NationStates Jolt Archive


Gregor Corp. Military Consultants (future)

Vernii
27-03-2004, 03:45
This is a service provided free to any space nation. Provide the following info:

-Name of planet and system
-Population
-Amount you are willing to spend
-Existing space forces
-Anything else that is important (shipyards, asteroid mines, etc)

We will then design your navy for free, using units from the three Gregor Corporation Storefronts. Note, we are not giving away starships for free, we are simply designing an optimal navy for you. Purchase of the units selected is optional.
Vernii
27-03-2004, 03:49
Some free tips for all space nations:
1. Do not place most of your fortifications on your planets moon. While it may seem like a good idea, it isn't. Moons cannot dodge incoming attacks, and cannot adjust course. A good example would be the People's Navy's kinetic bombardment of Seven Head's moon. The Verniian squadron stayed outside of the defence's range, and pounded it with missiles sent in on ballistic courses at high speeds. Within two salvos every fortification on the moon had been blasted out.

For the equivalent amount of money and equipment, any military space station will be more effective then a moon based defence. The problem of kinetic attacks is neutralized, because a station can change it's orbital path. Sure, you could always put shields over moon defences, but you can do the same thing for an orbital fort, and it could dodge the same kinetic attacks that a moon would have to absorb.

Also, a moon has the problem of that it constantly rotates around the planet. All the enemy has to do is approach the planet from a path that places the planet between the enemy and the moon. Orbital forts don't have this problem of course.

2. Never keep orbital forts on the same orbital path for very long. Make sure to change them every few weeks or so. Some nations FTL systems use gravity wells for their entire way of getting from one location to another, meaning they can jump ships from orbit over one world to orbit over another, but not into the middle of nowhere. This is why you should change orbital paths. If the enemy knows the forts paths and rotation time, it can predict exactly where your defences are.

3. If you have a wormhole, jumpgate, etc in your system. Do not place manned defences in close proximity to it. Minefields are great, but don't place forts nearby. Any enemy force coming through a jumpgate will usually have the advantage of surprise, meaning it can usually get off the first salvo. Place forts within a few thousand kilometers of the gateway, that way they have time to go to General Quarters and prepare for combat (or if you use the type of missile's the People's Navy has, a few million kilometers away). Also, cycle through General Quarters if you have multiple forts. That way, at least one will always be prepared for an attack.
Vernii
28-03-2004, 00:59
Bump.