kilemall
SOC-14 5K
I think your understanding of LBB2 computers is flawed. A model1/bis can load 4 programs, just need maneuver and you’ve got capacity for maneuver then any 3 of the space 1 combat programs. If it’s jump time you can swap out some of the others to enable generate and jump. You could run generate and maneuver then 2 combat programs, then dump maneuver and load jump 2 and still fight with the combat programs.Two points:
In the Traveller context, they only way to "fake" gun turrets is to have a turret installed but then leave the turret empty of weapons.
- It is highly illegal (at least in Imperial controlled space) to "spoof" your transponder signal.
Why? Because there are no "legitimate good reasons" for doing so.- Corsairs hack their transponders to enable "spoofing" of their signals as a matter of entry level routine to becoming a career pirate vessel.
Note that this is precisely what the Type-S Scout/Courier does, standard, with its dual turret empty of weapons.
Mind you, the REAL reason why that was done in LBB2.77, LBB2.81 and LBB S7 is because of the computer programming rules used by LBB2 combat (which LBB5.80 made, thankfully, obsolete). Under LBB2 computer programming rules, the "basic" computer programming package for a model/1bis computer meant that you would get a (mere) MCr1 worth of computer programs "for free" with the construction cost of the starship. Under LBB2.81, p41 this meant that a Scout/Courier could afford the following computer programs out of their Standard Software Package allowance:
0.1+0.1+0.3+0.4+0.1 = MCr1
- Maneuver (1 space, MCr0.1, allows use of maneuver drive)
- Jump-1 (1 space, MCr0.1, allows use of jump drive)
- Jump-2 (2 spaces, MCr0.3, allows use of jump-2)
- Navigation (1 space, MCr0.4, controls use of jump drive)
- Anti-hijack (1 space, MCr0.1, helps prevent hijacking)
This wasn't even enough to afford the Generate program (1 space, MCr0.8) as part of the Standard Software Package. You would need to upgrade the computer to a model/2 (!) in order to get the following computer programs "for free" in the Standard Software Package allowance with construction of the starship:
0.1+0.1+0.3+0.4+0.8+0.3 = MCr2
- Maneuver (1 space, MCr0.1, allows use of maneuver drive)
- Jump-1 (1 space, MCr0.1, allows use of jump drive)
- Jump-2 (2 spaces, MCr0.3, allows use of jump-2)
- Navigation (1 space, MCr0.4, controls use of jump drive)
- Generate (1 space, MCr0.8, produces flight plan for jump)
- Library (1 space, MCr0.3, contains local information)
Do you notice what's missing from that list?
Spoiler:Any programs having to do with weaponry.
- Target (1 space, MCr1, required in order to fire turrets)
- Launch (1 space, MCr2, allows launch of missiles and sand)
In other words, the minimum computer you need to be able to put lasers into turrets and get the program you need to shoot that laser as part of the Standard Software Package is model/3. If you want to use missiles, you'll need a model/5 for its Standard Software Package cost allowance.
And considering that LBB2 computers only go up to model/7 ... this meant that spending (lots of) MCr on aftermarket computer programs to enable combat capability was a pretty significant expense!
Simply adding the turrets (not included in original construction) plus weapons plus computer programs on a J1 Free Trader would increase the ship's cost by more than +10% ... hence why any armament was left as "aftermarket additions" to the basic class design.
The thing is ... sensor scans of a J1 Free Trader would be able to identify "Turrets? (Y/N)" ... and possibly what types of turrets are installed (single/dual/triple) ... but a sensor scan would NOT be able to determine (before the shooting starts) what weapons were loaded into those turrets, let alone if the computer had the necessary programs to be able to "run combat" on that specific starship.
So to put it simply, it was possible to "bluff" just by installing turrets (at operator's expense) and then leave them empty. You didn't have to go ALL the way to actually arming the ship, you just "make it LOOK LIKE" you were armed, even though you weren't (turrets: yes, weapons: no).
Of course, there would be other ways than just a sensor scan while on an intercept course to be able to determine if the turrets mounted on the hull were a bluff or not. If the ship was surveilled/staked out while berthed at the starport, intel could be obtained concerning crew size (no gunners on payroll means no weapons) in order to be able to "pierce the bluff" of the empty turrets. Likewise, a SPA employee/contractor could be bribed to gather intel while the starship is berthed and undergoing replenishment on the programs available to the computer (no Target program, no weapons) and pass that along to an agent/contact who works with the pirates to set up hits on outbound traffic.
Needless to say, just because your starship is parked in a starport berth doesn't mean that the "security threat" to your starship and crew has ENDED. It just means that the forms of security threat switch over from being craft to craft (while maneuvering) to being much more person to person (loose lips pirate ships) ... which can include anything (and everything) about the details of your starship and crew, up to (and including) coercion, kidnapping and in extreme cases murder for hire. Even something as simple as imprisonment of a crew member on trumped up charges by allies/colleagues of a pirate gang can keep a starship "stuck in port" for longer than was planned, giving a pirate operation more time to gather intel on YOUR starship and crew, which then raises the stakes for the merchant operator.
Security Through Obscurity "works" ... until it doesn't.![]()
As to not being default software, I’d say that’s a feature. Computers were clearly the major upgrade item, whether better model or programs. Time to negotiate a deal with the service for upgrades- course there may be nasty missions to do to gain such favors….