Interesting thread. 4 themes seem to come through in discussion.
Making fighters more effective, fighter squadrons & short range
The unhitable ship conundrum
Re-rolling critical hits that result in destroying 'empty' space
Torpedo boats with one shot weapons
Fighters. I like fighters. And I like the imagery of squadron action and point blank ranges. I'd argue tho' that combining fire doesn't improve fighter capabilities as most would appear to expect. The effect of sacrificing multiple shots for one doesn't stack up, unless you are talking about unhitable enemy ships (more below on this). In addition carrying 10 #9 computers to get a single #7 missile volley tends to limit the advantages. But as I say, I like squadron rules & mine are a slight variation on the optional rules printed in JTASS.
Unhitable ships. This is a fleet design consideration! Get over it! If you design a squadron that is not capable of dealing with all comers, including ships that fighters cannot hit, you deserve to get toasted. If you don't include a ship design that will give your opponent headaches, again you deserve to get toasted. HG is more than one ship vs one ship, its about designing ships to fight in squadrons, making the squadron more powerful than the sum of its parts.
Re-rolling criticals. The concept you are trying to 'fix', is one called 'ventilating'. It was observed during WW2 (desert war Honeys spring to mind) where very large, powerful weapons (German Flak 88's) would pentrate so well, it penetrated _both_ walls of the tank, doing no harm to the tank or the crew (well, sometimes!). Despite tanks being built to use all available space, it turns out there are plenty of non-vital places to get hit. I should mention that it was considered good practise to exit the tank after 'ventilation', but I wouldn't apply this to fighters, WW2 fighters got ventilated far more often than tanks & it generally took a crew, PP, MD (including control surfaces) or bridge (flight controls) hit to incapacitate the fighter.
Torpedo boats. I'm with Whipsnade on this. I see little point to adding a one shot weapon that destroys game balance & I believe the game as a whole. A one shot ship killing torpedo would kill the use of traveller battleships in games. Unlike real life where a lot of other factors come into fleet construction (eg: legacy doctrines, country status symbols, politics, shipyard lobbying, industry support, etc, etc) a HG architect starts with a sheet of paper & no history. Two ships would result, torpedo boats - with one shot, capable of killing anything & redundent after they fire and cruisers armed with volleys of one shot weapons using up cargo space. Armour is redundent (else your torpedo is not a ship killer...), the side with the most launch platforms will win. Other weapon systems will be redundent except as active defences & even then they will be overwhelmed.
So why didn't this happen in 'real life'. In short because real life torpedo boats have short legs & a torpedo boat carrier was never developed by any nation. Torpedo plane carriers, yes, but not torpedo boat carriers. Now funnily enuff, torpedo plane carriers did change the nature of surface naval warfare. But consider the context. Surface ship anti-air weapons were few, light and relied on the Mk1 eyeball, however this changed over the next few decades, utilizing point defences and CAPs. Now it takes hundreds of bombers carrying cruise missiles to hopefully run the Aegis Cruiser out of point defence missiles, before standing a chance at killing a capital ship...
But we still have a one shot killer torperdo in US, USSR, UK, French & other arsenals. Its called a Nuke Torpedo, which HG already covers. Tech advances minimise nuke damage through armour advances ('today' at TL7-9 #4 armour which prevents Internal hits 'costs' 20% of your ships tonnage...) and from TL12 you get Nuclear dampers. Argueably at TL11, the Meson gun takes over as the 'Torpedo' ship killer, but its not one shot and the boat carrying it needs to be a little larger.
All food for thought.
Matt
Making fighters more effective, fighter squadrons & short range
The unhitable ship conundrum
Re-rolling critical hits that result in destroying 'empty' space
Torpedo boats with one shot weapons
Fighters. I like fighters. And I like the imagery of squadron action and point blank ranges. I'd argue tho' that combining fire doesn't improve fighter capabilities as most would appear to expect. The effect of sacrificing multiple shots for one doesn't stack up, unless you are talking about unhitable enemy ships (more below on this). In addition carrying 10 #9 computers to get a single #7 missile volley tends to limit the advantages. But as I say, I like squadron rules & mine are a slight variation on the optional rules printed in JTASS.
Unhitable ships. This is a fleet design consideration! Get over it! If you design a squadron that is not capable of dealing with all comers, including ships that fighters cannot hit, you deserve to get toasted. If you don't include a ship design that will give your opponent headaches, again you deserve to get toasted. HG is more than one ship vs one ship, its about designing ships to fight in squadrons, making the squadron more powerful than the sum of its parts.
Re-rolling criticals. The concept you are trying to 'fix', is one called 'ventilating'. It was observed during WW2 (desert war Honeys spring to mind) where very large, powerful weapons (German Flak 88's) would pentrate so well, it penetrated _both_ walls of the tank, doing no harm to the tank or the crew (well, sometimes!). Despite tanks being built to use all available space, it turns out there are plenty of non-vital places to get hit. I should mention that it was considered good practise to exit the tank after 'ventilation', but I wouldn't apply this to fighters, WW2 fighters got ventilated far more often than tanks & it generally took a crew, PP, MD (including control surfaces) or bridge (flight controls) hit to incapacitate the fighter.
Torpedo boats. I'm with Whipsnade on this. I see little point to adding a one shot weapon that destroys game balance & I believe the game as a whole. A one shot ship killing torpedo would kill the use of traveller battleships in games. Unlike real life where a lot of other factors come into fleet construction (eg: legacy doctrines, country status symbols, politics, shipyard lobbying, industry support, etc, etc) a HG architect starts with a sheet of paper & no history. Two ships would result, torpedo boats - with one shot, capable of killing anything & redundent after they fire and cruisers armed with volleys of one shot weapons using up cargo space. Armour is redundent (else your torpedo is not a ship killer...), the side with the most launch platforms will win. Other weapon systems will be redundent except as active defences & even then they will be overwhelmed.
So why didn't this happen in 'real life'. In short because real life torpedo boats have short legs & a torpedo boat carrier was never developed by any nation. Torpedo plane carriers, yes, but not torpedo boat carriers. Now funnily enuff, torpedo plane carriers did change the nature of surface naval warfare. But consider the context. Surface ship anti-air weapons were few, light and relied on the Mk1 eyeball, however this changed over the next few decades, utilizing point defences and CAPs. Now it takes hundreds of bombers carrying cruise missiles to hopefully run the Aegis Cruiser out of point defence missiles, before standing a chance at killing a capital ship...
But we still have a one shot killer torperdo in US, USSR, UK, French & other arsenals. Its called a Nuke Torpedo, which HG already covers. Tech advances minimise nuke damage through armour advances ('today' at TL7-9 #4 armour which prevents Internal hits 'costs' 20% of your ships tonnage...) and from TL12 you get Nuclear dampers. Argueably at TL11, the Meson gun takes over as the 'Torpedo' ship killer, but its not one shot and the boat carrying it needs to be a little larger.
All food for thought.
Matt