capability. Spartans were valuable commodities when fighting in a place that you wanted to seriously use. They were always intended for an insurgent & anti-insurgent role, and only wound up fighting against the Covenant because they already existed. The right weapon for fighting a war against the Umiak Hierarchy if you insert arbitrary forces from FTL is the neutron bomb, dirty bomb, or "Tsar Bomba" (anti-matter variants included: I've thought on this subject some for my own setting) super-bombs, depending on the exact effect desired, and vulnerability expected. Depending on the capabilities of slip-drives (can you kick something out and reliably predict where it'll hit?) these can either be ejected directly by ships in slipspace; ejected on missiles that then carry them to the target; or carried by a smaller ship that exits slip-space, fires it's payload of missiles, and then returns home. You have some restrictions (if ships are near the target, what do you do?) to work around, but taking out a ship can be a victory in itself, especially if that ship can't stop the other waves of bombs as a result.
Spartans might be effective against ground forces, but in this particular war they're nothing but a clean-up option if you're winning (why bother inserting under fire if there isn't any reason to rush?), and effectively irrelevant otherwise (even Spartans can only be in one place at a time).
Just a Crazy-Man wrote:Plus another thing taken from the Fall of Reach UNSC ships with smart AIs can in time evade a ship still sting but use of emergency thrusters can make gase shots plus since Archer pods like blisters or submuntions can fire all at once as our ace as both sides limited so missile spam a ace.
What does this even mean?
Just a Crazy-Man wrote:Plus if learning this Halcyon class can in cases still be functional even if 90 percent damaged even if Loroi burn away most of the armor can still be fighting. As compared to UNSC and Loroi and Umiak vessels still be functional even after a direct hit.
Were you trying to say that UNSC ships are still operational after 90% armor loss while Loroi & Umiak ships are often crippled with a single direct hit? Because "UNSC and Loroi and Umiak vessels" implies that all three groups act the same in that situation, which would make it pointless to even mention.
Just a Crazy-Man wrote:But no one telling me rates of fire and how long can fire before overheats or waste precharge.
I think that 30 seconds to 2 minutes between shots from main guns was a stat mentioned once, but Wave-loom devices are much more variable (due to highly variable precharge levels between individual shots). Overheating is almost never a problem, because the engines generate
so much waste heat that the weapons system isn't significant.
Just a Crazy-Man wrote:Plus UNSC alway known for tactics likely not attack head on likely in cases fire and run at full burn using emergency thrust to evade the fire long enough to close in as be very rough on the crews but better than dead.
That is already the standard Loroi combat doctrine in the majority of battles.
Just a Crazy-Man wrote:Plus whats to stop the UNSC from using fire ships and electronic warfare and hacking or disruption
Fire ships? Why would those work better than missiles & torpedoes? If you can maneuver fast enough to hit the dodging Umiak (Umiak & Loroi ships aren't "slow and stately" style), then you can get close enough to shot them & then move to another target; "fire ships" in comparison are ships that are sent into the enemy fleet to damage it with their very presence (traditionally because they were on fire, but today you'd be setting of a bomb or something). No matter what you do to make fire ships effective, you'd be better-off sticking it on a missile and loading several on the same ship.
Fire ships
only ever make sense when a ship just gets so
worn out that it won't be useful for many more years anyways.
Just a Crazy-Man wrote:plus UNSC vessels can reach a system edge within 40 mins or faster depending on drive and power as they been known to push into the 120 and 150 percent of course overheat and emergency coolant.
1) That's only meaningful when given better information, such as actual distance traveled & initial speed.
2) This can just be rolled in with "slip drive" unless you provide delta-vee for a specific total impulse.
Just a Crazy-Man wrote:By the way my original question was how would the Loroi feel about the UNSC and outcomes to such a contact instead.
They'd be severely disturbed, but they're also quietly worried already. They'd accept the alliance, but the more assertive the UNSC was, the more distrustful they'd be. At some level of distrust, they'd even switch their plans to conquering the Umiak as a counterweight to the UNSC instead of simply destroying them.