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Also, in his defense, nuclear winter is a problem. Terraforming a planet without the infrastructure for it, directly altering the lifecycles of its inhabitants, and contaminating necessary things like water would be kind of different. Really hard on trade, too. I just always assumed the nuke threat was about its secondary effects.
It also takes time to safely gather the materials for the rather significant number of warheads we're talking about in this instance, especially secretly. And the technology for nukes, being present in a big portion of the galaxy, might not have been the major focus. Properly adjusting the yield and detonation procedure may have been more significant. Though I'm not entirely sure why the tests just didn't occur in some unmonitored open-space backportion of a solar system somewhere. Anyhoo... there are several reasons to test munitions before use in battle.
I think it's fair to say the game hits at somewhere around a 3 on the soft to hard science bit. Clearly physical engineering isn't the dev's most emphasized point. But since he has provided a rather decent vehicle and is a respectable story teller, I won't cry too loudly. You could always provide a mission rewrite ;-)
Radioactive contamination from weapons explosions is also a lot less than most people think. Most nukes are designed to explode in the air, which spreads out the contamination. This might sound bad, but the solution to pollution is dilution. By reducing the concentration of the contamination to negligible levels, these types of nuclear explosions result in very little in the way of health effects from fallout. Now, a nuke popping on the ground is a totally different animal, creating intense radiation fields around ground zero and throwing a lot of concentrated fallout into the air. You'd have to really want to salt the Earth to blow up nukes that way, because you'd actually cause physical damage in a smaller radius than you would by blowing up the nuke high enough that the fireball doesn't touch the ground.
You can actually simulate this on a web page: http://nuclearsecrecy.com/nukemap/
Try it out; you can see what a nuke of varying sizes would do to your favorite places. FYI, if you're looking at radiation effects, 100 rads will make you sick, and 400 rads is an average lethal dose.
I'm not saying that I want everything to be hard science, but I think we could improve this without significantly affecting the overall plotline. Where can I find the procedure for submitting a rewrite?
For actual submission purposes, I'd just pack up a mod.[github.com] The community as a whole could either get behind it or not, and the author could like it or not. But at least the pieces would be present. General procedure seems to be Google Drive and then link in the mods section.
For an actual submission,[github.com] it's a github thing - not really my forte. I'd recommend the mod approach first since testing is useful and this would be a low priorty thing.
If you're not a modder - notepad++[notepad-plus-plus.org] is a good tool for that kind of thing.
Off topic, but could you tell me how much it would take to blow up the moon?
Weaponized antimatter!
Sure. Assuming that the moon is a perfet and uniformly dense sphere that has no spin (approximations that make this calculation simpler), we can look up the following on wikipedia:
Average radius = 1737.1 km
Mass of the moon = 7.342*10^22 kilograms
The energy you'd need to blow up the moon is then given by the moon's gravitational binding energy:
Blowup Energy=3*(Newton's Gravitational Constant)*(Mass of moon)^2 / (5* (Moon Radius) )
The derivation of this formula is a neat little trick of calculus from Newton's law of gravitation.
Punching these in, I get a Blowup Energy of 1.24*10^29 Joules. That's 1.98 quadrillion Hiroshima bombs, or 54.3 billion times the combined explosive yield of the entire U.S. strategic arsenal. To put it into perspective, if you took the entire energy output of the sun, magically focused it all at the moon, and the moon magically absorbed all that energy and converted it into kinetic energy, it would take the sun about 10 minutes to destroy the moon.
(for the curious, it would take the sun about a week to destroy the Earth that way)
Another way to express this: If you wanted to blow the moon up in 1 second with a zap from some kind of energy weapon, the firing power output of that weapon would have to be over 600 times the entire output power of the sun. That's a big zap.
Seriously, this kind of dedication and singular points of advancement are why the Empire would take out the Federation.
Totally off topic, but worth it.
The game also describes why it would have to be tested that way, as the Navy atmospheric scans would easily pick up excess radiation from an atmospheric detonation of a nuke that size. The real question I guess is how the hell would they pick up the stellar tests from light-years away? Or you know... the syndicate could of used those stolen jump drives to test them well away from navy patrols. Derp.
http://old.seattletimes.com/special/trinity/art/sedan_crater.jpg
The crater is about 100 meters deep and about 390 meters across. You could easily fit a metal ship weighing thousands of tons inside it.
