And the OTU force organization is fundamentally 1965-1970 US Army & US Marine Corps systems, with better weapons, and using the 4-man fire team, 2-3 fire teams to the squad, with the section being 2-3 squads when used, and a platoon being 3-6 (nominally 3-4) squads.
Umm, this is what we already have in the text.
Matt
It really seems you are looking for "yes men" to validate what you already intend to do. If that really is the case, why waste your, or others, time and energy?
I was waiting for you (or someone) to say that
The answer is because I do not consider it a waste of time. By courting opinions, if nothing else, people can get me thinking in different ways. And there is always that one Golden Idea that gets produced that makes me think 'ah ha, that nails it!'
The problem you are running into is that when I come here, I want to hear all ideas but I am working on a project that already has defined parameters - some fairly loose, some very tight. Therefore, suggestions that butt up against those parameters face a fairly easy decision from me - either the parameter gives way (and it normally has to be a Hell of an idea to do that
), or the suggestion has to be laid to one side as being unfruitful in this instance.
Some examples...
On another thread, someone has suggested that the state of the economy should have an impact on recruiting. On face value, this seems fair enough. However, other than Rich and Poor worlds (which need to be added in), Traveller has no UPP mechanism for variable economies. We don't want to add it in specifically for this task and, as an over-riding parameter, I am not keen on adding too many more modifiers to the table in question.
So, this suggestion gets dead-ended. But, it _did_ remind me to add Rich and Poor into that table...
In this thread, just about every suggestion for organisation is already possible in the system as given. This thread has become less about Traveller and more about force organisation in general - which is good, but if the system already supports these organisation, it becomes less helpful. But, again, that said, there have been some interesting comments made about the _control_ of units, and that may be something worth revisiting.
Finally, there is the great SMG debate. The only parameter I had to that was that Gun Combat does not get broken down into 97 different areas but, other than that, the debate was almost purely driven by you chaps, and the changes made are a reflection of what you wanted.
Worthwhile for everybody, surely?