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Another Take on CT Sensors

NOTE--

These sensor rules have been SCRAPPED in favor of a much simpler, easier to use, set of rules. You'll find those rules in this thread here: http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000349



I never finished my CT sensors idea (see other thread), but I have messed around with it a bit outside of my RL game.

I'm finding the system I was working on is a bit cumbersome in play--I need something simpler.

Still thinking...nothing to write in stone yet...but what about this idea...
 
NOTE--

These sensor rules have been SCRAPPED in favor of a much simpler, easier to use, set of rules. You'll find those rules in this thread here: http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000349



I never finished my CT sensors idea (see other thread), but I have messed around with it a bit outside of my RL game.

I'm finding the system I was working on is a bit cumbersome in play--I need something simpler.

Still thinking...nothing to write in stone yet...but what about this idea...
 
Remember, that these sensor rules are being developed for the MayDay/Starter Traveller-style Range Band version (not the original measured-vector movement version) of Book 2 starship combat.

1 Range Band = 10,000 km.

(I use the term "band" and "hex" interchangeably. When I say either "band" or "hex", I'm speaking of a unit that measures 10,000 km.)

==========================


Here are the broadstrokes...

(Remember, I'm just thinking out loud here...these aren't finished rules by no definition...they're here so that we can brainstorm and message them together).


-----SENSOR SUITES-----
There four basic flavors of sensor packages for starships:

Class I, with range of 15 bands.
Class II, with range of 30 bands.
Class III, with range of 45 bands.
Class IV, with range of 60 bands.


--> Players will simply pick a sensor package for their ship. Once these rules are finished, we could come up with some prices for the various packages. Commerical and private vessels will tend to have Class I sensors, while miltary vessels (and some scout ships) will tend to have Class IV sensor suites.


When considering sensors for a vessel, a player will need to know four things about his ship:

--1-- Sensor Suite (above)
--2-- Sensor Quality (below)
--3-- PowerPlant Letter Code (considered in hexidecimal notation)
--4-- Computer Model number


-----SENSOR QUALITY-----
Sensor Quality is just a task assigned to using the ship's sensors.

Easy Sensors will have a base 4+ throw.
Routine Sensors will have a base 6+ throw.
Standard Sensors will have a base 8+ throw.
Difficult Sensors will have a base 10+ throw.
Challenging Sensors will have a base 12+ throw.
Formidable Sensors will have a base 14+ throw.
Insane Sensors will have a base 16+ throw.
Impossible Sensors will have a base 18+ throw.

Thus, a ship could have a Standard Class I Passive Sensor Package (which denotes that the ship's passive sensors have a max range of 150,000 km, rolled with a base 8+ throw).


-----SENSOR LISTING ON SHIP'S DATA SHEET-----
When listing the ship's sensors on the ship's data sheet, we'll follow this format:

Standard Class I Passive Sensors
0: 4+ / 1: 6+ / 2-10: 8+ / 11-15: 10+

What we're reading here is that we've got Standard (base 8+) Class I (max range 15 bands) Passive sensors.


In the same hex, the throw to use these sensors is 4+. In the hex surrounding the ship, the throw is 6+. From 2-10 hexes out from the ship, the throw is 8+. And, at 11-15 bands, a 10+ throw is required to detect objects with these passive sensors.


-----DMs to the SENSOR THROW-----
I will add situational modifiers to these rules once they are completed. Right now, though, working with DMs will just bog the ideas down.

The only DM of concern at this point is the ship's Computer Model number. This will be used as a positive DM on any sensor throw.

So, with the passive sensors I listed above, if that ship had a Computer 1bis, then the sensor operator could use a +1DM on any of those throws listed.
 
Remember, that these sensor rules are being developed for the MayDay/Starter Traveller-style Range Band version (not the original measured-vector movement version) of Book 2 starship combat.

1 Range Band = 10,000 km.

(I use the term "band" and "hex" interchangeably. When I say either "band" or "hex", I'm speaking of a unit that measures 10,000 km.)

==========================


Here are the broadstrokes...

(Remember, I'm just thinking out loud here...these aren't finished rules by no definition...they're here so that we can brainstorm and message them together).


-----SENSOR SUITES-----
There four basic flavors of sensor packages for starships:

Class I, with range of 15 bands.
Class II, with range of 30 bands.
Class III, with range of 45 bands.
Class IV, with range of 60 bands.


--> Players will simply pick a sensor package for their ship. Once these rules are finished, we could come up with some prices for the various packages. Commerical and private vessels will tend to have Class I sensors, while miltary vessels (and some scout ships) will tend to have Class IV sensor suites.


