Building Your Interstellar Navy

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jterlecki
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Location: Montreal, Canada

Building Your Interstellar Navy

Post by jterlecki »

I found this neat video about Ship Types, Naming Conventions, & Fleet Doctrines in a sci-fi setting.

https://www.youtube.com/watch?v=aj6COIw8vOc.

I hope it helps any scifi worldbuilding projects you may have!

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CrimsonFALKE
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Re: Building Your Interstellar Navy

Post by CrimsonFALKE »

Its impressive I personally build mine on movement of troops and fleet actions

GrandAdmiralFox
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Joined: Wed Aug 15, 2018 10:37 am

Re: Building Your Interstellar Navy

Post by GrandAdmiralFox »

CrimsonFALKE wrote:
Mon Sep 28, 2020 2:45 am
Its impressive I personally build mine on movement of troops and fleet actions
So the Legends of the Galactic Heroes approach?

My future history setting has the various space forces/navies starting out in all sorts of directions, but they (eventually) fall back onto naval conventions (heavily influenced by submarine conventions) due to the fact that they're the closest analogy.

For example, the UN successor state of my setting calls its space force a 'cosmo navy' due to the fact that -unlike the US (and future UNAS) space force who initially went with an Air Force set up before switching down the line- the creators knew that their space vessels were more akin to blue water vessels in terms of manpower and leadership requirements. For example, a 75kTon 'cutter' (the smallest warship available, purely an escort and patrol vessel) has a 146 crew (including those for the two onboard shuttles), 20 passengers (usually used to augment the ship's garrison), and space for 20 prisoners with enough supplies to keep 184 people well supplied for 4 years with the primary provisions and another two years with the emergency provisions. Note that this is a purely STL vessel in a time period where humanity is still limited to only the Solar System where everyone is literally fighting everyone and trade is basically non-existent.

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CrimsonFALKE
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Re: Building Your Interstellar Navy

Post by CrimsonFALKE »

GrandAdmiralFox wrote:
Fri Mar 05, 2021 12:34 am
CrimsonFALKE wrote:
Mon Sep 28, 2020 2:45 am
Its impressive I personally build mine on movement of troops and fleet actions
So the Legends of the Galactic Heroes approach?

My future history setting has the various space forces/navies starting out in all sorts of directions, but they (eventually) fall back onto naval conventions (heavily influenced by submarine conventions) due to the fact that they're the closest analogy.

For example, the UN successor state of my setting calls its space force a 'cosmo navy' due to the fact that -unlike the US (and future UNAS) space force who initially went with an Air Force set up before switching down the line- the creators knew that their space vessels were more akin to blue water vessels in terms of manpower and leadership requirements. For example, a 75kTon 'cutter' (the smallest warship available, purely an escort and patrol vessel) has a 146 crew (including those for the two onboard shuttles), 20 passengers (usually used to augment the ship's garrison), and space for 20 prisoners with enough supplies to keep 184 people well supplied for 4 years with the primary provisions and another two years with the emergency provisions. Note that this is a purely STL vessel in a time period where humanity is still limited to only the Solar System where everyone is literally fighting everyone and trade is basically non-existent.
Well you cant nuke ever planet to glass you need ground compliments. Although I have some designs like the over gunned Houston class cruiser that also functions like a submarine as you got to do a lot to find a foe in space.

GrandAdmiralFox
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Joined: Wed Aug 15, 2018 10:37 am

Re: Building Your Interstellar Navy

Post by GrandAdmiralFox »

CrimsonFALKE wrote:
Fri Mar 05, 2021 2:15 pm
Well you cant nuke ever planet to glass you need ground compliments. Although I have some designs like the over gunned Houston class cruiser that also functions like a submarine as you got to do a lot to find a foe in space.
At the core, it heavily depends on what your technological context is. If it is like Age of War Battletech (aka a period of Battletech history where it's basically war crimes 'o clock and nukes were seen as the answer of 'you and what army') where you can't fight spaceships but spaceships can bomb you, then ground combat is useless outside of just holding ground.

If there are counters for spaceships simply bombing things from orbit, then ground combat is needed and not a moment before.

In the case of my future-history setting, the only places to hide is in the sensor shadows, and even then that isn't enough as forces have sensor fusion as standard...

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