Thunderbolt
SOC-12
How do alternative combat systems such as Power Projection affect designs of ships?
The RN's experience off the Falklands only "proved" that a lack of true air cover - instead of a handful of subsonic jump jets operating from laughably sized "carriers" sparring with an equally small handful of supersonic jets operating at the bleeding edge of their bingo limit - can potentially prevent a naval force from operating at all.
AT,
That occurs because you can bring more "weapons" to the "party" on a given budget. Whether the "weapon of decision" is missile bays or meson spinals, there'll be an upper tonnage limit for the ships that carry them. Observe that upper limit and you'll have more hulls carrying more copies of the Most Effective Weapon at Tech Level X.
I know, but I still have a small tug of disapointment that for any given pile of money, a swarm of missile armed ships will usually defeat a 'queen of battle' with her shiny spinal mount. Imagine if the Death Star (from Star Wars) had been pounded into rubble by a cloud of missiles fired by a swarm of fighters - so much for 'the most powerful ship in the universe'. [**sigh**]![]()
A handful of SSNs *did* prevent the Argentinian navy from operating at all.
You all see what I mean. Understanding the roles, functions, and relative abilities of the different ship types helps make the environment more real. Hope I didn't go off on too much of a tangent but I wanted to capture the thought while I had it in my mind.
Third, maybe the combat rules in HG does not accurately reflect the "truth" of space combat in the OTU. After all, how many Age of Sail RPGs do you know of where the combat rules accurately reflect the intricacies of AoS fighting?AT,
Why do navies in the OTU build vessels that are larger than those weapon-derived upper limits? As with many Traveller questions there's an in-game and a meta-game reason for it.
First, in-game: We tend to forget that the fictional naval architects of the fictional OTU do not have copies of LBB:5 High Guard sitting on their desks from which to design near-perfect ships. We can parse the numbers from weapons, screens, and drives tables they have no inkling of. We can also analyze the to-hit, to-penetrate, and damage matrices they also have no knowledge of.
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Second, meta-game: Huge ships are "kewl" and "scary". Players want to see a Death Star every now and then, so the rules need to provide one.
Bob, I was tracking with you all the way until the end of your list. I still like to maintain naming distinctions among the smaller ships just as I do with the larger vessels IMTU.
For me there is a significant size difference between the cruiser and frigate. Cruisers are as you described, followed in size by destroyers, destroyer escorts, frigates, and then corvettes (or close escorts). Cruisers are the smallest vessels mounting spinal weapons so in game terms there is little difference between all of the smaller ships, but their relative firepower does vary along with their expense and the types of missions they are assigned.
Trying to dredge up some nautical history here and I think that destroyers were first introduced as 'submarine destroyers' and the name was later shortened.
Actually, I believe they were torpedo boat destroyers, torpedo boats being light craft causing excessive problems for larger vessels at the time. Your point still stands, however.
And aramis may be along shortly to correct me. I'm a little nervous making naval statements-of-fact with him around.![]()