AnotherDilbert
SOC-14 1K
Face-to-face conversations are certainly better, and more enjoyable.It's all because we've been "typing at" one another instead of talking face to face.
Face-to-face conversations are certainly better, and more enjoyable.It's all because we've been "typing at" one another instead of talking face to face.
We can believe both IF we also remember that there are different levels of "canonicity". This happens to be exactly the issue I've been trying to address in this thread: We can only infer a certain amount of OTU canonical information from HG2 and other Traveller war games.
We all too often fall into the habit of binary thinking. It's always 1/0, yes/no, up/down, black/white, and so forth. We all too often forget about nuances.
Yes, Traveller war game are canon. War games are a special subset of canon however because, unlike purely canonical descriptions, war games must also bow to "ease of play" concerns.
Case in point, squadrons in FFW use all their jump fuel every time they jump no matter what distance they jump. If a jump4 squadron makes a one parsec hop, all it's jump fuel is used. That rule is in place to ease play; players won't have to keep a log for each squadron's fuel status. However ff you chose to ignore the real reason that rule exists, you could make a "logical" argument that jump fuel regulators hadn't been invented prior to the 5th Frontier War.
Another example of this involves HG2's sandcasters. In both LBB:2 and Mayday sand is launched in the Ordnance Launch Phase of the Turn Sequence. Sand can then interfere with an opponent's laser fire providing that the launching ship hadn't changed vectors. In HG2 however, sand seemingly isn't cast until after an opponent's laser batteries hit. Naturally, the reason for this is ease of play. Ships in HG2 don't move, so the protection from earlier launched sand cannot be lost. Letting players assign their sand defenses after laser/energy/missile hits are rolled is nothing more than a decision for ease of play.
Again, if you can't or won't understand why and when sand is deployed in HG2, you'll come up with a "solution" much like that proposed by DGP. Because they forgot the MT combat system was designed with ease of play in mind, they suggested that a weak laser "ranging" pulse would signal a subsequent weapon strike with enough time to allow the defender to launch sand.
Thus incomprehension and an inability to grasp the idea that war game designs have different needs than canonical descriptions produced a "solution" for a problem that didn't exist.
From Imperium's jump lines to FFW's "lack" of jump fuel regulators to HG2's sandcasters and "magic' missiles to many other example, it's patently obvious that Traveller's war games, while canonical, are canonical only up to certain point. Ease of play means that war games must obey a very different master. That means that we can only make canonical inferences up to a certain point and no further.
Thus S:9's ship designs are correct because HG2's combat model does not provide us with the compete story. T5 has finally given us a reason why those large battlewagons exist and there will be other solution for all the other mysteries the ship combat raises.
I'm baffled, why would this have anything to do with HG?In Agent of the Imperium, two 100,000 dTon Intrepid-class dreadnoughts trade single meson volleys above Trileen/Zaru on 091-664.
One ship has it's jump drive destroyed. The other has it's maneuver drive destroyed. Neither suffers the extensive, ship slagging, crew killing, damage I listed in the When a Koki meets a Koki... thread.
Something is missing in HG2.
Further adding to the confusion, the dreadnought the Agent is commanding has to drop it's meson screen in order to fire it's meson spinal.
Something is definitely missing in HG2.
YMMV and I wish mine varied too.![]()
Ship classification is a political thing. This is not a Carrier:
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DDH-183 JS Izumo
As far as I can see we make different interpretations of available data, and there are not enough data to determine if any of us are "right" or "wrong".
I seem to remember that the Japanese DDH could not, and cannot, be classified as CV anything, since Carriers are a symbol of an unacceptable past. So they may look like carriers, function like carriers, but they are classified as destroyers.
I call that a misclassification for political reasons.
Your other examples may work just as well.
That is the Japanese destroyer JS Izumo.Sorry, it looks like a carrier to me, are you saying that the flight deck is too short for modern aircraft?
Because Agent of the Imperium is MWM's novel set in the OTU.I'm baffled, why would this have anything to do with HG?
Which is exactly what I meant.Just because it isn't called a carrier by the government, does not mean it is not a carrier.
Which is exactly what I meant.
In reference to a discussion of "battleships" that I proposed could actually be used for other purposes than space battles.
It is a part of the OTU now, but was not then.Because Agent of the Imperium is MWM's novel set in the OTU.
In it he describes stuff that HG - the rules that are supposed to model such things - doesn't do.
You are not alone, it has obviously moved too fast to me to keep up.Thanks for the clarification, my misunderstanding and I think this thread is moving too fast for me to follow...
I'm baffled, why would this have anything to do with HG?
Sorry, it looks like a carrier to me, are you saying that the flight deck is too short for modern aircraft?
Kind Regards
David
Completely agree.It is a part of the OTU now, but was not then.
9g? The TNE and T4 rules had no hard cap - there is a 14g fighter in T4 IIRC.We can now make ships with 9G agility, are we then going to say that CT ships are bad because they only have 6G agility?
CT had LBB2...So he changed his mind, or evolved his ideas, thereby retconning the OTU. But CT was never involved in that.
Oh it is much worse than that.I guess that TNE was at some time some sort of canon? Trying to reconcile HG and TNE ships would be futile.
Oh it is much worse than that.
77 LBB2
Mayday
79 HG1
80 HG2
81 LBB2
MT
TNE
T4
T5
All different.
MgT2 has 9g manoeuvre drives available, and additional 16g reaction drives, for a possible 25g total. I have been given the impression that was not up to Mongoose.9g? The TNE and T4 rules had no hard cap - there is a 14g fighter in T4 IIRC.
I mean CT is not involved in the current T5 retconning. Obviously CT had even larger retconning when it was current.CT had LBB2...
Obviously CT had even larger retconning when it was current.
Quite. Which is why I am still baffled about why we would compare CT rules with the T5 OTU. Clearly a lot of things are different.It could be worse:
GT
GT:ISW
HT
T20
MgT
MgT HG1
MgT HG2
all different - and a couple of them really, really change ship combat (hint MgT and its love of fighters, T20 and it super meson bays)