What sort of things properly fit into an operational combat system for Traveller? And for strategy?
Assume we have sensor rules which model distance, target size, and technology levels. I.e. Consider how to use them and what we know about ships in the Imperium. Assume that ships are not necessarily impossible to hide. Assume sensors are not impossible to jam. Assume we can find ships based on their power plant, E-M, proximity (up close), abnormal gravitics, and of course weapons fire.
Don't assume that High Guard's combat rules necessarily require a particular rule. But it might suggest one. Assume that battleships are good investments for some missions, but not all.
You may assume that star systems are more or less accurate for our purposes, and that we can figure out a star system using current rules well enough.
You may also assumes that budgets are somehow made consistent with these rules. In this case especially you should think about rules flexibility in case your assumptions about interstellar traffic or build numbers are off by an order of magnitude.
So, this is conceptual, and not really leaning hard on starship design rules, beyond some initial assumptions.
These assumptions should be annoying enough to make us all think.
Assume we have sensor rules which model distance, target size, and technology levels. I.e. Consider how to use them and what we know about ships in the Imperium. Assume that ships are not necessarily impossible to hide. Assume sensors are not impossible to jam. Assume we can find ships based on their power plant, E-M, proximity (up close), abnormal gravitics, and of course weapons fire.
Don't assume that High Guard's combat rules necessarily require a particular rule. But it might suggest one. Assume that battleships are good investments for some missions, but not all.
You may assume that star systems are more or less accurate for our purposes, and that we can figure out a star system using current rules well enough.
You may also assumes that budgets are somehow made consistent with these rules. In this case especially you should think about rules flexibility in case your assumptions about interstellar traffic or build numbers are off by an order of magnitude.
So, this is conceptual, and not really leaning hard on starship design rules, beyond some initial assumptions.
These assumptions should be annoying enough to make us all think.
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