Commander McLane wrote:So we're starting with basically the same reasoning that led to GalNav.oxp in the first place. Oh well.
Hence in the end all militarists among the Oolite players will be able to install both OXPs alongside each other, and over-militarize the Ooniverse even further. That's progress!
I don't know - I think the Elite Manual implies a fairly large and powerful Galactic Navy, and I think even allowing for GalCop not generally being a military power the sheer size of the Ooniverse means that even a "small" navy is pretty large by the standards of a single planet. But large and powerful doesn't have to mean "here" or "militarised system space", which is the jarring thing about GalNavy for me.
The mission text for Thargoid Plans implies that they at least think they have a chance of winning:
Agent Blake wrote:[...]As you know, the Navy have been keeping the Thargoids off your ass out in deep space for many years now. Well the situation has changed. Our boys are ready for a push right to the home system of those murderers. I have obtained the defence plans for their Hive Worlds. [...]
Now, Blake may be overconfident, as there's no canonical evidence that the attack actually succeeds, but that suggests that they've been on the defensive because of difficulties in gathering intelligence for a suitable counter-attack, not that they keep being forced back because the Thargoids have them totally outclassed.
All the big ships and most of the small ones can be off in intergalactic space, rather than militarising the space lanes as in the GalNavy OXP. You might see a new fleet under construction at one of the shipyard worlds, but you won't see it patrolling the spacelanes; if you're really lucky you might see a newly-commissioned ship travelling on a shakedown cruise from the shipyards to a staging area before it goes off to the front. More likely you'll see a few Naval Asps now and again on courier duty, but probably on the witchpoint-sun route than on the main spacelane.
It's only light raiders and Thargoid intelligence operatives that get through the GalNavy defensive planes, so GalNavy doesn't need to militarise galactic space - local police, system military craft, and bounty hunters can take on the raiders (especially with modern ships like the Viper Interceptor and Cobra III). Meanwhile, there's plenty of scope for secret ops, hidden R&D, and individual bravery in the fight between Naval and Thargoid intelligence agencies (much of which would be taking place in galactic space).
That the fight is going on in 3D and the Thargoids haven't just gone
around the Navy implies that they have and need a fair-sized force, after all. With the Thargoids having much better witchspace technology than Galcop, they can't afford to leave holes (presumably, they also can't afford to waste time stopping the smaller raider warships getting through), so they're going to be overstretched even with what might appear by the standards of a single system to be a massive fleet.
Defending a single Oolite galaxy from all sides would require patrolling around 100,000 cubic LY of space for a 7LY coverage - and I think in practice you'd probably want to be starting a little further out than that so that you weren't relying on the first line of defense always succeeding. HIMSN can quite easily simultaneously be huge by planetary standards - hundreds of millions of personnel, millions of ships - and also be massively overstretched to the point where actions not directly related to repelling the Thargoid fleets (such as tracking down missing prototypes, or delivering crucial intelligence packages) have to be left to whatever mercenary commanders can be hired cheaply (and wow, do they hire you cheaply
).
I think we're probably looking for much the same end result for gameplay effect from a HIMSN OXP (which also seems to be the same sort of thing most of the other people posting are looking for), but we're approaching it from very different starting points in terms of narrative justifications (and perhaps different definitions of "small", too!).