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Bk2 Space Combat and Computer Programs

hdan

SOC-12
When programming your computer (say, a model/1), you choose [capacity]
number of programs, [rating] of which can run in each phase, right?

Example: I have a Model/1 computer, rated at 2/4.

I could load in these programs:
* Target
* Gunner Interact
* Maneuver/Evade-1
* Return Fire

This means, if I'm the Native, my computer runs these programs in these phases:
Native Return Fire - Return Fire + Target
Native Movement - M/E-1
Native Laser Fire - Target + Gunner Interact
Native Ordnance Launch - <no suitable programs loaded>
Native Computer Reprogramming - switch out Return Fire for Launch

Is this right? It's the way I've played it before, but since my brain has been
contaminated by MgT since then :), I wanted to make sure I got it right.

Thanks!
 
Almost, storage (the second number) is in addition to the CPU (the first number)

Example: You have a Model/1 computer, rated at 2/4.

You could load in these programs:

* Target
* Gunner Interact
* Maneuver/Evade-1
* Return Fire
* Navigation
* Jump-1

...a total of 6 program slots used (2 plus 4)

The rest of it looks right :)
 
Oh REALLY! That's interesting, and makes the Model/1 computer much more useful in a fighter. And in a trader running for the 100d limit, you can load Launch to keep those sandcasters busy while your Generate program comes up with a jump calculation.... ;)

Time to re-evaluate all my thinking about how to use software on higher-rated ships.

It also makes me wonder if the MgT guys didn't completely misunderstand CT's computer system. But then again, you don't have to use computers for as many things in that system, so <shrug>.
 
BTW: a way I've helped players keep it straight when managing programs in the game is by using 3x5 cards printed with the name of the program, it's effects, and it's space requirement.

The players have two stacks: one for the CPU and one for Storage. They shuffle the cards back and forth between the stacks as they use them in the appropriate phase, or for routine operations. This way it not only gives the computer PC something to do that adds atmosphere, but it is really easy to see what's running in the computer at any given time.
 
I've always had problems using computer programs. It adds a level of detail in combat that I don't want to deal with as a referee. And I'm sort of lazy that way.

So I use simplified rules.

1. The programs available are skills: Pilot, Navigator, Electronics, Tactics, Gunner, and Library. Library is still MCr0.3. All others are a flat MCr3 each.

2. The model number indicates the number of programs it may run at each phase of combat. A Model/1 may run 1 program at a time.

3. A program is equivalent of skill level 0. But, programs can be stacked. So a Model/1 may act as one gunner with Gunner-0. A Model/2 may run two Gunner programs, as one gunner with Gunner-1, or two separate gunners with Gunner-0. A Model/3 may run three Gunner programs, as a gunner with Gunner-2, or three gunners with Gunner-0, or two gunners at Gunner-1 and Gunner-0. And so on.

4. The /bis indicator is still used for the purposes of supporting the jump drive.

This also forms a basis for starship automation. It is best used to fill skill gaps.
 
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Perhaps because I've spent most of my life working in the fields of electronics and computers including a stint in the USAF, when the first High Guard came out I junked the earlier treatment of computers entirely. I use the relative computer size DM (actually I don't even call them computers but rather avionics packages) for all combat purposes.

Quite a few of my players over the years have been techies and it was much less embarrassing to introduce them to Traveller without trying to explain Bk 2's concept of computers to them. Oddly enough, nearly all the size, cost, and power requirement issues in comparison to real world systems goes away once you do this. It is also much simpler than borrowing a later version's treatment of the subject which tend to break things down into separate components and add an entire mini game of electronics warfare to space combat.

I've never felt that anything was lost by using the High Guard system in place of the Bk 2 system in this regards, even in a small ship universe.

Anyhow, my 2c on the subject
 
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Perhaps because I've spent most of my life working in the fields of electronics and computers including a stint in the USAF, when the first High Guard came out I junked the earlier treatment of computers entirely. I use the relative computer size DM (actually I don't even call them computers but rather avionics packages) for all combat purposes.

Quite a few of my players over the years have been techies and it was much less embarrassing to introduce them to Traveller without trying to explain Bk 2's concept of computers to them. Oddly enough, nearly all the size, cost, and power requirement issues in comparison to real world systems goes away once you do this. It is also much simpler than borrowing a later version's treatment of the subject which tend to break things down into separate components and add an entire mini game of electronics warfare to space combat.

I've never felt that anything was lost by using the High Guard system in place of the Bk 2 system in this regards, even in a small ship universe.

Anyhow, my 2c on the subject ;)

Other than the various Maneuver-Evades, which are understood to influence the ship's maneuver and which depend on pilot's skill, and Auto-Evade, which is fixed regardless of the size of the computer hosting it (and by name also implies use of maneuver), Book 2 does not offer a program that makes it harder for your laser to hit that large glowing heat-source on your sensors.

Book 5, in its handling of the computer DM, offers exactly that, with the effect that ships with inferior computers have no hope for having their beam weapons hit the Agility-0 glowing infrared micro-star on their sensors if the target's computer is rated high enough. While I appreciate the way the game simplifies the measure-verses-countermeasure aspect of electronics, I've never liked the idea of warcraft being utterly unable to hit the very bright target opposing them. Other than that, I rather prefer Book 5 for its ease of play.
 
Just a note, nothing in High Guard (B5) precludes the program requirements from CT (B2). In fact you'll note that the computer table in High Guard not only inlcudes the CPU/Storage data for the original B2 computers but expands on them for the new higher models. Clearly programs are still required and useful, though for fleet engagements the simpler HG combat is used where such trivialities* are brushed aside in the interest of being able to do large ship hostile fleet engagements in something less than a week of thousands of dice rolls ;)

* like reloads/capacity for missile magazines, cost of missiles, and such as well ;)
 
It is also mentioned in the CT computer rules that referees and players are encouraged to come up with new programs.

I can only recall one Dragon magazine article where such programs were printed, there may be others.
 
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