100 miles? The proper analogy would be 3 miles (i.e. within range of the shore batteries.) Which means that instead of covering 100 miles of mangrove swamps where pirate ships can lurk unseen, a navy only has to cover 3 miles where pirate can't lurk. There's no stealth in space.
I selected 100 miles as US territorial limits - analogous to the 100 diameter limit being the Planetary territorial limit.
Tampa has no shore batteries, because it has no significant threat from piracy, which is what you propose for the OTU.
The US Navy has 272 deployable ships. The US has 149+ ports to guard. If the Navy deploys more than half of its ships to defense of ports, it ceases to be a Navy. Since this discussion is not primarily about the US Navy, how many ships are needed to patrol the jump limit of every world in the Imperium (if for no other reason than to catch that evil merchant selling stolen parts)? How many ships are in the Imperial Navy? Can the Imperial Navy be everywhere?
"There's no stealth in space." - This statement is false. From LBB2 (1977):
"DETECTION:
Starships can detect other ships at a range of approximately a half million miles (500 inches). Military vessels and scouts have detection ranges out to two million miles (2000 inches).
Ships which are maintaining complete silence cannot be detected at distances of greater than 100,000 miles; ships in orbit around a world and also maintaining complete silence cannot be detected at distances greater than 10,000 miles. Planetary masses and stars will completely conceal a ship from detection."
There are real and significant limitations on starship detection in the OTU. If you have no ship within detection range, the pirate ship is, for all practical purposes, fully concealed.
But many member worlds have system defenses of their own that doesn't rely on the IN. Such defenses depends a lot more on population size than on starport type.
Please quantify those defenses if we are going to consider them proof against piracy. Under most rules, a Starship can mount enough Armor to make it immune to fighters ... And Class C, D, & E Starports cannot maintain larger than small craft. Per the encounter tables, Pirates avoid well defended A and B starports likely to have a Naval Base and tend to appear infrequently in lower TL, lower population, lower class starports. They can't afford a fuel purifier, do they really have significant warships? It makes sense to me. What am I missing?
Another difference is that an armed 400T Traveller merchant has a decent chance of outfighting a 400T pirate, whereas an Age of Sail merchant couldn't outfight an Age of Sail pirate. Or rather, the rare merchant that could outfight pirates (like East Indiamen) wasn't attacked by them.
Pirate college probably teaches Sun Tzu. I would suspect that pirates tend to attack smaller ships. A 1000 dTon pirate stands a better chance of intimidating that 400 dTon merchant into surrendering without a fight.
Didn't we have some recent reports about ships passing the Somalian coast having sub-machinegun-armed guards and being avoided by the Somali pirates in consequence?
Real pirates are not, currently, attacking ships anywhere with armed warships of their own. The only reason why they manage nowadays is because merchant ships, for some strange reason, are not allowed/do not want to be armed. Put a couple of machine guns on a merchant ship and you'll see piracy go down very fast.
Or an arms race between merchants and pirates. Pirates have ready access to RPGs, will real world merchants start to add reactive armor?
In the Traveller Technology paradigm, Pirates would probably mount Bay Weapons to outclass a Merchant's Turrets.
Real world piracy is not a good analogy for Traveller piracy.
Agreed, but it is all we have.
The argument you "refuted" by changing it to something else?
You suggested that I address real pirates attacking ships teleporting to ports as a better analogy, so I did.
It seemed to make little difference since the Navy still could not be everywhere all the time.
They probably are, but it's the big expensive bits that will be subject to the most scrutiny.
Sorry, I only have data on cars to use as a reference. There are VERY few parts on a car that contain trackable serial numbers. There is both a large value in and demand for used car parts. Anything without a serial number is fair game for a chop shop to sell. Absent any hard data on the Far Future, I am left to assume that Starships are similar. I would argue that the fact that players can skip with a starship and pirates can be encountered means that there is a Far Future solution to the problem of selling stolen goods. However, even if by some unimaginable stretch of imagination, it were utterly impossible to sell even one bolt of an Imperial Merchant Ship anywhere in the Third Imperium, there are other polities with interface lines happy to ship cargo to waiting markets in the Sword Worlds, Darian, Vargr or other territories.
And as I've said before, selling the loot is a long way down the list of problems the pirate has to overcome before he reached that part.
Yup. Which is not to say that they cannot sell them.
No, the IN would be involved in the othere end of the list: preventing the pirate from capturing his prey in the first place. But electronic data are so easy to carry that it makes no sense that the IN would not do it.
Except that it makes the Imperial Navy's 'Secret J6 Network' the worst kept secret in the Imperium. Every SPA and MOJ clerk knows about it, as does every criminal who is outrun by the data. Yet when the emperor is killed, that the Navy decided to keep secret.
Um... carrying cargo for a civilian business for free is not the same thing as carrying official Imperial Bureaucracy bumpf.
Serial numbers of stolen cargo parts and starship components is Official Bureaucracy mail? OK, if you say so.
Starships begin at 40 million credits.
So, I don't see your point. I was just using one easily defined starship component at a proof of concept illustration.
Which fences for 20-40,000 credits. The fence may be able to turn that into something a bit more semi-legit.
A Model 1 Computer is 1 dTon and MCr 2. You gave figures of 10-20% for a fence. So half price for a used computer is 1 dTon at MCr 1 and 20% of that is 200,000 credits for the potentially untraceable "Electronic Parts" that will go on to repair many an old starship through legitimate sales channels ... not unlike the parts from a stolen car that leave the chop shop in boxes for sale to legitimate repair shops.
It's more likely to be a MoJ agents in cooperation with various people eager to recover a multimillion credit asset.
Actually, hundreds of thousands of multi-KCr assets. Remember this topic was about a Class B Pirate Shipyard.
It doesn't have to be everywhere. It just has to be in one place, the jump limit of its planet. Or perhaps a couple of places if it wants to protect its system defense challenged trade partners.
Limited Detection Range (LBB2), large 100 diameter volume, vulnerable Class C, D & E starports ... apparently a few pirates slip through to threaten legitimate merchant ships. It would appear to happen enough that those Merchant Ships choose to mount expensive turrets and hire gunners, but not so much that the Navy needs to withdraw the Fleet from defending the frontier to deal with it.
But Traveller movement rules means that there aren't very many opportunities and the risk of running into an armed merchant tips those odds even further against the pirate.
Hans
Actually, I tend to agree with you here. I imagine a pirate trawling for targets suffers a lot of misses for every hit. IMO, the detection rules make it possible to succeed, but it is still not an easy profession.
The armed merchant is just a relative thing.
It just raises the bar on up gunning a pirate ship.