El Viejo wrote:cim wrote:Elite Manual wrote:Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space
This is the key word though...
intergalactic space
Yes, agreed. Still, they may be doing most of the fighting out there where it's not really seen, but the shipyards, manufacturing, training and so on are probably much closer to home. Given that the Thargoids are much better with witchspace than anything Galcop has, they're presumably also heavily defended in case anything bigger than a light raider breaks through Galcop lines.
In addition to galactic commands and bottleneck outposts, I'd expect to see a fairly big defensive presence in a few high-tech industrial worlds per galaxy (like Birera, for instance, though given the events of Thargoid Plans that might be the Chart 3 command) - I can't see even a small navy (and given the sheer size of the Ooniverse, "small" can still mean "several million people") wanting to trust defence of its manufacturing base to the local police and some soft traders, and they must be getting through a lot of ships out on the front
lines planes.
El Viejo wrote:which doesn't exist in-game.
I can't help feeling that full pitch on galactic hyperspace entry should let you reach it, though...
Gimi wrote:I disagree with your calculations on the size of the Navy.
I'm not sure I'd made any yet other than to set a very wide range on what canon might support
But okay, say 4.5 billion military personnel per galaxy, of which 99.9% is system defence forces (both planetside and orbital) to leave 4.5 million HIMSN forces per galaxy (half of which are reserves). Given that the reserves bring their own ships and weapons, you probably can have most of the HIMSN regulars deployed to the intergalactic fronts or on leave without compromising home defence - but even 10% (which I'm pretty sure is implausibly low) of the regulars kept back for administration, R&D, manufacturing, shipyards, defence of things too important to leave to ad hoc reserves, etc. is still around 225,000 personnel per galaxy. Most of them won't be pilots, of course.
Gimi wrote:Combat Space Patrols (CSP) around military stations and installations would mainly consist of Asps.
For local patrols I think mixed Sidewinder/Asp groups is still plausible - the Sidewinder is almost as fast, considerably cheaper, and in that context the lack of hyperspace capability isn't a big problem. Or, perhaps, given the full name "Sidewinder
Scout Ship", mostly Sidewinder patrols for local space, with the Asps on standby to come in on injectors if they find anything.
I see your point on exiting witchspace - on the other hand, anyone exiting witchspace is incredibly vulnerable for a few seconds anyway while they get their bearings, power up their drive to combat speeds, and so on.
Ah, now there's an idea. Get a cheap witchspace drive on a long narrow frame, and fit six mounting points around it. Final result probably looks a bit like a mug tree, and probably has similar external dimensions to an Anaconda. Stick a Sidewinder to each point. Send that in to witchspace first to create the tunnel - as soon as it exits, the Sidewinders detach themselves, fly in separate directions, and start shooting up any opposition. A few seconds later your Asps exit the tunnel and start doing serious shooting, followed by any heavier ships in the convoy.
If there was any opposition, you'll probably lose the mug tree {1} and most of the Sidewinders, but that's still cheaper than losing an Asp. If there wasn't, stuff the mug tree into your carrier vessel, and use the Sidewinders to do advance scouting. If you're
expecting opposition, send a few mug trees through different wormholes, and hopefully it's enough, but I expect most of the military guidance on "taking a guarded witchpoint" is along the lines of "are you sure you need to?".
{1} Needs a better name.