Sensors/ECM (bit long, sorry)

2 posts ยท May 15 2003 to May 15 2003

From: david smith <bifsmith207@h...>

Date: Thu, 15 May 2003 10:44:16 +0000

Subject: Sensors/ECM (bit long, sorry)

I was thinking on how to make sensors and ECM a tactical rather than just a
strategic equipment (which I feel it is now, after all, how many ships in the
FTSR have enhanced sensors and or ECM?). It came to me that sensors COULD make
a difference in the actual battles (just look how the german high seas fleet
at jutland in WW1, with the superior optics). Feel free to
critisize this, after all, this is just a VERY rough draft/idea in
development (and likely to be altered when some proper sensor/ECM rules
are
developed/published).

Please note that sensors are assumed to be operating all the time (unless
damaged through thresshold checks, in which case the ship would fall back onto
the standard sensors built into the hull under the standard cost), but the ECM
can be turned on or off (when turned off or dammaged, the ship
reverts to normal ECM/stealth built into the hull). All the effects
listed below are cumalative (so a superior sensor equipt ship against a
freighter would have a big range bonus).

SENSORS

These will be very important to any warship, because the ability to hit you
enemy is determined by predicting WHERE he will be when you shot reaches

him. Upgrading the sensors from the standard ones used on every warsip will
allow a ship more chace to hit by providing more data for the firecoms to
process, allowing a better chance to predict WHERE he will be. In game terms,
this can be represented for superior sensors by allowing a extra 1MU
on the range bands (or just a extra 1MU on the longest range band, IE-a
Cl3 beam will go to 37MU instead of 36MU). For enhanced, this would be 2MU (my
thinking being that in game terms this is a nice easy system to impliment, and
will require no extra die rolling).

Ships in navies further from the "state of the art", and/or civilian
ships, will have less capable sensors, and this can be represented by a 1MU
reduction in range bands or just the longest range band (so a Cl 1 bat would
only fire 11MU). Of course, the second line navy could devote some mass aboard
it ships to sensors to offset it`s disadvantage.

These sensors would have no effect on the abilities of missiles (SM and MT)
and fighters, because these are relying on their own on board systems to

lock on target/plot a course nd the transmission time lag would make the

data useless.

ECM

This would be a system in addition to the inbuilt stealth/ECM systems
that
every navy would build into their ships (and update/overhall/refurbish
from
time to time). A active ECM system would confuse the sensors and/or
allow the enemy sensors less data for the firecon computers less chance to
predict where the ship would be when the shot reaches it. This could be
represented
by a 1MU reductionin range bands/maximum range. For navies further from
the
"state of the art", the inbuild stealth/ECM built into the hull at time
of construction (or for old ships brought out of mothballs and not
refurbished), the effect would be a 1MU increase on range bands from
incoming enemy fire. For civilian ships, stealth/ECM would be a very
distant
thought when building the ship, so these would have NO stealth/ECM,m and

everybody would get a 2MU increase against these ships (which would require a
alteration to the already published rules. If you assume that the stealth?ecm
is built into the basic hull cost, civilian ships would cost

less to build than a warship, and the cost of the basic hull per the FTFB1
rules would be less. Instead of the basic hull costing the same as the mass
of the ship, instead have the basic hull only cost 2/3rds or 1/2 the
cost. All this would require is a simple and quick recosting of already
published ship designs. Of course, the navies own support ship would be built
with

stealth/ECM installed, because these ships would be expected to go where
it is dangerous, and people shoot at you).

For missiles, ECM would be a lot more effective, due to the lack of human
decision making and less capable sensors/computers involved. This would
be easly represented by having a 1MU reduction in attack range (2MU instead of
3MU for SM`s). For MT missiles, you could have the reduction in attack range
and/or the ablity to select a target removed and instead they will only
attack the nearest target (making ECM and banzai decoy mandatory against MT
armed opponents).

SENSORS Vs ECM (no numbers thought out for this bit)

You would still have a point in the game where the enemy ships would only be
bogies/unidentified, and your ships would have the chance to escape
without
engaging the enemy. The sensors enhacements/improvements would increase
the range at which the enemy would be able to be identified, but the ECM would
decrease the range (both these would be outside normal weapon ranges anyway,
except maybe SV cheese designs with all power generators and 1 gun). Having
the ECM active would make a silent approch imposible, because the ECM would
be making noise/static/jamming/false signitures all the time, so you
would know SOME thing was comming, even if you couldn`t tell what it was.

Just a rough idea I`ve been thinking about, put up for people to comment on
(or critisize <G>). If the above idea was implimented, the one thing I
haven`t considered is the mass cost ratio/benefit and game balance (not
that good a number crucher <G>).

BIF

From: Laserlight <laserlight@q...>

Date: Thu, 15 May 2003 10:52:50 -0400

Subject: RE: Sensors/ECM (bit long, sorry)

> These will be very important to any warship, because the ability to hit

him. Upgrading the sensors from the standard ones used on every warsip will
allow a ship more chace to hit by providing more data for the firecoms to
process, allowing a better chance to predict WHERE he will be.

Is this actually the case? You've got two questions here: "can we see where
this blob is and guess where it's going?" and "can we tell what this blob is?"
The former is the province of FireCons, the latter is what Sensors are for.

I can see B/A/S firecons providing different range bands--eg could be
Basic
= 6", Adv = 8", Superior = 10" (or B6/A7/S8--whatever).

Sensors should have the ability to a. see the ship in the first place b.
determine its mass c. determine class ("Hattin class CH")
d. determine specific ship / SSD ("Ain Jalut is a Hattin class but
replaced 2xSMR with 4xB2") e. determine active systems and damage Take a look
at Derek's sensor rules for possibilities