When considering sensors for a vessel, a player will need to know four things about his ship:

--1-- Sensor Suite (above)
--2-- Sensor Quality (below)
--3-- PowerPlant Letter Code (considered in hexidecimal notation)
--4-- Computer Model number


-----SENSOR QUALITY-----
Sensor Quality is just a task assigned to using the ship's sensors.

Easy Sensors will have a base 4+ throw.
Routine Sensors will have a base 6+ throw.
Standard Sensors will have a base 8+ throw.
Difficult Sensors will have a base 10+ throw.
Challenging Sensors will have a base 12+ throw.
Formidable Sensors will have a base 14+ throw.
Insane Sensors will have a base 16+ throw.
Impossible Sensors will have a base 18+ throw.

Thus, a ship could have a Standard Class I Passive Sensor Package (which denotes that the ship's passive sensors have a max range of 150,000 km, rolled with a base 8+ throw).


-----SENSOR LISTING ON SHIP'S DATA SHEET-----
When listing the ship's sensors on the ship's data sheet, we'll follow this format:

Standard Class I Passive Sensors
0: 4+ / 1: 6+ / 2-10: 8+ / 11-15: 10+

What we're reading here is that we've got Standard (base 8+) Class I (max range 15 bands) Passive sensors.


In the same hex, the throw to use these sensors is 4+. In the hex surrounding the ship, the throw is 6+. From 2-10 hexes out from the ship, the throw is 8+. And, at 11-15 bands, a 10+ throw is required to detect objects with these passive sensors.


-----DMs to the SENSOR THROW-----
I will add situational modifiers to these rules once they are completed. Right now, though, working with DMs will just bog the ideas down.

The only DM of concern at this point is the ship's Computer Model number. This will be used as a positive DM on any sensor throw.

So, with the passive sensors I listed above, if that ship had a Computer 1bis, then the sensor operator could use a +1DM on any of those throws listed.
 
HOW DO YOU DETERMINE THE SENSOR LISTING?

How did I come up with those numbers?

X: Y+ / X: Y+ / X-X: Y+ / X-X: Y+

Notice that I've got four ranges set up there (the "X's" are range band numbers, while the "Y's" are throws needed at that range).

These four ranges correspond with CT Personal Combat: Close, Short, Medium, Long, and Very Long Range (for the sensor).


=======================================

So, let's start replacing those X's and Y's with numbers.

We're dealing with a Type A Free Trader--

200 ton Type A Free Trader
PowerPlant - A
Computer - 1
Standard Class I Passive Sensor Suite


STEP 1 -- Check the Sensor Package Class. This will tell you the range of the sensors (the upper limit of the Long range category).

And, the first X is always 0, representing the throw required for detection in the ship's hex (the Close range category).

0: Y+ / X: Y+ / X-X: Y+ / X-15: Y+


STEP 2 -- Next, check the ship's Computer Model number. This will be the Short range category.

And, if we know the Short range category, we can fill in the lower limit of the Medium range category.

0: Y+ / 1: Y+ / 2-X: Y+ / X-15: Y+


STEP 3 -- The ship's PowerPlant code, in hexidecimal notation, will give us the upper limit of the Medium range category.

And, if we know that, we can fill in the lower limit of the Long Range category.

0: Y+ / 1: Y+ / 2-10: Y+ / 11-15: Y+


STEP 4 -- Now, all the range categories are filled in (I'll discuss Very Long range in a moment).

In one step, we can list all the target numbers. We know these are "Standard" sensors, and Standard sensors use a base 8+ throw. This is your number for the Medium range category.

The Close range number is base -4.
The Short range number is base -2.
The Long range number is base +2.

0: 4+ / 1: 6+ / 2-10: 8+ / 11-15: 10+
 
HOW DO YOU DETERMINE THE SENSOR LISTING?

How did I come up with those numbers?

X: Y+ / X: Y+ / X-X: Y+ / X-X: Y+

Notice that I've got four ranges set up there (the "X's" are range band numbers, while the "Y's" are throws needed at that range).

These four ranges correspond with CT Personal Combat: Close, Short, Medium, Long, and Very Long Range (for the sensor).


=======================================

So, let's start replacing those X's and Y's with numbers.

We're dealing with a Type A Free Trader--

200 ton Type A Free Trader
PowerPlant - A
Computer - 1
Standard Class I Passive Sensor Suite


STEP 1 -- Check the Sensor Package Class. This will tell you the range of the sensors (the upper limit of the Long range category).

And, the first X is always 0, representing the throw required for detection in the ship's hex (the Close range category).

0: Y+ / X: Y+ / X-X: Y+ / X-15: Y+


STEP 2 -- Next, check the ship's Computer Model number. This will be the Short range category.