Nukes have been around for a long time and have a high yield-to-mass ratio, they also have a huge EM radius even if their blast radius is restricted in space. Nukes using hyperspace or warp drive technologies as described both in the game and in real life could be effective space-based weapons because of their use of spacial compression and/or exotic matter. A "nuke" and an "atom bomb" are two entirely different things in context.
Further, the threat of all-out nuclear war has led to nukes in space being banned since, like, the cold war. Nukes in space is a scary concept unless you ask the one little niche group of idiots who think its a good idea. The threat of a nuke carrying hyperspace capable fleet would be a frightening prospect, even in the future, because you don't have to nuke the entire planet to disable a planet. Just launch a handfull of nukes at a single highly populated city and the planet will likely submit. Nukes being banned means they aren't ready to respond to this threat because the threat isnt supposed to exist.
This leads to another level of psychological warfare, "We could have stopped this if we thought anyone would try it, but we tried really hard to ensure such things would never happen in the first place." Nukes are more scary an idea than scary in practice. They are frightening, but somewhat impractical, people just don't realize the latter and focus on the former.
There are at least 2 syndicate factions that are in a cold war with each-other but formed something of a mutual trust pact. One has the jump drives, the other developed nukes. This is covered in the main story.
As Kiko has said you could make a planet surrender with just a few well placed weapons. In the initial bombings, two very important sites were wiped out. Although the planets were mostly unharmed, their relevance to the war diminished dramatically.
In the checkmate branch, Parliament says that their building would stand up to conventional weapons and that the Argosy was not carrying nukes, implying that the building would not stand up to a direct nuclear attack.
In the reconciliation branch, it is said that the only reason the Navy wasn't shooting at the Syndicate was that Parliament hadn't ordered it and that they wouldn't do so with the Syndicate in orbit with nukes.
One well placed nuke could wipe out the entirety of Parliament; that was the threat. Even if Parliament tried to scatter to survive the attack, the public backlash would likely destroy their political career; no politician would allow that. The proposed threat to be used in the Checkmate branch is the same.
@Avior: Shhh
I sometimes like to think that God is chuckling about how we've banned nuclear explosions in space, where things like supernovas happen. You're quite right that we've banned nuclear explosions in space due to the effects of the few exoatmospheric tests done back in the Cold War. Basically, sattelites are expensive, nukes close by Earth tend to disrupt them, and nukes also cause some nasty EMP effects for electricity-dependent stuff on the ground when popped in space. That ban is very Earth-centric; if you popped a nuke beyond the Moon's orbit, I doubt there would be any significant effect on Earth. That ban will need to be revised if we ever want to use nuclear explosions to knock an asteroid off a collision course with Earth.
I agree with you on the idea of the yield-to-mass ratio, you don't need an absolutely gigantic weapon to have an absolutely gigantic yield. It might be preferable to either emphasize the fact that the Syndicate has gigantic thermonuclear weapons or weapons that are akin to present-day nuclear weapons, but much more powerful. Since humans use something called an Armageddon Core to power really big ships, we could tie into that with Armageddon warheads that use some type of nuclear reaction even more powerful than fission or fusion, that are perhaps triggered with a thermonuclear device.
The way you characterize the psychological threat to parliament specifically is good; perhaps it might be useful to play that up.
I'll look into some revision suggestions; I have a couple of individual mission ideas I've been tinkering with, too.
Knocking asteroids around with nukes is generally a bad idea. Gravitational tractoring works far better, and matchbooking them works best (firing an array of solar powered lasers at specific points on the asteroid in order to release gases that slightly change the trajectory of said asteroid so that it doesn't hit the planet.) Hell, just straight up crashing a non-explosive rocket into it and keeping the engine firing for as long as you can after, but only on specific rotations, works the best.
As for the psychologocial threat, that is already covered in both free worlds storylines, and will continue being built up across the Republic, Pirate, and Syndicate storylines, as well as my "sidekick" storylines (deep security forces, Tarah's pirate coalition, and the different colored indie) That psychological aspect is the key to why Nukes are so important in the game as it stands - even if they are impractical.