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Published 25.03.2015 | Author : admin | Category : Very Irresistible For Men

During World War II, the honored tradition of building more and more powerful gun-toting battleships came to an abrupt halt when naval artillery became largely supplanted by the aircraft carrier. However, warfare largely dominated by purely automated systems can take away from importance of human characters in a war story. B) The extremely thin atmosphere and the huge amount of free space means that the range of weapons are enormous (or it should, anyway).
C) Lack of gravity means you don't have to waste the entire top on runways and the entire bottom on being underwater.
This trope is named for the Battlestar class of warships from Battlestar Galactica (1978), one of the first such depictions to reach widespread audiences. Furthermore, depending on the Faster-Than-Light Travel system used by the work, the carrier strike group system used in Real Life may not work.
Not to be confused with the 1981 game show Battlestars or the elite Autobot fighters from Transformers: Return of Convoy.
Also more obviously the Lexington-class battleship carriers in the Comet empire series, which had two battleship turrets in front, and a carrier deck in the back.
The Lexington-class ships are based on the IJS Ise and Hyuga; see the Real Life section in the description. Even further borne out by the fact that the American Lexington-class of carriers from World War II were originally built to be battlecruisers.
There are, many, many examples in Gundam, starting with the original Mobile Suit Gundam and its White Base.
It should be noted, however that in most Gundam series, these types of ship are usually limited to very short production runs.
Also notable is the fact that The Federation from the original series followed the traditional "you can only have one or the other" mentality, with older ships even being forced to carry Humongous Mecha strapped to their hulls when the latter were introduced. At any rate, considering that MS are giant humanoids, it might be better to think of the carriers as enormous APC-type vehicles rather than aircraft carriers. The Dai-Gurren of Tengen Toppa Gurren Lagann had twelve-inch guns as well as a hangar for Team Gurren's Gunmen.
The Chouginga Dai-Gurren used to be the fucking Moon, and did its job for a while before towing the original Moon back into orbit. The original SDF-1 even had a entire city in it, in addition to MORE guns on it than some of the later New Macross-class ships such as Battle 7. The redesign of the New Macross-class as shown by Battle 25 (AKA Battle Frontier) has restored the myriad smaller cannons and point-defense guns that marked the previous Macross-class Super-Dimensional Fortresses. Guantanamo-class stealth carriers, which are not that much different from WW2 escort carriers, being smallish ships built around a modest air wing with little else. Uraga and Saratoga-class fleet carriers, which have a modest antiship weapons fit, and are built around their air wings as the primary striking option.
New Macross-class warships: they're primarily operated like fleet carriers, but carry a robust antiship weapons loadout, and have the Macross cannon, which is essentially a Wave Motion Gun built into a frigate-sized ship, docked with them. The Emperor Machines from Getter Robo, three ships that can combine into a giant robot and are made from Mars and the dinosaurs. The eponymous starship in Knights of Sidonia is, at its core, a colonist ship designed to locate a new planet for humanity to call home after the Gauna destroyed Earth.
The Estanatreich from Starship Girl Yamamoto Yohko not only functions as this, it has an entire colony on its back. The four (operational) Vaia Ships of Infinite Ryvius: the Black Ryvius, Blue Impulse, Crimson Dicastia and Grey Geshpenst. Heroic Age's Argonaut is a massive ship carrying numerous fighter and Humongous Mecha units, bristling with guns, and outfitted with entire orchards and other facilities to allow for it to support a rather large crew effectively indefinitely. The Nirvana in Vandread relies mainly on the Dread fighters and the titular Combining Mecha for its offense. In the Massive Multiplayer Crossover Origins, one of the characters from a galaxy far, far away (taken quite literally—the Star Wars Expanded Universe is far in this fanfic's past) wonders why everyone else doesn't build these (her Revenant-class Star Dreadnaught is 35km long and houses thousands of starfighters).

The Imperial Star Destroyers from Star Wars, and their Rebel Alliance counterparts, the Mon Calamari Star Cruisers. The Prequels bring us the Acclamator-class and Venator-class vessels, which serve as army transports and spacecraft carriers respectively.
