Hello again McPerth,
Thanks for the reply and my apologies for the off the forum prompt.
Hi again Tom,
There's nowhere, AFAIK neithre in HG nor in MT, that forbids you to organize your 10 turrets into 2 5 turret batteries, but you cannot organize them in 3 3 turret batteries unles you foresake the tenth one (and after all, it has few sense as factors are organized, as usually only 1, 2, 4 , 5 or 10 batteries are worth it, as the factors are computed).
I wasn't clear in my earlier reply that I was specifically comparing a HG single battery of 10 turrets with a single missile launcher with a MT single battery of 10 turrets with the same weapon system.
I agree and I thought that somewhere in the replies I mentioned that other combinations for batteries where possible. I can't seem to find the post so I may have imagined the whole thing.
Continuing with the missile turret example from 2/10/2013, if the calculated MT crew numbers where right to begin with here are the crew for an optimized HG battery of 10 missile launchers for each turret configuration:
1 optimized battery of TL 12 10 single missile launcher turrets with a Model/6 computer in HG can be controlled by 1 gunner. In MT the requirement is 2 gunners.
1 optimized battery of TL 12 10 dual missile launcher turrets with a Model/6 computer in HG can be controlled by 1 gunner, while a similar MT requires 4 gunners.
1 optimized battery of TL 12 10 triple missile launcher turrets with a Model/6 computer in HG can be controlled by 1 gunner, while a similar MT requires 6 gunners.
Personal opinion skimping on the gunners is probably not a good idea, especially when you need to reload the turrets. IIRC a missile launcher turret has 3 ready missiles which takes a minimum of one turn to reload. By the time the HG gunner reloaded all the turrets the ship is probably an expanding ball.
In some instances, it can be better to have more batteries, even if they are with lower factors (e.g. when you're concerned about swarms of fighters, as each batterie can only fire at one each turn). This is also featured in MgT HG, where batteries are not used, when it says you cannot destroy more fighters in a volley then you have gunners, hinting that you need to dedicate one gunner to each fighter, even if you have more weapons and your result allowed you to destroy more fighters.
Yes, the whole point of grouping weapons into batteries, at least in my opinion, is to optimize the USP for the best possible To-Hit result against a specific target.
Thanks for the bit on Mongoose Traveller combat rules. I've got Mongoose Traveller and done some tinkering with the design rules, sadly like most gaming systems I'm a bit light on the combat rules. Okay, I haven't looked at them yet.
Yes, that's what Gunner Interact is for. In any case, see that it's worth only for a specific turret, so needing to have slots for one such programs per turret (quickly overloading your computer capacity to handle programs), as a difference for Predict, that only applies to Lasers, but affects all turrets firing to the same target (at least that's how I read it).
In HG (and in MT), the computer number is used instead of the specific programs for all the ship's batteries, making the program use more abstract.
I noticed the change which is why I focused on HG Space Combat instead of Book 2 Starships. Right now I'm bouncing between Book 2, Book 5, Mayday, and SS3.
In CT, the gunner skill is used as to hit DM by each gunner in his turret. It's not clear should a weapon need more than a single gunner, but that does not happen until HG, as in CT there are no bays nor larger weapons.
In MT the situation is quite more complex and quite less clear. Treated the issue in Consolidated MT errata, but had no answer:
http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=370039&postcount=526
When something isn't clear in CT to me I usually fall back to Book 2 Starships requirements. In this case Book 2 page 18 states:
"Gunner: One gunner (gunnery skill 1 or better required) may be hired per turret on a ship."
The HG small craft weapons crew requirement, in my opinion, really doesn't make sense. Per the HG Small Craft Weapons rule a pilot is capable of firing a single weapon type, which means the crew can be from 1, 2, 3, or 4 depending on how many gunners the designer feels like stuffing in the hull.
If the small craft has two different weapon systems the pilot can handle one and a gunner handles the other or the pilot flews the craft and two gunners are onboard. With three different weapons systems onboard the crew requirement goes to 3 (pilot and 2 gunners) or 4 (pilot and 3 gunners).
Again falling back to Book 2 a small craft is considered capable of housing a single turret's worth of weapons. However, the small craft weapons rule modifies the starship/spaceship one gunner per turret by using a negative DM To-Hit.
I've already admitted to be light on the combat rules in Mongoose and I'll admit the same in MT.