Taaketa wrote:
9. Automated defences in coridors and checkpoints with bunkers.
Nope. Starships could be too easily defended with this. Crew should be used to defend corridors and rooms. The starship plans already have armouries that have automated defences in them and should be included in your ships room layout if you want this kind of placement.[/b]
Ships are supposed to be easily defended with defensive structures, defending should always be easier than attacking. If there is no proper defensive stuctures available combat will be pretty much "the biggest army
always wins" and that also means nothing but building military quarters will effect ships combat performance. For normal cargo ship that is not an option so having soldiers/security becomes completely un-necessary, why waste recourses (remember, it requires not only the quarters themselves but also the armories, generators, life support, air tanks, water tanks, etc)on few defenders when they are going to get slaughtered by any force that might consider attacking it? Its the same problem as with having normal anti-ship guns on cargo ship: why bother when only thing you can fight with few guns is another cargo ship and another cargo ship won't attack you? solution: flak guns, defensive weapons for shooting down attacking enemy boarders or at least buying the ship some time to escape and/or get help from friednly crafts made for fighting. Allowing spesialization to defensive combat gives cargo ships at least a chance in boarding combat and makes the combat actually require a bit more planning than simply zerg rushing trough the closest hatch.
Defensive turrets would have several down sides that balance them: They should be expensive and need power so if generator is knocked out the turret turns into expensive furniture. Also the turrets should be controlled by AI or bridge crew which means that if enemy destroys the computer core or the bridge the turrets will be useless. If enemy boarding party manages to take over the bridge or computer core the turrets will turn on the defenders, theres also the chance of computer revolt that also turns the turret on the crew.
Bunkers would be pretty much the same in smaller magnitudes: They cost money, space and energy but less than a turret. If enemy comes from unexpected direction or defenders hasn't had time to get to battle stations (which isn't that unlikely in boarding combat) the bunkers will help attacker against counter attacking defenders. Another thing with defensive Structures is that they have no offensive capability, they are just military resources tied to pure defence.
Here are some examples of different design philosophies the defensive structures would allow:
1)A large carrier style military craft that has couple bunkers to help defending the most vital systems and instead uses the resouces on manpower, it can easily attack and defend against most enemies with it's superior numbers and won't lose its combat performance in case of power or AI failures and is not very vulnerable agains AI/Bridge invasions or AI revolt.
2)Anti-Ship space combat spesialized military craft that has most of its resouces used in ship-to-ship weaponry, medium sized marine force for boarding civilian ships, some bunkers defending key areas and some turrets to break the boarding enemy's spearhead or defend if the marines have been sent on attack or have been lost. Its has some boarding capabilities but has a lot of its recourses tied to defense and will lose the turrets in case of power/ai failure.
3) Large longs-range civilian cargo transport with sceleton crew (minimizing the need for space and money consuming life support stuff) with majority of resouces used on cargo space and fuel. It has only a small security team for hauling drunk ensings to the brig and several turrets and some bunkers (and couple extra generators to power them) for the actual defense. It has no offensive capability but can well hold it's own against any other cargo ship and pirates/small military crafts. Almost the entire defensive capability relies on power plants and AI/Bridge being functional and in case of AI revolt the crew is pretty much gone.
And a hypothesis of how this could affect the actual combat tactics:
1) No defensive structures available: Battle between large military ship and long-range cargo hauler begins, military ship doesn't even bother to use its guns on the cargo ship (cargo ship hasn't even bothered getting guns because it knew something like this would happen) and instantly sends all its marines in hoping to get them onboard in one large horde that can kill the defenders, not giving them time to make enough damage to kill even one attacker (just like in any convetional rts). The attacker then quickly makes its way trough the ship in one huge ball of death and in couple minutes they have themselves an almost new ship ready to fly into sunset, with only couple nasty stains on the bridge carpet.
2) Defensive flak guns, turrets and bunkers available: Battle between large military ship and long-range cargo hauler begins, the military ships starts combat by scanning the enemy ship trying to locate all it's defenses, power plants, bridge and AI core, the ship then starts shooting at the said systems hoping to make the boarding feasible. When the military ship believes it has weakened the defender enough (and doesn't want to risk dsetroying the ship) and sends in the marines. One of the boarding crafts gets hit by the remaining enemy flak gun but rest make it onboard. The main attack force lands to the cargo bay on the largest boarding crafts (that don't fit in elswhere) but gets stuck at the cargo bay corridor, protected by turrets and security personnel. Attacker could just overpower the defenders if it wanted but it would cost him a lot of troops (This could badly slow down the rest of the operation, giving cargo ship's friends more time to get there). At the same time several smaller boarding teams are either stuck elsewhere or are trying to find lightly defended way past the bunkers and turrets that protect the computer room. Attacker manages to take over the computer room and tech specialist then hacks the computer, turns the defensive turrets on the ship's guards, letting the main attack force move out of the hangar bay unharmed. After quickly wiping out the last few fortified defenders the attacker has itself somewhat damaged ship with cargo holds filled with the tasty fruits of victory. The attacker has lost some marines and a boarding craft, but the loot is well worth it. The cargo ships engines are destroyed so the attacker quickly starts moving the cargo to it's own ship in case some enemy answers the distress signals sent by the cargo ship, by now the enemy might be well on it's way given the time it took to invade the cargo ship.
PS. Damn that turned into a long text... Takeeta's fault as usual