In the Star Wars Expanded Universe, it seems almost all large warships are designed this way.
The Death Star also qualifies: it has FTL propulsion, carries countless smaller fighter craft, has surface-mounted turbolasers for enemy fighters that get too close (although the first DS's turbolasers are ineffective at this), and the superlaser itself can take out large craft, as shown in Return of the Jedi. The TCS Tiger Claw in the film version of Wing Commander can launch wings of fighters and several boarding shuttles. The Project Insight Helicarriers in Captain America: The Winter Soldier while atmospheric, are this as opposed to merely airborne aircraft carriers, as they also mount an impressive amount of guns intended to be the primary offensive measure. A staple in the Perry Rhodan universe from the beginning, with large capital ships inevitably carrying their complement of fighters and larger small craft (often up to nominal "light cruiser" size themselves) in addition to heavy weapons of their own.
The various planetoid-class Ships-of-the-Line in David Weber's Empire from the Ashes trilogy count (except for the Trosan-class).
Currently, major warships that aren't carriers or amphibious assault ships are missile ships, each capable of launching a relative Macross Missile Massacre, so the other side better hope it isn't Point Defenseless.
Thus, authors are likely to explain that missile combat didn't take for various reasons, such as abundance of electronic countermeasures to disrupt missile guidance, accurate point defenses, or electronic warfare potentially compromising the effectiveness of remotely piloted (or automated) craft.
It has the heavy armor and big guns of a battleship, along with the fighters and point defense weapons of a carrier. This is essentially a capital ship with the primary offensive options being its own big guns, with the fighters to serve as interceptors against incoming enemy strikes or to provide utility and ability for surgical strikes when main cannons are too blunt of an instrument. This ship essentially behaves like a real life aircraft carrier, in that the primary offensive option is its embarked fighter wing, and the guns and armor lean more towards self defense options. Its guns and air wing may very well have applications outside of combat, such as exploration, landing and dealing with the occasional Negative Space Wedgie. Battleships and carriers require very different paradigms; the former are built for taking and dealing out heavy damage, which demands certain armor and armament characteristics, such as compartmentalization to minimize damage spread but also cut into holding space. A trio of points: First, given how planets move through space and the need for at least rudimentary slingshot orbits, trajectories are actually fairly predictable in time and space, therefore, combat is likely to be very short range, though you could send a bunch of missiles hurtling down this space "lane". In Real Life, enemy ships have to battle through fighter screens and escorts to get to the lightly-armored carrier, with the fates of Prince of Wales, Repulse and Yamato providing object lessons as to the impossibility of uncovered surface elements closing with carriers. In 1979 the series was dubbed and broadcast in English as Star Blazers, with the ship renamed the Argo as a Shout-Out to a similar story from Greek Mythology. While carrier-type ships do have cannons for ship-to-ship combat, they are not primary fighting units and use cannons mostly in self-defense and to protect fighters docking for resupplying.
Basically, any Cool Ship in the saga has to be a carrier to launch titular Humongous Mecha (and normal fighters) but, depending on the series, can have more or less firepower to make it a battleship.
This was the primary reason they came so close to being trounced by Zeon early in the series. Especially later versions like Battle Frontier, which had all sorts of cannons and CIWS mounts as well as its Wave Motion Gun. That said, the animation budget wasn't up to showing them traverse and fire like they do in the newer shows so they end up being largely static decorations. Macross Quarter and its sister ships operate on essentially the same principle, but scaled down to escort carrier size.
It packs enough weaponry to hold its own against the Gauna, including dozens of Gardes, a Heavy Mass Cannon, Interplanetary Missles, and a Higgs Particle Cannon. Apart from the titular mecha, the former was equipped with a whole array of long-range lasers as well as a legion of Machine Weapons for self-defense. Each comes equipped with a Humongous Mecha capable of warping spatial reality, multiple MAC guns, and in the case of the Impulse a huge fuck-off Hyperion-destroying drill.
