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Approved Tech 'Bastion' Advanced Fighter/Missile Defense System

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Grand Admiral, First Order Central Command
Image Source: N/A
Intent: To create a properly modern shipboard combat system.
Development Thread: [x]
Manufacturer:
The First Order
Model: Bastion Combat System
Affiliation:
The First Order
Modularity: Differing weapon systems can be integrated into the system, but only those previously classified as point defense or otherwise capable of and/or designed to track/target strike craft.
Production: Minor

Material: Droid brains and computer data.
Description:
The Advanced Fighter/Missile Defense System, or simply the 'Bastion' Combat System. In brief, this system builds off the traditional combat system present aboard every warship and the more advanced Target Acquisition and Tracking Sensor, which combined with an unusually advanced and powerful sensor array (including DER's, HSI's, EPR's, FST's, etc, even potentially CGT's.) and utilizing a network of computers, droid brains, and algorithms, allows the Bastion system to assign strike craft targets (tracked on the sensor suite) to the best available weapon, with seamless hand off as the target closes range. A more detailed explanation follows.

There are five key phases that the Bastion system uses to assign and fire weaponry. Acquisition, Targeting, Tracking, Fire Control, and Engagement.

In the 'Acquisition' phase, every target initially picked up by ANY sensor is immediately transmitted to the Bastion system. There computer algorithms assign it a priority based on certain details (such as energy readings, amount and type of sensors holding contact, kinematics, IFF signature, so on and so forth) with the highest priority assigned to targets with the highest relative threat. Generally speaking, large and powerful missiles or fighters capable of carrying large powerful missiles are given the highest priority.

The assigning of a priority is the 'Targeting' phase and from that point on the target is held in a database until either it is destroyed, the system is put to standby (in hyperspace or in a friendly system or such) or there are no more sensors in contact.

As the target closes past command-inputted ranges it transitions to the tracking phase, where multiple sensors are combined to build a predictive profile on the target. While the core mechanic here is simply kinematics and velocity/vector/acceleration there are also droid brains ta work attempting to piece together a movement pattern for any manned vessels (and smarter missiles).

Shortly before maximum weapons range for the longest-ranged defense emplacement (whether it be fast mount turbolasers or some sort of missile) the target moves to 'Fire Control' where the predictive track is updated with higher quality data so the weapon systems can shoot it accurately.

Subsequently weapons begin the 'Engagement' phase, firing to intercept the target at maximum range. One of the most impressive features of the Bastion system is that it transitions from longer-ranged to shorter-ranged weapons seamlessly, moving from fast-mount turbolasers (for example) to quad lasers, to point-defense cannons and finally antimissile octets on a single target (if it continuously evades or resists fire). This helps prevent a common occurrence in warfare, where multiple manually controlled defense turrets focus fire on a single target and allowing others inside.

Compared to traditional manual targeting, this system is devastatingly effective. It is however, despite how the description may read, not fool-proof. While markedly more effective than conventional targeting systems, it can still be overwhelmed by high volumes of fire, and evaded or tricked by skilled pilots, smart missiles, or simply shrugged off by very heavy craft. Your slow lightly armored bomber relying on fighter escort is SOL, though.

While the system is generally automated, it does require a lot of human (or whatever) oversight to function properly, and its complexity all but necessitates an entire division of highly trained technicians and specialists to operate and maintain. It is also really, really goddamn expensive to link together all your defensive weapons, especially on larger ships (whereas on smaller ships, it is of dubious benefit).

It should be noted this sub does not inherently include ANY systems beyond the computers, droid brains, and code that make up the Bastion Combat System. The native sensors and weapon systems (and potentially other fire control and targeting systems) are all tied together under the Bastion Combat System. The more advanced weapons and sensors you have, the more effective Bastion is.

Primary Source:
A modern real world ship-based combat system.
 
RESEARCH REVIEW
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Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 
[member="Cyrus Tregessar"]

I've wanted to make something like this for the longest time, but I don't have the education or experience to make it feel real. That said, you've given more than enough detail for me to get an idea of what's going on here, and I like it. I like it rather a lot. It's not trying to be god, just fill a seriously lacking niche with common sense and good clean tech.



Cyrus Tregessar said:
(including DER's, HSI's, EPR's, FST's, etc.)

Plz to link. Otherwise I'll be forced to conclude you want your enemies to grow disheartened by the amount of time it takes to correlate the acronyms with Wookieepedia. Am I correct in understanding that the system, for ship submission purposes, does include these sensors but does not include the weapons by default? Or would the sensors need to be listed separately?



Cyrus Tregessar said:
While the system is generally automated, it does require a lot of human (or whatever) oversight to function properly, and its complexity all but necessitates an entire division of highly trained technicians and specialists to operate and maintain. It is also really, really goddamn expensive to link together all your defensive weapons, especially on larger ships (whereas on smaller ships, it is of dubious benefit).
So higher crew requirement and all that that implies, higher expense (do you want to link this to a production level?), and less effective on smaller ships (do you want to give some benchmarks for effectiveness versus size?).

I'm comfortable stamping this once those points are clarified; the dev is good. That said, you know as well as I do that people tend to respect tech proportional to the work that went into it, no matter what it says on paper. If you want this to be more effective in an OOC sense -- better acknowledged by people who know what they're doing -- you may want to consider grabbing someone to knock out another short dev thread or expand what you have. A field test or something, or even an outfitted ship getting caught in a nasty meteor shower -- whatever you like. I'm not requiring this -- what you have is enough -- but it's a suggestion.
 
Grand Admiral, First Order Central Command
Actually the system doesn't necessarily include anything. Presumably it could be retrofitted on an older vessel and you'd just have to work through the kinks of trying to get all the equipment to talk to each other.

This is totally not how it happens irl, of course.

So basically the sub is for the computers, droid brains, and code that make up the combat system itself. Sensors and weapon systems would be part of the ship. I know when I intend to use it there will be a section in the description detailing how everything is linked together (and the painful process of making equipment manufactured by different companies/planets/races speak the same machine code), but I can see how it might be confusing if others put it on a sub. I'll throw another couple lines in detailing as much.

As for the second two points, it's at minor production (which suits my needs just fine) and as for benchmarks, I'm rather not primarily because it's rather subjective. If you have a frigate with ONLY defense guns then it'd be a great system. It's just not efficient for your average small ship which only has several tens of them (cost vs. benefit, basically).

Point noted on dev, but I'm gonna just go ahead. It'll get some use in those dev threads I still need to do for the culmination project anyway.

[member="Jorus Merrill"]
 
Grand Admiral, First Order Central Command
Huh, I don't see why not. I'll make the note.

[member="Jorus Merrill"]

Tweaked the post some more too. This system was originally part of a ship sub so I'm suddenly realizing why there's the confusion. Should be good now.
 
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