And, if we know the Short range category, we can fill in the lower limit of the Medium range category.

0: Y+ / 1: Y+ / 2-X: Y+ / X-15: Y+


STEP 3 -- The ship's PowerPlant code, in hexidecimal notation, will give us the upper limit of the Medium range category.

And, if we know that, we can fill in the lower limit of the Long Range category.

0: Y+ / 1: Y+ / 2-10: Y+ / 11-15: Y+


STEP 4 -- Now, all the range categories are filled in (I'll discuss Very Long range in a moment).

In one step, we can list all the target numbers. We know these are "Standard" sensors, and Standard sensors use a base 8+ throw. This is your number for the Medium range category.

The Close range number is base -4.
The Short range number is base -2.
The Long range number is base +2.

0: 4+ / 1: 6+ / 2-10: 8+ / 11-15: 10+
 
Now that we've created the ship's sensor listing, it's damn easy, during play, to just glace at the listing and know which sensor roll is needed.

If you (the GM) know range to whatever (enemy ship, floating derelict, spec of ice, whatever) the PCs might detect, then you simply glance at the ship's sensor listing and compare that number (with some modifiers) to whatever the PC sensor operator rolls.

------------------------

See, this is exactly why I'm revising the sensor rules I was working on before--I want something SIMPLE and EASY TO USE during a game.

Just glance down, know the roll, and you're done.
 
Now that we've created the ship's sensor listing, it's damn easy, during play, to just glace at the listing and know which sensor roll is needed.

If you (the GM) know range to whatever (enemy ship, floating derelict, spec of ice, whatever) the PCs might detect, then you simply glance at the ship's sensor listing and compare that number (with some modifiers) to whatever the PC sensor operator rolls.

------------------------

See, this is exactly why I'm revising the sensor rules I was working on before--I want something SIMPLE and EASY TO USE during a game.

Just glance down, know the roll, and you're done.
 
Let's look at a couple of designs from the Traveller book. I'll make a few, quick sensor listings for them.


100 Ton Type S Scout
PP-A
Comp-1
Routine Class IV Passive Sensors

0: 2+ / 1: 4+ / 2-10: 6+ / 11-60: 8+


400 ton Type R Subsidized Merchant
PP-C
Comp-1
Standard Class I Passive Sensors

0: 4+ / 1: 6+ / 2-12: 8+ / 13-15: 10+


400 ton Type T Patrol Cruiser
PP-H
Comp-3
Standard Class IV Passive Sensors

0: 4+ / 1-3: 6+ / 4-17: 8+ / 18-60: 10+


5000 ton Type AH Heavy Merchant
PP-W
Comp-2
Standard Class III Passive Sensors

0: 4+ / 1-2: 6+ / 3-30: 8+ / 31-45: 10+
 
Let's look at a couple of designs from the Traveller book. I'll make a few, quick sensor listings for them.


100 Ton Type S Scout
PP-A
Comp-1
Routine Class IV Passive Sensors

0: 2+ / 1: 4+ / 2-10: 6+ / 11-60: 8+


400 ton Type R Subsidized Merchant
PP-C
Comp-1
Standard Class I Passive Sensors

0: 4+ / 1: 6+ / 2-12: 8+ / 13-15: 10+


400 ton Type T Patrol Cruiser
PP-H
Comp-3
Standard Class IV Passive Sensors

0: 4+ / 1-3: 6+ / 4-17: 8+ / 18-60: 10+


5000 ton Type AH Heavy Merchant
PP-W
Comp-2
Standard Class III Passive Sensors

0: 4+ / 1-2: 6+ / 3-30: 8+ / 31-45: 10+
 
Note two things about the sensor listings for the standard designs above...

One is that I only did Passive sensors. My thinking is that a ship will have two sensor listings--one for Passive sensors and one for Active sensors.

We'll have to decide what the sensor quality for a typical Passive sensor is (I'm thinking Standard) and what the typical quality is for an Active sensor array (I'm thinking Difficult or harder).

That's something that needs to be worked out with these rules.


The other thing to consider, when reading the sensor listings above, is that they don't take into account the DM provided by the ship's computer.

That DM will shake things up a bit, providing more differentation between vessels.

For example, three of the ships listed above are listed with a 4+ roll at Close range.

But, counting the computer DM, the Type R has a 3+ roll...the Type T has a 1+ (automatic--barring negative situational DMs) roll...and the Type AH has a 2+ roll.

All four of the ships listed will be effected by the DMs provided by their respective computers.
 
Note two things about the sensor listings for the standard designs above...

One is that I only did Passive sensors. My thinking is that a ship will have two sensor listings--one for Passive sensors and one for Active sensors.

