Halceon

Making games, rarely finishing


A concept that I feel is underexplored in military scifi.

Shotguns. In space.

  1. Shotguns in real life are ok at range, they don't have the ridiculous spreads and damage falloffs videogames like to give them.
  2. They primarily lose effectiveness to air resistance
  3. There is no air in space
  4. Things in space are very far, so hitting them is very difficult. Basically anything with a travel time might be detected and maneuvered away from
  5. however, a shotgun blast can cover a whole area of possible maneuvers a target might be doing

It's a sandpaper approach to the matter. You're probably not aiming to do a disabling strike, but keep shields discharging, armor ablating and sensitive exposed bits under threat.


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in reply to @Halceon's post:

the problem with that is that that needs a huge amount of projectile mass.

say your target has a cross-section of 1 m^2 and would need a 1 g projectile to kill (a fairly large and unarmoured missile, for example)

blanketing a single square kilometer of target footprint with 1 g projectiles for each square meter already expends a literal ton of ammunition

smaller or more protected targets make this calculus much worse, and target footprints can be larger, at longer ranges

say your projectile takes ten seconds to travel and the target can accelerate at a measly 2 g in any direction perpedicular to the line of sight, not a lot of acceleration for a missile, and a not a lot of distance potentially for the lethality of advanced missile payloads

you have about a 3 km^2 area circle you need to blanket

can you afford to expend tons of ammo intercepting every even weakly-armoured missile the enemy throws at you?

Thanks for the math!

My initial assumption was that you're shooting at like a starfighter or a mech, which should be easier to hit.

Also, I think there's a writing prompt in here for like an in-universe analysis of expected ammo used per weapon/target combo.

Yeah, I just used easy to calculate with numbers. And in the end, the combination of target size and how hard the target is to kill just gives you a figure for how much projectile mass per unit area that the target could be in you need - and for most reasonable numbers, you end up with dumb cannon projectiles being only really useful with <1 second travel times vs small and agile targets, meaning ranges of only a few to maybe 10 km even with rail/coilguns.

Of course, a real target, that can only thrust strongly in one direction and can only rotate that direction so fast, will not have a spherical volume of space it could be in, but rather a funnel-shaped one. If the target is coming towards you, that funnel is still going to project into roughly a circle, but with a much higher density of expected target positions towards the center than in the omnidirectional dodging case, which you can use to optimise kill probability vs ammo expenditure. But really in the end what you ideally want for point defense is high-power lasers.

Though there is I think one of the issues of hard-ish scifi space combat: If your setting's lasers are too weak, then you can easily fall into a situation of "the missile eventually gets through", and space combat is just sitting at long range lobbing missiles at each other until one party explodes. But if lasers are too strong, then they can perfectly counter any possible missile volley, and combat turns into lightseconds-range laserstar duels. I feel like making a tough scifi setting where guns matter is a really hard balancing act.