Smivs wrote:The main 'battlefield' would seem to be inter-galactic space, and to a lesser extent inter-stellar space. Both are easy enough to get to. Therefore the Navy will have little trouble mobilising forces where they are needed. As even non-jump-capable ships like Sidewinders can hitch a lift, getting a large force into intergalactic/interstellar space is relatively quick and easy.
To my mind this makes large vulnerable ships like carriers a bit pointless. They would serve no practical purpose and would be so vulnerable that they would have to stay well clear of the battlezone ...we would most probably not see them anyway.
I am going to have to only partially agree with these assessments.
From the player's point-of-view:
Getting to inter-stellar space either near or between systems in a Galaxy Chart is easy, both to code and to do manually (using my Misjump Inducer OXP and possibly fuel tanks or wormhole-making OXPs.)
Getting to inter-galactic space may be easy to simulate using a "modified" (actually failed!) Galactic Hyperdrive jump.
But going back to regular space from either of those isn't as easy.
You may be too low on witchfuel to make a regular jump back.
The Galactic Hyperdrive available to the player is normally a 1-shot. Scripting a believable exit from inter-galactic space is worth some thought.
From the Navy's point-of-view, which is mostly outside the player's view:
Getting to inter-stellar space is very easy. Even non-jump-capable ships can hitchhike on other ships' wormholes without needing a carrier.
Getting to inter-galactic space is a bit of a problem. Unless there's a super-long-ranged wormhole left behind that other ships can use, every ship that wishes to go must also use galactic jump drives. Or you have to have carriers carry as many ships as possible. Even more exotic huge jump gates might work, but those are nearly immobile themselves.
Returning to regular space is going to be even harder.
While inter-stellar space to regular space may only require as little as 1 ship with enough fuel and everything else dog-piling its wormhole, such timing is actually rather hard and risks leaving ships stranded.
Returning from "nowhere in particular" inter-galactic rules out the use of exotic jump gates, since they wouldn't be everywhere. Galactic jump drives would have to be reusable and able to specify a destination. While this can be assumed to happen "behind the scenes" so we don't need to show it or script it, it's still an important plot/setting point. Even with Behemoth carriers, moving more than tiny handfuls of ships is extremely difficult. If Behemoths are doing this, they could spend almost all their time doing ONLY this. They would be going between bases and mostly staying clear of hot combat.
Smivs wrote:The Elite manual says
and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid
Perhaps we should agree on where a few of these are (maybe one per galaxy, maybe less than that even) where we can give the player a chance to get their hands dirty with the Navy in a larger 'set-piece' battle, but mostly I would favour smaller, but more thought-provoking and challenging missions.
A good choice of locations are the numerous large "voids" in the various Galaxy Charts. These can represent dead zones of Thargoid overrun (and then later "neutralized"?) systems. Edge-of-the-map voids are even better, as they can be where Thargoids are heavily pushing into the region. They can also represent a good launching point for scripted navy ships to "simulate" wormhole-jumping to inter-galactic space or represent a "between" region that's still in the galaxy instead of inter-galactic space. My work on auto-jumping void-crossing OXPs makes this relatively easy to script and can sometimes result in destinations 3-6.8 Light-Years away from any regular systems.
Smivs wrote:And finally, back to the ships that will actually appear in the OXP.
Asps and Sidewinders based on their civilian counterparts as fighters. A 'Destroyer' possibly based on the Boa2 as a counter to the Thargoid Warships. Possibly a S&R vessel based on the Moray. And really that is all that is needed unless a capital ship is wanted for a particular reason. To my mind that would only be wanted if the player gets involved in a major battle and would expect to see a large 'Flagship' heading the fleet, and this role would not sensibly be filled by a carrier.
I agree.
The OXP could even "examine" the player's ship-type to determine suitable roles/missions for it. If in a fast(er!) ship with some cargo capacity:
1.you could be called to rescue escape pods from an earlier battle zone that's still heavily overrun by Thargoids. Could even be relatively easy to create such missions and could also represent arriving "too late" for other types of battles.
2.recon/spying!
If the ship can carry multiple missiles, it may be tasked with heavy hitting but nearly unguided "torpedoes" to hit slow moving or fixed targets in an "otherwise-near-unwinable" battle. These need not be huge fights, just badly lopsided if your missiles/bombs miss!
If your ship is heavier/slower, (heh..."overpowered"?) this could mean the fleet you're working with has fewer capital and sub-capital ships and more fighters. You're the center of the fleet. Even freighter types like Pythons, Boas, Anacondas may fall into this category though sadly more due to size than ability.
Something simple ship-wise that came to mind that seems to fit:
A Rock Hermit station called "Navy Storage Depot", but could be renamed as needed...maybe even numbered.
Or for more variety, slightly modified Hacker asteroid or Salvage Gang asteroid from Anarchies OXP could make for "cool bases".
Put them wherever is needed.
It would combine a station, staging point for missions/mission briefings, mini-base, and supplies all in 1.
It would have about 5-10 non-jump-capable small fighters stored internally for self-defense and should probably have other defenders nearby.
Because it's a hollowed-out asteroid, it greatly reduces the amount of supplies needed (and hauled over long distances) to build a station.
To partially hide it, It could be in a "bulls-eye" pattern asteroid field.
9 Asteroids within scanner range.
30 within 50 km range.
100 within 200 km range.
These could be mined for additional building materials.
Using Asteroid Storm OXP would make the asteroid field more interesting and easier to spot from extreme ranges.
Back at the main fleet HQ base...
For a huge "dry dock" gantry-type heavy repair and maintenance facility, what seems suitable is something like either the tunnel-type Fuel Station (from OXP of same name) or Superhub Station (which dwarfs even a Behemoth). If these are made to NOT be true stations, a (random?) large ship could be parked in the middle of them to simulate work being done on it. I'd assume with a fleet of Behemoths, there'd probably always be one undergoing repair work.