Not only does the ship have enough conventional firepower to destroy an entire fleet and throw a wall of bullets around itself, it even has a BFG, the iconic Wave Motion Gun.

Modern naval aircraft are dominated by space- and cost-effective hybrid "fighter-bombers""strike fighters" like the F-18. When entering battle, though, after the fighters launch, the ship closes and engages Deflector Shields.
Said secondary crafts' actual combat effectiveness in any area where the big ships are busy engaging each other seems to be mainly subject to the needs of the plot — sometimes they're a genuine threat in and of themselves, sometimes the larger unit's commander refuses to even let them launch because of the risk.
Massive ships the size of the Moon, capable of ridiculous speed, mounting extensive energy and missile batteries, and carrying a complement of parasite craft. As missile technology and remote piloting advance, the aircraft launched by the carrier may become unmanned smart munitions, blurring the line between missiles and attack craft. Fighter landing strips, hangars and the stores for their fuel and munitions would detract from this role, leaving you with a Master of None that cannot fight or tank as well as a pure combatant or service as many fighters as a pure carrier. However, in a universe where the FTL has a lack of No Warping Zone, enemy battleships could bypass screening elements to "jump" into close quarters combat and shred carriers with alpha strikes, denying your side most of its strikecraft and thus offensive power, insofar as this is a universe where fighters have useful anti-capital firepower.
Ship-to-ship combat is mostly handled by dedicated battleships, of which the command ships are the most powerful (including Yang Wen-li's Hyperion and Reinhard von Lohengramm's Brunhild). Most recent Cool Ship from Gundam 00 is clearly more of a carrier since it can barely defend itself without Gundams.
Those four massive railguns on the docking assembly (the 'shoulder' in battle mode) are never once shown firing, for instance. The single-purpose ships of the previous story (Fractured) come in for some verbal abuse as not being battlestars (and thus, useless in this universe where battlestar-type ships are common everywhere else).
Venators actually have a lot more fighter capacity than the bigger Imperial Star Destroyers and even the Super Star Destroyers (though that was later retconned to state that Super Star Destroyers can carry a lot more fighters, but it would be easier to load those fighters in the escort fleet that always accompanies it, and if necessary, be a mothership for those. Going by X-Wing Series, Empire at War and Rogue Squadron, bombers are effective, and many fighters' primary purpose is to deal with them.
However, the only weapons the Tiger Claw has appears to have are anti-ship torpedoes (completely Point Defenseless). Naturally comes hand-in-hand with the Space Fighter; given that strikecraft are an important part of a Battlestar, see also their Analysis page for some arguments on their use or lack thereof, which may have knock-on effects on the feasibility of Battlestars. In such a universe, it would only make sense to armor and upgun carriers to survive these sorts of lightning strikes, thus giving rise to the battlestar concept. However, both Archangel from Gundam SEED and Minerva from Gundam SEED Destiny pack a serious punch, complete with integrated Wave Motion Guns.
They're not super-small, though, having a flight crew of four and the ability to carry some degree of cargo and passengers.
When initially launched in the late 1920s, the USS Lexington and Saratoga had a complement of cruiser-class 8-inch guns.
You can actually make an argument for almost any weapon in space, though for kinetics you'd need a propellant that doesn't need outside air, and be willing to live with the fact that you're putting hyper-lethal debris somewhere, especially immediate if you're fighting in near-orbit.
They are atmosphere-capable, high-performance, and armed with powerful missiles and guns in combat. Thirdly, Deflector Shields could help mitigate some of the carrier's vulnerabilities, especially if physical Armor Is Useless such that pure battleships don't have superior durability after all. The naysayers turned out to be right: Ise and Hyuga were total failures, and the large guns on the US ships interfered with flight operations if actually used, and they were removed in 1941.
The carriers themselves are heavily armed with guns and missiles, and do not rely on the riders for defense. Her earlier-written but much later in chronology Faded Sun trilogy features a carrier that has a single, much larger rider, which is not atmosphere-capable but is effectively an in-system cruiser.

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