I'm curious if anyone knows the reason or justification for the one hardpoint per 100 ton rule for starship design?
I guess it depends on what you are designing. When you apply the "one hardpoint to every 100 Traveller Tons Displacement" to nautical vessels, you get some pretty odd results.
The Fletcher-class Destroyer was designed to 2050 tons standard displacement, which was the amount of water displaced as a specified load. A long ton of water occupies 35 cubic feet, and figure that you double the 2050 figure for about water volume, which might be a tad low. As 35 cubic feet is just a small fraction under a cubic meter, and there are 14 cubic meters in a Traveller displacement ton, when you divide 4100 by 14 you get just under 293 Traveller Displacement tons. That would allow for 3 hard points. The Fletcher initially carried five 5"/38 caliber guns and 2 quintuple 21 inch torpedo mounts, plus 3 twin 40mm mounts along with s various number of 29mm mounts. That is way more than 3 hard points. I did not include the depth charge racks and throwers in that either.
I think when you get to the larger vessels (those of thousands of tons), you fast reach a point where the hard-point turret weapons are merely auxiliary (much like the anti-aircraft guns on WW II-era battleships). At that point, the ships are relying for their primary weaponry on bays and spinal mounts.
Note, I'm not actually designing such ships, it was just an idea that came to me as I was dithering with a "legal" concept of my own. And it just made me wonder why there was a limit on hardpoints. I mean I understand the metagaming reasons for it, but as per GypsyComet's comment, I did not know there were on engineering types at GDW when the game was drafted up.
The structure thing seems like a good in game explanation.
I always liked the idea of a link between hardpoints and surface area but found the TNE style detailed calculations WAY too much work for too little benefit. IMTU I adopted a far simpler approach.
If you want more than the standard number of hardpoints, pay for the larger HULL.
As an example, let’s say you want to build a 400 dTon ship with 6 hardpoints instead of 4. So the cost of a standard 4 hardpoint hull is 400 dT x Cr 100,000 = MCr 40. The cost of a standard 6 hardpoint hull is 600 dT x Cr 100,000 = MCr 60. So a custom 6 hardpoint, 400 dTon hull would cost MCr 60 and contain 400 dT of internal volume. If you choose to add armor, then you also need to add armor based on a 600 dT hull. All hull modifications and calculations are based on a 600 dT hull, and all internal components and performance are based on a 400 dTon ship ... you just have extra “skin” to mount turrets to.
And perhaps there would be more room for hardpoints on non-jump capable vessels, like System Defense Boats and Battle Riders ? Lots more available room, if you don't need a jump drive and associated "avionics."