Loren Pechtel
2013-03-14 21:07:03 UTC
I got to thinking about things and I think Manticore (and Haven)
should reconsider missile warheads.
In the early days of the series missile used contact warheads. Very
destructive but missiles were doing only a few percent of lightspeed
when they approached, they were easy pickings for point defense
lasers. Thus the standoff warhead evolved.
Now, however, most missile shots are near max range. For a dual-drive
missile that means they're coming in at half of lightspeed or better.
For a triple-drive missile that means better than 80% of lightspeed.
The longest standoff range we have seen on any warhead is less than .2
light-seconds and the usual range is more like .1 light-seconds.
Suppose we use a contact nuke? On a dual-drive missile that means
it's exposed to point defense lasers for at most .4 seconds of
additional time. What are the odds that it will be picked off in that
time vs the increased damage if it gets through??
Thus I would provide an optional program for the missiles. The
missile makes it's approach as normal but when it's coming up on
detonation it looks at the geometry. If it can't hit the warhead is
fired as normal. However, if the geometry allows for a hit it closes
instead, the warhead is fired something like a millisecond from
impact. (At those speeds you can't actually detonate on impact as the
warhead would be destroyed before it had a chance to function.)
If you're attacking something big enough (which includes most any
warship if you're managing to hit it down the throat) you don't fire
the warhead at all. The biggest booms they've got don't hold a candle
to the kinetic energy of the missile body, the only reason to fire it
at all is if the missile will go clear through without shedding all
it's energy.
should reconsider missile warheads.
In the early days of the series missile used contact warheads. Very
destructive but missiles were doing only a few percent of lightspeed
when they approached, they were easy pickings for point defense
lasers. Thus the standoff warhead evolved.
Now, however, most missile shots are near max range. For a dual-drive
missile that means they're coming in at half of lightspeed or better.
For a triple-drive missile that means better than 80% of lightspeed.
The longest standoff range we have seen on any warhead is less than .2
light-seconds and the usual range is more like .1 light-seconds.
Suppose we use a contact nuke? On a dual-drive missile that means
it's exposed to point defense lasers for at most .4 seconds of
additional time. What are the odds that it will be picked off in that
time vs the increased damage if it gets through??
Thus I would provide an optional program for the missiles. The
missile makes it's approach as normal but when it's coming up on
detonation it looks at the geometry. If it can't hit the warhead is
fired as normal. However, if the geometry allows for a hit it closes
instead, the warhead is fired something like a millisecond from
impact. (At those speeds you can't actually detonate on impact as the
warhead would be destroyed before it had a chance to function.)
If you're attacking something big enough (which includes most any
warship if you're managing to hit it down the throat) you don't fire
the warhead at all. The biggest booms they've got don't hold a candle
to the kinetic energy of the missile body, the only reason to fire it
at all is if the missile will go clear through without shedding all
it's energy.