... why are traveller missiles so comparatively slow ?
Peter,
To my mind the answer is two fold. There answer is either an In-Game Excuses, a Meta-Game Reason, or - most likely - a combination of the two.
The In-Game Excuses are many: 6gees is some sort of technological limit, the missiles we "see" are those available to civilians, the missiles we "see" are so small that they're only capable of 6 gees, and so forth.
The Meta-Game Reasons are few: missiles with a greater acceleration will require a much larger "map" for both LBB:2 and Mayday and handling missiles with a greater acceleration in a vector-based wargame will require more skill on the part of the players than could be advisable for a fun game.
When you think about it, missiles in CT cannot be limited to only 6gees of acceleration despite the few missile examples we have. Just follow this chain of reasoning:
- CTi has three tactical ship combat games; LBB:2, Mayday and HG2.
- Of the three, only Mayday and HG2 are explicitly linked in the rules.
- A conversion to HG2 ranges from Mayday hexes are given in the Mayday rules with 0-5 Maydayhexes equaling HG2's Short and 6-15 Mayday hexes equaling HG2's Long.
- Therefore, because each gee of acceleration in Mayday allows the future position marker to be moved one hex and...
- Because missile attacks in HG2 are rolled the same turn they are launched...
- Missiles in HG2 must be capable of at least 15gees.
It's a thorny problem and one whose solution will depend entirely on how much reality a given GM wants to inflict on a given set of players.
Regards,
Bill
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