RE: [SG2] [DS2] PA or non-PA - renamed from OT women gamers
From: John Skelly <canjns@c...>
Date: Tue, 15 Sep 1998 21:24:49 -0400
Subject: RE: [SG2] [DS2] PA or non-PA - renamed from OT women gamers
Whew quite a post Tom. You bring up good points. Again, I have
criticized
others for this, we are talking about things not yet invented and
straying
OT. My PA seems a lot less.
My last comment on this is: if everyone used PA than there wouldn't be
any
fun PA vs non-PA fights ;-).
-----Original Message-----
From: Thomas Barclay [SMTP:Thomas.Barclay@sofkin.ca]
Sent: Tuesday, September 15, 1998 8:57 PM
To: FTGZG-L@bolton.ac.uk
Subject: [SG2] [DS2] PA or non-PA - renamed from OT women
gamers
John spake thusly upon matters weighty:
> 1. I imagine most skirmishes will be small (Brigade or
smaller) in
the
> future.
Seems likely.
> 2. Transport will be at a premium. Why transport
APCs/Tanks/GEV
infantry
> when most conflicts involve securing the high ground (orbit)
and
picking
> your battles. And if you decide to bring the APCs etc. you
have
to have
> something big enough to transport them dirtside.
Mind you, to a macrocosm, this argument applies to PA. It is
also
quite possible 1 suit of PA is as much of a logistics load as 1
full
APC.
> 3. PA will be airtight making it great for harsh/vacc
environments, boarding
> actions, etc. As well, they won't need an airtight dropship.
This is an advantage. If we are living in a non Star Trek ish
universe with a lot of planets with crappy temp (too hot, too
cold),
crappy atmospheric pressure (too high, too low), crappy
atmospheric
composition (poisonous, contaminated, insidious, exotic,
unbreathable), then some combat will happen here. Of course,
we'd
choose to colonize the Earth like worlds if we can find em, thus
perhaps removing a lot of the need for this harsh enviro gear.
> Don't get me wrong, I love tanks and big armored formations.
I
just can't
> see DS era conflicts having much of them.
Only important, big battles. They can still kick PA.
Why transport all these units to
> wipe out a colony when you can sit there pounding it from
orbit.
I'm assuming you would be the defenders with this gear on more
settled colonies. Otherwise, you are right. Although if FTL is
as
cheap as John's setting and ship construction seem to make it
(much
cheaper than some other systems), the long haul, big lift
capacity
doesn't seem so much of an issue.
The ultimate counter seems to be rooted in logistics:
1. Assume PA is complex (actuators, sensors, manipulators,
optics,
EM
systems, EW systems, stealth, chameleon, IR masking, armour
(possibly
active), weapons systems, targetting, longer term life support
(for
those hostile worlds), heat regulation, damage control,
comms/crypto,
medical feeds, etc. etc.).
2. Assume PA is fairly expensive. It probably is due to its
complexity.
3. Assume it takes a lot of training to run PA like a pro. Hence
troops are expensive. This is partly due to PA's complexity.
Partly
due to the complex range of capability it provides.
4. Assume such complex systems have expensive costs to maintain,
both
in a money sense, and a personel/training, personel/maintenance
sense. Maintenance techs required to mothball/demothball suits
for
transit and combat drops - even if all troopers shipped as
frozen
fish sticks. Medtechs required to hook up troopies to life
support
gear (watch the team that hooks up the modern day astronaut for
a
guide). No rapid reaction capability here - it takes hours to
get a
PA guy ready to drop or to even move. Logistics chain to support
power/fuel/food/air resupply and field maintenance. With high
stress
gear like this, maintenance cycle between PMs might well run in
the
40-60 hour range. That means downtime for a lot of your
potential
force.
5. Perhaps the ultimate reason: To keep the peace in a jungle on
X2,
To patrol the mines of Amlak Mor, To kick ass on rebellious
peasants
on New Gananoque: These tasks DO NOT require powered armour or
elite
troops. Normally trained green/regular mix troops with normal
equipment (and locally procured transport - jeeps, trucks,
hoverjeeps, grav lifters) can do this job quite fine. Hard to
justify
sending an expertly trained New Anglian Confederation Drop
Marine
platoon to sit gaurding a string of pumping stations on East
Durango
IV. But somebody might well have to do it. And because no one
local
would mess with PA if it was there, no battles. But if the
locals
thought they could take the (much cheaper and more logistically
sound) garrison force, then that's another story.
You are right in one sense: comparing to the island campaigns of
the
past, you can see the advantages of PA. But assuming the
logistics
train and the training requirements are what they are (to say
nothing
of cost), then you may well decide that it isn't as cheap as you
think. Especially when (if you have a platoon of these guys at
(for
example) 1 million NACBucksSterling(tm) a head) I can easily (as
an
enemy commander) consider the deployment of vast artillery and
potentially nuclear strikes which PA isn't robust enough to
survive.
And the island campaign scenario assumes a shooting war between
two
major powers deploying line troops - in which case, yes you'd
probably see jump troops, PA, orbital assaults and bombardments,
the
whole nine yards. But a lot of SG2 scenarios and DS2 scenarios
will
revolve around rebellions, terrorism, banditry, suppression of
same,
privateering (or whatever they call it on the ground), and
things
which neither merit these kind of overkill responses nor which
probably encourage the deployment of such assets. A cheaper,
more
cost effective (to keep right at hand) solution would be
infantry,
easily portable vehicles (hummvee Mark 27 with TOW 22), and some
basic low cost air support (VTOLs or choppers), and some light
arty.
This formation could probably do more, over a wider area, in
more
situations, for less costs, and require less of your recruiting
and
logistics talent to support, thus allowing you to have your
elite PA
units for those "Hot Wars" and "Flashpoints" where the expense
is
worthwhile or even necessary. But lots exists to justify non PA
scenarios.
Of course, if you think PA is robust, problem free, dead simple
to
operate, has long battery life, can be run by a high school
dropout,
and can be parked, entered, exited, and maintained by said low
skill
troopie, then that changes a lot. Sure everyone will have it.
But in
that case, your colonists probably will too - if it is that
ubiquitious and easy to use. Watch out for those PA equipped
miners
and farmhands!
I don't think that is the official setting, and I don't think it
is
all that likely in the future, unless it gets THAT cheap and
easy to
use, and then that changes A LOT of the assumptions underlying
the
GZG world.
Tom.
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