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SG/DS Orbital Insertion

From: "Tomb" <tomb@d...>
Date: Thu, 6 Jun 2002 16:36:30 -0400
Subject: SG/DS Orbital Insertion

Randall said:

"Best laid plans of mice and men..."

I figure, no matter how sophisticated the landing gear, the defensive/AA
gear will be just as sophisticated.  So, net affect is cancellation, and
thus human error equates spread.  Or, another way to look at it is, if
you want as many forces as possible to make it to the ground, then you
need to spread them out, and make things very truly random, in order to
not be singled out... Unfortunately that means a random landing.

[Tomb] Okay, for an opposed landing on a world with a good ADE net yes,
I can see that. For a landing on a low or zero ADE colony or outpost,
no. If we can target cruise missiles NOW so they'll fly through a window
without touching the drapes (which is possible, though requires perfect
conditions and a big window), then I'm sure 200 years from now, we can
set a lander pod on a specific terrain feature very exactly. Less so if
the drop is rushed due to enemy fire. But an unopposed landing ought to
let you insert your force fairly close together. Remember, null-grav
packs for meteoric entry may in fact not have the "chute" that a
parachute does, thus removing one of the major tangling risks of close
landings. 

On a side note, I really love the insertion from the Final Fantasy
movie...

[Tomb] And how far apart do you think they landed? Typical deviations
for a squad of 8 guys in SG tend to see about a 12-13" radial scatter.
That translates to 120-130m. not a lot maybe in some senses, but a long
way in other senses.


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