I still love the old CT computer rules, too. Most people argue about how archaic and unrealistic they are, and all Traveller versions have dropped them (MT doesn't use them, does it? Can't remember.)
But, they're FUN!
My current handwave is that they're not just single computer apps. They're integrated systems of hardware and software clusters. For example, if you have AutoEvade, then the ship's maneuver thrusters are upgraded injectors for faster response and partially controlled by a integrated sensor package.
That's a lot more believable than the program just being a single piece of software that takes up a large portion of the ship's storage area.
I like the old computer rules... The limited space for storing and running programs very realistically simulates the problem of having the right software running at the right time, with the right guy monitoring that software to ensure nominal systems performance.
It also gives the non-combat oriented players something to do. Any player with the
computer skill can write a completely new program or software app for the ship and this gives the the game a wide range of additional options... for example...
The ships Navigation officer writes a sophisticated new program that uses 2 memory... This program recalibrates the ships sensors to pinpoint the location of large quantities of gold and other heavy metals within a 10,000 Km radius....
You see where this is going? ...and that is just one program.
As a GM, I have a notebook full of supplemental programs, some for general ship use, some for exploration, and some for advanced combat.
Question: How did you determine this? Ref fiat? Or are you using some type of Navigation/sensors throw?
CT says Military sensors will detect out to two light seconds (about 600,000 km).
We already have sensors systems that do much better than that. We have sensors that can pick up anything that is navigating under power, and even track large objects like asteroids that are out past the orbit of Uranus.
Basically if it is a spacecraft under power, we can totally detect it well past the orbit of Mars just using Radar. Space is pretty empty you know, and a Radar Interfaced to a computer program that will provide an alert if an object unexpectedly changes course in our solar system has been something we have had since the 1950's or so.
In this particular case I ruled the
Zhodani sensors picked up the Ragnarok where it did because you know, that was the edge of the game table. In truth any starship is going to need a collision avoidance system that can detect any objects that may pose a collision hazard and then automatically maneuver to evade such an object while at the same time alerting the ships crew to this new hazard.
Death comes fast in space to the unwary.
I thought you said that you were using CT rules. The CT Space Combat round is 1,000 seconds long. That's 16.67 minutes long. Why 10 minutes?
Mea culpa. Simple math error. I kind of like abstracting this a bit and rounding to a simple number... I suppose 17 minutes would be ok per turn. I like 20 much better though, won't slow down the game just to calculate travel times this way, even if it is a bit off.
Question: Per CT, the M-Drive has fuel for about a month (4 weeks) of standard insystem activity. Why concern yourself with saving fuel now?
Jumping from Efate to Emerald is 5 parsecs, and Ragnarok is a jump-3 capable ship. At some point just before entering the Emerald System Ragnarok was refueled by an Imperial Fuel Tanker.
Now Ragnarok has 40 tons of fuel tankage dedicated just for the maneuver drivers and powerplant. This would power the starship for a month. That works out to a consumption of 10 tons of fuel per week, or about 1.42 tons of fuel a day.
Everytime you are in battle you want to conserve fuel as much as possible.
In this particular Battle, Ragnaroks' fuel tanks were hit frequently and by the end of the battle there was only 10/150 tons of fuel remaining. Ragnarok entered the system with enough fuel to power the maneuever drives and powerplants for up to four months, but by the end of the battle, she would be lucky to fly for a week with the fuel she had remaining.
Lose all your fuel and your powerplant goes down automatically. You can't fire the manuever drives, and jumping is out of the question. There is nothing to power the laser beam batteries, ships lights and sensors, or life support systems, except for the emergency batteries and that is only going to last a few short hours.
Lose your fuel and your fine Starship instantly becomes only salvage and loot.
I guess the base CT rules don't limit the burns a missile can make. A fire missile has enough fuel to travel 4,500,000 km if it needs to and still maneuver (not coast).
It's been a long time since I've read the Missiles supplement, but I remember a limit being placed on missiles--that they could only be used for X number of turns after being fired.
The TL-8 air-to-air missiles we currently use are chemical powered, and can easily exceed 20Gs of acceleration, but only for a limited time, just a few short minutes.
More advanced TL-10 or TL-12 missiles would work similarly. It's going to launch, in null gravity the missile will be vectored in toward the target which may be flying towards it, at an oblique angle from, or flying away from my Starship, and then the missiles will more or less coast at a fixed velocity (CT says 5Gs) only making minor course corrections to ensure enough fuel is available to strike the target.
At some point the onboard computer of the missile will determine it's a good time to strike or contact its target and detonate. It may burn it's remaining fuel accelerating by up to 20Gs for one turn doing some wild weasel manuevers to avoid anti-missile fire, and when it is sufficiently close or if it collides with its target will initiate detonation of the warhead.
With Traveller, you roll your to-hit here. If you miss, the missile doesn't come close enough to the target to detonate, and it doesn't have enough fuel remaining to turn around and have another go at the target, but instead drifts off into the cold depths of space to be forever spent and forgotten.
Now with TL-13 or 14 or above, one could introduce micro-fusion missiles. These babies would have a miniature fusion drives built in, with a maneuiver drive that would allow them to fly for decades in space. You miss with this type of missile, no problem, it simply comes around again, and you have another go at the target. This goes on until the missile is destroyed by anti-missile fire, The target ship Jumps away to another system, or the missile detonates in or near the target.
TL-14 and above, I could see the same micro-missiles being fitted with miniature jump drives and an onboard computers that could calculate the probable jump destination of the target, that would allow the missile to jump as well following and engaging the target in a different star system.