Ships can't hide. That CA is radiating, what, gigawatts? If it is maneuvering you know the position, and course. Drifting, then you plot course, and it is a sitting duck.
Really? Why do we have EM masking in Megatrav, and sensor lock rolls, and what not? More related to CT and High Guard, why is it taking you in the vicinity of 20 minutes between shots, and why are you hitting with only half of them?
I think the issue here is underlying assumptions. Your statement illustrates one such: you assume ships in space stand out like a sore thumb, and it's just a matter of training your guns accurately enough. Well maybe, maybe not. Fact remains that we're not dealing with real-world assumptions. We're dealing with assumptions within a game. They might be right. They might be wrong - they're probably wrong. Games often make unrealistic assumptions to make for a more balanced and challenging game. However, if you play the game, you play under those assumptions - or else you make or find a game that has different assumptions.
Let's look at
Traveller's assumptions:
Book-2: a game turn takes 1000 seconds during which you get one shot - maybe two with "return fire". Odds of a hit are 15/36 plus or minus mods due to your computer, his computer, range, etc. "Agility" plays no role (against beam weapons) except the faster party can to some extent choose his range or break away, given time and luck.
Underlying assumption: either it takes a really long time to line up a single shot - and then it's still less than an even chance - or you've been shooting a lot of times and it's so hard to hit that all of them together over 20 minutes amount to no more than a 15 in 36 chance of hitting.
High Guard: a game turn takes 20 minutes during which you get one shot. Odds of a hit for a single laser are 15/36 plus or minus a variety of mods. Ranges are a nonspecific "short" and "long": lasers are -1 at long range. "Agility" plays a role here, subtracting directly from the roll to hit.
Underlying assumption: either it takes a long time to line up a single shot and it's still only 15 in 36, or - again - you've been shooting a lot and it's so hard to hit that all of them together amount to no more than a 15 in 36 chance of hitting. A new assumption: the targetted player can apply energy to drives to make himself a harder target.
MegaTrav: a game turn takes 20 minutes during which you get one shot. Odds of a hit for a single laser are 3/36 (Difficult task, 11+) plus 3 for the laser (bringing it back up to 15/36) plus or minus a variety of mods. Before you can hit, you've got to find the target with sensors and then lock weapons with a second sensor roll - the farther away, the harder that is. Lasers are -1 at ranges beyond 50 thousand kilometers. "Agility" plays a role here as well but it's defined differently, making it harder to achieve high agility in heavy, armored ships.
Underlying assumption: once more, either it takes a long time to line up a single shot and it's still only 15 in 36, or you've been shooting a lot of times and all of them together amount to no more than a 15 in 36 chance of hitting. MegaTrav is a bit more explicit on that subject: a Rate of Fire table tells us that the laser turrets can fire 30 times per minute in "personal combat" - for example if your ship should happen to be near or on the ground while players are trading shots with their autopistols - but it also says rate of fire is "inconsequential" in the 20 minute space combat turn.
What does all that tell us? Well, among other things, that - in Traveller - it's hard to hit even a nonmoving target at space combat ranges. It is most emphatically not a sitting duck. Is it because our turrets are inaccurate? Maybe. Is it because our sensors aren't giving us pin-point information? Maybe - MegaTrav leans that way.
Let's look at the sensors. Given the inverse square law, how many of those radiated gigawatts are reaching your sensors after travelling 300 million meters? Answer: 1/90 quadrillionth. So, the energy radiating from the ship may start in gigawatts, but by the time it reaches your receivers a light second away, it's measured in millionths of a watt. If I have it right, that's tiny, but not as tiny as it seems - it's about what a naked-eye star looks like, assuming this thing is radiating visible light. Sensors don't really care - they're content with infrared.
Second question: if I'm a warship designer, and I place the radiators so the defender can put the bulk of the ship between you and them, how much of the energy is reaching your sensors
now? If you happen to be in the right spot relative to the ship's radiators, your sensors pick up that millionths of a watt trace. If the ship is maneuvering to keep its radiators on the other side and away from your prying eyes, then you're getting a good deal less than that - still a bit, but not much. The little star is masked by the body of the ship, and you're instead seeing whatever infrared a room-temperature ship radiates through an insulated hull.
So let's sum this up. If I tell you that a weapon firing 30 times a minute can only get off one good shot in 20 minutes, and that your target is an energy source measuring sometimes in the millonths of a watt from where you are and sometimes almost nothing - but that a 20th century tech on earth could accurately put and keep a laser on a mirror left on the moon by the Apollo folk, would you assume that the reason it took so long to hit the target was because your turret had accuracy problems? Or would you assume it was because it took a long time to get enough sensor information on the target to get a precise enough shot.
As I said, the CA can only possibly displace itself in that 1 second by 29.4m (in a sphere, actually, not a circle),
True, but moving toward or away make no difference for a laser, so depth can be ignored mathematically.
and that assumed instant lateral gs. I have always assumed it would first need to rotate the m-drive to thrust at 6g. In 1s it could not even rotate, so the 29.4m is ridiculously large for a possible movement of the target.
Point 1: Turns are 16.7 to 20 minutes long, depending on which space combat version you play. One can go quite a long way in 20 minutes. Your laser takes one second to traverse the distance, but first you must have a place to aim at, and he's trying to deny that to you. As I've pointed out above, even seeing him with pinpoint accuracy is a hard trick: you're trying to deduce his precise position and course to tenths of an arc-second based on intermittent bursts of millionth-watt energy traces being received through your sensors. While you're doing that, he's altering course and speed to make your effort even harder - and maybe using that on-again-off-again bit to try to trick your sensors as to his vector (he heads one way while his radiators are exposed, another when he's got the radiators turned away). It's not about how long it takes for the laser to get to him - it's about how difficult it is to figure his location with sufficient precision. Were that one second the only possible consideration, the game would be played in one second turns. It is not.
Point 2: how do you know that a ship equipped with inertial damper systems and grav generators can not execute a 90 degree turn in 1 second? Have you calculated the g-forces at the ship's end points to check your assumption? That math I leave to you; my brain is tired now. I merely point out that you're not considering the potential for the tech to alter your base assumptions. But, again, he's not trying to evade the laser: he's trying to make it harder for you to guess precisely where he is. It's not about 1 second: 16 to 20 minutes leaves a lot of time for course changes and random boosts to make it harder for you to make that guess.
Sure you can miss. Game mechanics clearly say you can miss even if the target obliges and sits absolutely still. All other things being equal, you'll miss more often than you hit. Under High Guard at least, if it chooses not to sit still, then you'll miss even more often - not because it's dodging your perfectly aimed laser blast, but because its erratic movements coupled with the erratic and possibly deliberately misleading sensor signal made it difficult for you to figure out precisely where to point the laser in the first place. Sure, you can hit a bullseye with a rifle at a hundred yards, assuming decent skill, a good rifle and time to aim; now try doing it on a dark cloudy night while someone's randomly moving the target.
Base reality is you're playing a game in which you start with less than a 50:50 shot of hitting a target after 20 minutes of setting up the shot. There's no excuse for that other than some assumed difficulty setting up the shot. The why can be debated till the cows come home, but it's still a fundamental of the game. Your ideas might be sound for a different game based on different assumptions, but they don't fit the underlying assumptions of this game. Not to say this game's underlying assumptions are correct - 35 years has already kicked holes in a lot of the assumptions. However, they are the game assumptions. Impose different assumptions, and you're playing a different game. I might even like to play that game - but it's still different.