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Gunner Optional?

What in any of this prevents a pilot from loading the “anti-missile” program into his computer, and allowing the computer to shoot at incoming missiles without ANY human input?

What would prevent the pilot from loading the “Target” and “Return fire” programs into his computer, and allowing the computer to shoot back at enemy ships without ANY human input?

What would prevent the pilot from loading the “Target”, “Return fire” and “Multi-target” programs into his computer, and allowing the computer to shoot back at multiple enemy ships without ANY human input?

To those who would argue that EACH turret REQUIRES a gunner, what is the function of the “Return fire” and “Multi-target” programs?

Perhaps the programs are not autonomous control software, but interfaces between the computer and gunner.
'Target' enables the turrets, linking the gunner's VR suit servos with the turret hardware.
'Return fire' identifies and flags up which ships have delivered incoming fire and feeds the gunner with return-fire co-ordinates.
'Anti-missile' sets the lasers to low-power rapid pulse mode for multiple small local targets.
'Multi-target' enables the computer to track multiple targets and delivers firing solutions to the gunner.
 
Perhaps the programs are not autonomous control software, but interfaces between the computer and gunner.

Note that none of these program combinations includes 'Gunner Interact' which adds the gunner's skill to most of these tasks. From that, I infer that the gunner (and 'gunner interact') are OPTIONAL components in the loop. Definitely beneficial but not essential. Note also that all of these are DEFENSIVE operations - bad guy's shoot first, computer shoot's back. Just like the modern Phalanx system (which pre-dates Traveller and is currently available on non-combat ships).

These are also Laser Only systems - so Sand Casters and Missiles both appear to require a Gunner - as a practical matter, to reload if nothing else.

If the computer is doing all of the analysis and targeting without the benefit of 'gunner interact' to add the gunner's skill into the loop, then the "gunner" is just pushing a big green 'YES' button. How about training the ship's mascot (an Irish Setter) to do that? :)
 
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My ship's mascot is a Tabby cat. We could hang a brightly colored jingle bell right in front of the yes button.
 
Well, there is how the tech should/does work, and then there is the way Imperial Regulations work. (much in-campaign justification snipped)

I can readily understand that interpretation, but it's an assumption on top of what's in the book. Nothing wrong with that - we all add stuff to our campaigns all the time - but it's a level of explanation/justification on top of whatever technology we're talking about.

With that in mind, the Solomani supplement clearly indicates that there is more than one way to deal with this issue - it's not a matter of technology per se, but more how it gets used and the interpretation of the rules made by the ref.
 
My ship's mascot is a Tabby cat. We could hang a brightly colored jingle bell right in front of the yes button.

"Fred, listen to me very, very carefully. Put the catnip AWAY. Thank you...."

Conversely...

"The Ling-Standard Products Tabby Cougar gunner-mascot interface takes full advantage of natural hunting instincts to ensure lightning-fast battery response. Targets are modelled as fully-featured three-dimensional holographic mice (tails enhancement an optional extra), and the use of catnip-enhanced play modules (catnip packets sold separately) ensures that your mascot will obliterate any unfortunate pirate that steps on it's tail...."
 
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Note that none of these program combinations includes 'Gunner Interact' which adds the gunner's skill to most of these tasks. From that, I infer that the gunner (and 'gunner interact') are OPTIONAL components in the loop. Definitely beneficial but not essential. Note also that all of these are DEFENSIVE operations - bad guy's shoot first, computer shoot's back. Just like the modern Phalanx system (which pre-dates Traveller and is currently available on non-combat ships).

These are also Laser Only systems - so Sand Casters and Missiles both appear to require a Gunner - as a practical matter, to reload if nothing else.

If the computer is doing all of the analysis and targeting without the benefit of 'gunner interact' to add the gunner's skill into the loop, then the "gunner" is just pushing a big green 'YES' button. How about training the ship's mascot (an Irish Setter) to do that? :)

Maybe the gunner TELLS the computer which of the available interfaces is needed to meet a particular threat, switching between them as needed and then using the information supplied to engage his target.

It is USUAL for a Gunner Interact program to be present on a decent fighting ship. Maybe its absence simply represents a computer that is struggling to deliver the targetting information to the gunner in real time.
 
Question: Why would the Solomani favor fixed mount weapons if they're so inaccurate compared to turret mounted weapons (-3 DM to hit)?

Does the advantage lay in cost? The cost of the turret is saved during ship construction?

Certainly, it's not power-useage. Fixed mount weapons, I'm sure, draw the same amount of power as their turret mounted counter parts.

Savings on the relatively low cost of the turret (in starship terms) seems not a real good reason to go with such inaccurate weapons.

Any other thoughts?
 
Question: Why would the Solomani favor fixed mount weapons if they're so inaccurate compared to turret mounted weapons (-3 DM to hit)?

That negative To Hit DM turns out only to be relevant to laser fire; missiles and sand don't roll To Hit under Book 2 space combat rules, so all you give up there is the option for a triple installation rather than a mere dual.

The rest of your analysis bears out: it's a cost-and-displacement-saving measure, most useful on small, tightly-packed vessels. Note that very few of the designs in the Solomani Alien Module actually bother with fixed mounts.

As a caveat, the way the rule is written, the vessel's fixed mounts (regardless of weapons mix installed) do seem to form a rudimentary battery, since all the fixed mounts can possibly be operated by the same bridge-stationed Gunner...

IMTU, I experimented with fixed mounts (twin missile racks) on my Xboats for a while, as a piracy deterrent... nowadays, I usually only bother with fixed mounts when it makes more sense to devote precious dtonnage to magazine space and then re-task the non-turret Gunners after the first one as Loaders...
 
Fixed mounts = less gunners = less cabins.

What about a small bulge in the turret large enough to accommodate the 'head' of a robot gunner. You don't really need the rest of the robot if it is just a 'gunner' (although an arm might be usefull for reloading - just weld it to the inside of the turret).
 
What about a small bulge in the turret large enough to accommodate the 'head' of a robot gunner. You don't really need the rest of the robot if it is just a 'gunner' (although an arm might be usefull for reloading - just weld it to the inside of the turret).

I figure you could design a crewbot as simply a box that could be bolted to the deck mounts in lieu of a humanoid-sized seat/couch. Alternately, you could just build the robo in the roughly humanoid form and strap it in there like a crash test dummy.

Also, Gunnerbot is probably a good application for a master/slave configuration: one masterbox bolted down in place of a couch on the bridge plus a dedicated slavebox bolted into each Gunner's couch/station, with a few slaved drones rolling around handling reloading chores.

Ideally, you could run robotic software on the ship's mainframe (perhaps in emulation or a 'virtual machine' mode), and then the ship's computer could directly control its own tribe of drones.

I'm sure nothing could go wrong with a setup like that (cough "Vampire Fleets" cough)...


:devil:
 
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