I'll admit I don't really see too much of a problem.
It is true that the cube/square law ought to give larger ships better armour than fighters. But much of the objection to fighters having lots of armour seems stem from the belief that it's just not right. But High Guard fighters are not aircraft; they don't need lift, and move through the same medium as their larger brethren.
The reverse problem shows up in Brilliant Lances. Even though lasers have humongous penetration relative to their input power, large starships (10+ ktons) can easily have an armoured shell that blocks out all secondary weapons - including the biggest nuclear pumped x-ray lasers. The worst that could happen would be that most of the sensor antennae would be wiped out, and buying redundant antennae are cheap. Add this to the extreme granularity of the critical hit table by size and big ships are completely immune to attacks by swarms of frigates. I have no problem with a 10,000 ton ship beating, on average, two 5,000 ton ships, but when it can beat a hundred 1,000 ton ships, I begin to wonder if the scaling is a bit too steep.
High Guard armour also accounts for internal bracing, which is proportional to the square of volume (actually length.) Because High Guard is a simple game (though with far-reaching consequences for Traveller as a whole), squares and cubes etc. are to be discouraged. So, if you feel armour formulae should be changed, here's a suggestion:
Each TL on the Hull Armor table has a constant n; the base required tonnage for armour is (n + na) (=n(1+a)), where a is the desired armour level. Each Hull Size also has a to hit modifier. To modify the table, subtract the to hit modifier from n to get the new constant (minimum 1.)
Note that this only counts for additional armour, not the 'free' armour provided by planetoid hulls.
Example: A TL 15 fighter (40 tons) wants to have an armor factor of 10. The constant n for TL 15 is 1. The hit modifier for a size 0 fighter is -2. The fighter will require (1 - (-2)) x (1 + 10) = 33% of the fighter's internal volume.
Example: A TL 12 battleship needs to be armoured against missile fire. The ship is 120,000 tons (to hit modifier of +1.) N at TL 12 is 2, and the desired armour level is 6. The battleship will require (2 - (+1))(1 + 6) = 7% of the ship's volume.
--Devin
It is true that the cube/square law ought to give larger ships better armour than fighters. But much of the objection to fighters having lots of armour seems stem from the belief that it's just not right. But High Guard fighters are not aircraft; they don't need lift, and move through the same medium as their larger brethren.
The reverse problem shows up in Brilliant Lances. Even though lasers have humongous penetration relative to their input power, large starships (10+ ktons) can easily have an armoured shell that blocks out all secondary weapons - including the biggest nuclear pumped x-ray lasers. The worst that could happen would be that most of the sensor antennae would be wiped out, and buying redundant antennae are cheap. Add this to the extreme granularity of the critical hit table by size and big ships are completely immune to attacks by swarms of frigates. I have no problem with a 10,000 ton ship beating, on average, two 5,000 ton ships, but when it can beat a hundred 1,000 ton ships, I begin to wonder if the scaling is a bit too steep.
High Guard armour also accounts for internal bracing, which is proportional to the square of volume (actually length.) Because High Guard is a simple game (though with far-reaching consequences for Traveller as a whole), squares and cubes etc. are to be discouraged. So, if you feel armour formulae should be changed, here's a suggestion:
Each TL on the Hull Armor table has a constant n; the base required tonnage for armour is (n + na) (=n(1+a)), where a is the desired armour level. Each Hull Size also has a to hit modifier. To modify the table, subtract the to hit modifier from n to get the new constant (minimum 1.)
Note that this only counts for additional armour, not the 'free' armour provided by planetoid hulls.
Example: A TL 15 fighter (40 tons) wants to have an armor factor of 10. The constant n for TL 15 is 1. The hit modifier for a size 0 fighter is -2. The fighter will require (1 - (-2)) x (1 + 10) = 33% of the fighter's internal volume.
Example: A TL 12 battleship needs to be armoured against missile fire. The ship is 120,000 tons (to hit modifier of +1.) N at TL 12 is 2, and the desired armour level is 6. The battleship will require (2 - (+1))(1 + 6) = 7% of the ship's volume.
--Devin