BardicHeart
SOC-12
Why the MT sensor rules? Why not the HG rules or the TNE rules or the T4 rules or the GT rules or the T20 rules or the MGT rules?
Two reason, one McPerth said he wanted to use the MT rules when he started the thread so I was sticking to that (mostly).
Second, I happen to be working my way through all the MT rules again right now so it was good practice for me.

Sensors don't actually work the way any of the rules makes them perform. You don't bob along, safe from detection, until you hit the 500,000 km range whereupon you automatically get detected.
If I understand the MT sensor rules correctly (and I freely admit I may not so if I'm wrong please correct me), for the best sensors the max range in most cases is 500,000 km that anything can be detected. At that range you do a Sensor Ops Task check to see if they actually do detect you. I'm still getting up to speed on those rules so I arbitrarily gave a 100,000 km overlap in the sensor range to help ensure good coverage. I need to finish reading up and double check that... might need to increase that. Any input from someone more familiar with those rules and how it works out in practice is more than welcome. Please include an example with sensor ranges, task checks, DMs, etc.
How about we put three sensor platforms in geostationary orbit. That way, we'll detect inbound ships at, say, 400,000km, early enough to give the ships in orbit three hours to intercept them.
Why only three? To get the overlap in sensor coverage you'd need at least 6 to cover the planet. Even then I think there will be some "dead spots" closer to the planet orbit as well as further out (spots where the jump perimeter wouldn't be covered). Wish we had a map board where we could draw all this out, would make it so much simpler.
If you were a smuggler... you wouldn't? Real world example, NASCAR racing in the US got started during prohibiton era when "boot leggers" (people making and smuggling illegal liquor) would modify cars with bigger engines and other "add ons" to make them go faster and handle better in order to outrun the "revenuers" (Treasury agents assigned track and stop the illegal liquor trade). Simple human nature, if you make your living smuggling stuff, you're naturally going to modify your ship to increase the odds... that means more speed, any "stealth" options you can get your hands on, etc.These are purpose-built smuggler ships with 4g acceleration, I take it?
Side point, I always wondered who built those pirate Corsairs? Who builds a ship specifically made for pirate activity? But for smugglers and most pirates my guess the ships they'd actually use would be standard ships that either had the speed and firepower they wanted, or could be modified to have them. There wouldn't be any "standard" pirate ship... so you might not know that ship is a pirate til it opens fire.
That means they need 132 minutes to get to the jump limit. Meanwhile, how close does the patrol have to get to be within weapon range? What about the patrol ship in close orbit? Is that ever going to be OUT of weapon range?
Like I said, depends on how many patrol craft there are, where they are in orbit, etc. Again, a diagram of some sort would help. If its four ships equidistance at 400,000km up then the average distance is 630,000 km or so apart. If you're in between, you're half that for 315,000km thats 91m at 4G. But then again, to really figure this out we need to actually plot an intercept course... for which we need a diagram. That is, you have a smuggler at point A (on the planet say) going to point B (say the minimum safe jump) which is 560,000 km out. The patrol craft is at point C which is 400,000 km out but 315,000km away. We need to also consider how long it takes for the patrol craft to detect and determine they need to intercept the ship. Should probably also figure out the direction of orbit and speed its orbiting at. Once we have all that sorted out, then we have to figure the optimal flight path for the patrol ship to intercept the smuggler.
Assuming the patrol craft was stationary (0 speed) in high orbit at 400,000km, they could intercept the flight path of the smuggler by just following the same orbital path and cover the 315,000 km. They should get there before the smuggler ship. This assumes (cause I haven't done the math

I'm just working through the MT starship combat so someone else feel free to jump in with some examples of the ranges, DMs, etc. But... based on what I have read the smuggler would be in range the whole time... most of it at Far range, changing to Near and then Visual as the intercept is made (at which point I would assume that patrol ship would do its best to stay on the six of the smuggler / pirate). Given that a combat round is 20 minutes, they have 132 min to shoot out the engines (say 7 combat turns, also assuming the smuggler doesn't risk jumping early before the 100D limit)... is that enough time for our intrepid patrol boat to shoot out the engines and disable the smuggler's ship? (Seriously asking, I'm still working thru this)
To catch smugglers, possibly. To prevent pirates from catching outbound ships, you just need a ship in orbit, one halfway to the jump limit and one at the jump limit. Pirates who manage to lurk undetected at the jump limit may get lucky, if an incoming ship emerges within range. But the pirate's sensors are no better than those of the defenders (in fact, they're a lot worse, since they can't go active), so incoming ships may simply avoid getting detected. If they are detected, we have a race on, with the pirate pursuing the merchant into the jump shadow and defenders merely having to get within weapons range while the pirate has to match vectors.
Good points. If I were a pirate, I'd watch the traffic for a few weeks or months. If there is regular shipping they likely jump in and out in the same area, that's where I'd be lurking. From the "image" that we have emerging, seems the only way a pirate would have a real shot at catching a prize... they'd have to do everything they could to ensure they were at the right place at the right time. At this point, I don't think pirate attacks will be random... seems they'd have to planned.
But then, if this is such a poor world... how much shipping is there that would be worth attacking? That needs some thought. Might be more profitable to raid out laying areas of the planet. Just cause slavery is illegal doesn't mean it doesn't happen, or isn't profitable. What else might they land on planet an steal that would be worth it? Giving me more to think about.
A world with a diameter of 12,000km will have a jump limit with a circumference of 7,540,000km. Incoming ships will arrive at a narrow band covering half that distance, or 3,770,000km. With a sensor platform covering 800,000km (400,000 to the left and another 400,000 to the right), you can cover that with five platforms.
What about in depth, or are you okay with having dead spots that aren't covered? That is... if a group of satellites at 400,000km covers one "sensor band" they still won't reach all the way out to the jump perimeter. To do that we need a second "band" of them to have full coverage from jump point to planet.
Mind you, smugglers would be able to approach the planet from the other side and not get detected until they were 400,000km from the world.
Well if you wanna make it easy on them...

Good discussion
