In a way, I am designing Newtonian Aurora without a really detailed idea of how the combat is going to play out. I am trying to create realistic systems and then I will see how everything interacts and how that drives tactics. It will be fun to find out
I applaud this attitude. We are honestly unsure how this sort of thing will work in reality, and it's going to be highly dependent on the technological parameters involved. Keep up the good work.
For lasers, I have a better equation for beam radius at target then the conventional one:
Radius =(range (m) *SQRT((1.22*wavelength (m)*beam quality)^2+(jitter (radians)*mirror diameter (m)*2)^2))/mirror diameter (m)
Beam quality is a dimensionless number that is the ratio of the spot size to the diffraction-limited spot size. For Aurora, it's going to be very close to 1, but still might have a significant impact.
Jitter is probably going to be measured in (tens at most) nanoradians. 250 is my guess for a near-to-mid future model. This would help reign in large mirrors, as the spot size converges to jitter*range.
I'll see how it plays out but I think missiles with a nuclear warhead will be a distraction you can't ignore rather than a serious threat to a well defended fleet. They will be effective though in an anti-missile role. It may be different for missiles with other types of warheads, depending on the range from the target at which they can detonate and still be effective. I'll see how it works out when I get into the maths.
Steve
Missiles are not a serious threat to a well-defended fleet now, at least in my games. I will admit to being killed by long-range missiles a few times early in my career, so I may be going overboard.