It is if you say "200 dTon = 16 Hull spaces". That's the beauty of this stuff -- you can make it up and change it as you like! You can also say that a missile has an implicit load of 3/6/9/100000 missiles, a Magazine just Adds More.
Well, if 16 hulls are 200 dtons, then the 200 hull MT (the largest ship SF allows) is 2500 dtons... So we're on a small ship universe...
And the Magazines are a must for any missile armed ship in SF if they are to launch any missiles. You can rule out they are not necessary, of course, but it's no longer a SF valid design.
Batteries? What are batteries. SF doesn't have batteries. We're not making "Canonical Traveller Ships", we're making SF ships to fly around in a Traveller universe. Our only "burden" of compatibility is to make a Free Trader economically viable. Every thing else is up for grabs. There's no "balance" to be maintained anywhere else. The Free Trader doesn't even have to be 200 dTons, rather it needs 75 dTons free space of cargo (since that's the money maker).
The star port doesn't care how big your ship is, nobody else cares how big the ship is (within reason, naturally). The Captain cares how much stuff he can carry, how much fuel he needs to buy each trip, how many crew he needs, and annual maintenance. THOSE are important, but other than that, not much else matters.
Someone suggested that SF weapons would be the equivalent to HG full batteries (a bay in the case of missiles, etc...). I see some logic on it (as long as we accept the conversions are posible, off course), and so I talked about batteries.
If you don't need a balance, then why to have a starship design system? And, if you need it, how can 2 holds (so 2 hulls) be 75 dtons if 16 hulls are 200 dtons?
You have to refuel when you add the brand new "Jump Drive (Jd)" system that requires dedicated "Jump Fuel (Jf)" systems to perform jump. You can make the Jd systems scale with size (like ion drives and drive rooms do), and you can consume as much a percentage of the ship as you like for "Jf".
After that, ships just get built and designed. There's no need or effort to be "compatible" with Traveller ships. Folks can whip up a "Scout Ship" (i.e. a small ship with Jump 2, Speed 2 and laser) or a "Mercenary Cruiser" or a "Battleship", but they don't necessary have to be anything at all like what is in Traveller.
Don't conflate "3 laser turret == 3 L systems in SF" or anything like that. It's unimportant to the game fantasy. You have an "armed merchant" with 75 dTons of space to fill with cargo. That's enough.
Were we talking about using SF combat system for Traveller fleet combats by adapting the designs or are we talking about a game where those "trivial details" are "unimportant for game fantasy"?
Both approaches are valid, but if I'm folloing the first one and you are folloing the second one, then I'm afraid any discussion among us is moot...
Yes they do. Traveller is historically extremely weak on operations. FFW is the best thing we've got to go by, and it's ostensibly a bit too high level.
FFW (or TCS campaign) simply obviate in-system opperations...
The fleet arrives, at Jupiter, 100D away. The fleet takes 4 hours to assemble. There was a post that says a coordinated fleet will have it's arrival scattered over a 100 minute window. So 2 hours for the fleet to arrive, 2 hours to assemble and get coffee.
Fleet heads to Jupiter. 3G fleet, 4 hour trip.
Now, how long does it take for the fleet to refuel?
If the fleet can skim, in FFW, the fleet can refuel before combat. If not, it has to refuel the next turn (next week). For the sake of discussion, we'll assume the fleet can skim.
Is there a defending force at Jupiter? If not, things go apace. If there is, the fleet destroys and/or routs the defenders (otherwise the game is, as they say, over). How long does that combat take? If it's High Guard, with 20 minute turns, a 4 hour battle is 12 rounds. In Starfire, 4 hours is an eternity. Either way, the battle will likely be decided within 4 hours (i.e. the defenders will know they can't stop the fleet, so they can either crash themselves upon the rocks, being as costly as they can, or they can withdraw.) Heck, we'll give them 8 hours for combat.
So, now we're at 14 hours time in system for the attacking fleet.
How long does it take for the fleet to refuel? 24 hours? Think they can scoop up and process enough in 24 hours? Is that too little? This is the big unknown. 48 Hours?
We'll call it 48 hours. 62 hours in system, the fleet all fueled, more coffee poured, damage control parties putting their kits away, the fleet heads toward earth.
Average distance, 588Mkm. 3G Drives. Full burn, that's a 78 hour flight.
ETA to Earth: T+140 hours. So if they arrived at Sunday Midnight, it's now 8pm on Friday. And they're at Earth. The fleet then defeats the defending space forces in another 8 hour onslaught, ending at 4am on Saturday.
Thus ends "Turn 1", the first week. "Turn 2", the troops can start landing, for Sunday they rest.
If a defender jumped as soon as they saw the incoming fleet, then reinforcements can begin arriving on "Turn 3".
If the fleet decided to not make the pit stop at Jupiter, it would have arrived directly at Earth, defeated the defending force and started landing operations on Monday in "Turn 1".
Much of this hinges on the refueling step. If it only took 24 hours, the landings may well have started on Saturday.
Nice explanation. The only problem is that that's not FFW, as in FFW the attacking fleet could start Turn 1 in Barnard Star, jump to Sol and do all you say (plus landing troops) before the ending of it. And it does not care about if the defending fleet is in earth, in Júpiter or in Plute, it must be confronted as a whole, as the whole system is just one "hex".