We'll have to decide what the sensor quality for a typical Passive sensor is (I'm thinking Standard) and what the typical quality is for an Active sensor array (I'm thinking Difficult or harder).

That's something that needs to be worked out with these rules.


The other thing to consider, when reading the sensor listings above, is that they don't take into account the DM provided by the ship's computer.

That DM will shake things up a bit, providing more differentation between vessels.

For example, three of the ships listed above are listed with a 4+ roll at Close range.

But, counting the computer DM, the Type R has a 3+ roll...the Type T has a 1+ (automatic--barring negative situational DMs) roll...and the Type AH has a 2+ roll.

All four of the ships listed will be effected by the DMs provided by their respective computers.
 
-----VERY LONG RANGE-----

Are sensor tasks possible past the max range listed for a vessel in its sensor listing?

You-bet-cha.

The sensors drop off dramatically after this range, though.

Should a sensor task be made for an object at range past max, then simply apply a -1DM for each hex past max range.


Look at the four sensor listings I wrote above when considering these examles....

A Type S Scout tries to detect an object at 650,000 km (65 bands). The roll is 13+.

The Type R tries to detect an enemy at 16 hexes. The roll is 11+.

The patrol cruiser tries to detect a corsair at 120 hexes (1,200,000 km!). This is more than likely impossible, unless some incredible DMs emerge from somewhere, because the roll is 20+!

The Type AH tries to detect something at 50 bands. The roll would be 15+.


Easy, huh?
 
-----VERY LONG RANGE-----

Are sensor tasks possible past the max range listed for a vessel in its sensor listing?

You-bet-cha.

The sensors drop off dramatically after this range, though.

Should a sensor task be made for an object at range past max, then simply apply a -1DM for each hex past max range.


Look at the four sensor listings I wrote above when considering these examles....

A Type S Scout tries to detect an object at 650,000 km (65 bands). The roll is 13+.

The Type R tries to detect an enemy at 16 hexes. The roll is 11+.

The patrol cruiser tries to detect a corsair at 120 hexes (1,200,000 km!). This is more than likely impossible, unless some incredible DMs emerge from somewhere, because the roll is 20+!

The Type AH tries to detect something at 50 bands. The roll would be 15+.


Easy, huh?
 
OK, that's what I'm thinking.

We base sensor suite Class on canon CT detection ranges.

We use the ship's PowerPlant to give us Medium range.

We use the ship's Computer Model number to give us short range.

We use sensor quality (task associated with the sensor roll) to give us our base number, which we increase and decrease by multiples of 2 over the four range categories.


My thought, and goal, is to make using sensors in CT space combat a simple affair. Range to an object gives us a roll to make. Boom, we're done.

As I said before, there are situational DMs that I will provide once these rules are hammered out.
 
OK, that's what I'm thinking.

We base sensor suite Class on canon CT detection ranges.

We use the ship's PowerPlant to give us Medium range.

We use the ship's Computer Model number to give us short range.

We use sensor quality (task associated with the sensor roll) to give us our base number, which we increase and decrease by multiples of 2 over the four range categories.


My thought, and goal, is to make using sensors in CT space combat a simple affair. Range to an object gives us a roll to make. Boom, we're done.

As I said before, there are situational DMs that I will provide once these rules are hammered out.
 
The biggest question to answer before we'll be able to finish these rules is: What is the sensor quality for a typical passive sensor array? What will be our base?

And, what is the typical sensor quality for an Active array?

If we can answer those two questions, then these rules are just about done.

Thoughts?
 
The biggest question to answer before we'll be able to finish these rules is: What is the sensor quality for a typical passive sensor array? What will be our base?

And, what is the typical sensor quality for an Active array?

If we can answer those two questions, then these rules are just about done.

Thoughts?
 
This question just popped up as I work on these sensor rules...


Let's say you've got a missile streaming towards your ship.

What is the chance (what target number on 2D) do you think appropriate for detection of that missile?

---> Automatic detection? There's no chance that it can hit you, and your first notion that a missile has been launched your way is when it blows into the side of your hull?

---> A very good chance of detection? Maybe 4+?

---> An average chance of detection? Maybe 8+?

---> Harder than 8+?
 
This question just popped up as I work on these sensor rules...


Let's say you've got a missile streaming towards your ship.

What is the chance (what target number on 2D) do you think appropriate for detection of that missile?

---> Automatic detection? There's no chance that it can hit you, and your first notion that a missile has been launched your way is when it blows into the side of your hull?

---> A very good chance of detection? Maybe 4+?

---> An average chance of detection? Maybe 8+?

---> Harder than 8+?
 
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