Fingolfin_Noldor wrote:The Imperium favours gravitc measures such as a gravitational radar to detect stealth ships. Even if Inertial drive negates most of the mass of a ship, no negation is perfect, and a ship will leave a small detectable wake.
Well, OK, but again, my technobabble ought to be able to work against yours
to some extent and vice versa. It's no more fair for you to have unbeatable detection equipment than it is for me to have unbeatable stealth.
Shroom Man 777 wrote:If you use anti-turbulence energy fields, then it would make sense that the other guys might detect your anti-turbulence energy fields, mang.
#3, well, stealth ships can attack civilian ships and crappy military ships with impunity, like U-boats. But against competent enemies, I think they'd detect you when you start pew-pewing lasers even if your cloaked. One way to go around this is to use stealthy missiles? I dunno.
The point isn't that you shouldn't attack targets while in stealth. It's that you should
concentrate on the mission, whatever it may be, while in stealth. If the mission is to kill merchantmen, act efficiently to kill merchantmen. If the mission is to sneak a commando team onto the enemy's planet, act efficiently to do that. Don't get distracted, don't do things that make the enemy more likely to detect you just because they seem like a good idea at the time.
Agent Sorchus wrote:I have a big problem with the set of presumptions about stealth and heat that is being thrown around in here because it is getting to damn technical. Did we not agree to keep things from developing into a he says tech works that way she says tech works this way at the very beginning. For example, how does the Lesbian orgy power source get detected? While we should all agree that Stealth needs to have limits, but I can find flaws with some reasoning pertaining to atmospheric tracking, ie we don't necessarily care about turbulence thanks to energy fields and similar that can counter the turbulence.
We have to admit to a little bit of magic in our sci-fi here, and I know that some people don't want it but we got to keep in mind that pages of arguments over tech are unreadable and boring.
I agree with that. The point being that I should be able to counter your technobabble with my technobabble and vice versa: your ship that's runs on the power of friendship should not be
completely immune to detection by my ship that's powered by SCIENCE!... and vice versa.
In which case, like it or not, my ship will be using the power of SCIENCE! to detect your friendship-powered ship, while your ship would probably use the power of TEAMWORK! or some such to detect mine.
Specifically Simon of your five things not to do while cloaked, I disagree with 3 and 4. 3 because certain warfare makes this stupid to hold as a maxim, ie targeting civillian shipping.
In that case, attacking civilian shipping
is your mission and you should do as much of it as possible. The point is that if you're sneaking around for a purpose, doing anything that distracts from that purpose makes it more difficult to escape detection.
I disagree with 4 because it is backwards, stealth is more possible in air than it is in space, just as it is with water compared to air. With some of our exotic tech like shields, we might not even generate fireballs, ie a frictionless field limiting interaction with the atmosphere. That hasn't been ruled out, but you make it into a rule with out really thinking about the potential our tech is working at.
Actually, my intent in Rule Four was to make it
general- in almost any conceivable medium, you can compromise your stealth by going too fast. In water, submarines are limited in their underwater speed by the need to avoid making noise. In air, stealth aircraft generally have to stay subsonic. In space, any drive that generates
any signature, be it rocket exhaust or Particles-of-the-Week or grave disturbances in the Force, will be more detectable when used to push the ship harder.
In no environment is it plausible for going fast to be stealthier than going slow. I gave the specific example of semirealistic craft in atmosphere because it was applicable to Force Lord's situation, or seemed to be; I could equally well have used submarines in water or made something up about spacecraft in space.
Thus, Rule Four is not meant to be a highly specific "thou shalt not go too fast
in atmosphere" rule. It's a general principle, much like "thou shalt not tempt fate."
And Steve, I am surprised that the flag wouldn't delegate the task to a lighter vessel so that they can get on with the invasion. As it is they are a moose chasing a gnat despite having other more important things to trample.
At this point, every ship in the Pendletonian Navy (more or less) is destroyed. The only things left to fight are surface to aerospace missiles (which are difficult to target until the sites reveal themselves with a launch) and that destroyer (which the Anglians probably assume is a stealthed
Pendletonian ship that's planning to try and smuggle VIPs off the planet).
Keeping a watch out for the destroyer is understandable.