kilemall
SOC-14 5K
As part of the whole work to move HG to a movement system, I acted to get ahold of the Mayday system, a set of rules I glanced over in the early 80s and rejected at the time (my usual resolution was ACS ships moving on graph paper, same as we do Harpoon instead of minis).
I had imagined using the CT detection rules and the 3LS limit, only to find to my surprise that Mayday had an HG ruling in it, the scale is 1 LS hexes, HG short range is 5 hexes and long range is 15 hexes- quite a lot of fuel on board those missiles to make that distance!
And with the resolution firing at 6 LS is the same as firing at 15 LS- not exactly what I had in mind.
The timing is an issue too. The game says 300 minutes per turn, but I believe 300,000 kms of vee in whatever direction will take a 1-G ship 30,000 seconds to perform- or 500 minutes (8.3 hours).
Now given the ranges the scale of 500 minutes to one movement might make sense if one imagines the roll is several shots trying to land a blow.
But the scale when put in an adventure category has something like 3 hexes from planet to 100 D limit- pretty fast resolution and very much over quickly, even with HG rules unless its a full fleet battle.
I have some firm ideas about my tastes in time scale vs. shots fired vs. ship tactics, but the part I wanted to run past you was the engagement range.
The beauty of the CT rules is that even the top military vessels do not detect everything from planetside to 100D limit for most planets, the civilian craft are oblivious until the first incoming, and you have to play a tighter maneuver game in order to match vee or intercept long enough for weapons to succeed.
With a 5 LS short/15 LS long mix, a lot of these fights are going to either be hapless 1/2-G ships pounded into nothing before they can get to jump/escape range, or 5-G/6-G ships will be gone VERY quickly.
I could almost live with it if the -1 rule per LS hex to hit rule was in place, I'm not sure it's applicable given the verbiage whether they can apply in combination with HG rules.
Of course MgT is all about the short range 'reasonable' model, which goes the other direction and practically forces the ships to get very close before landing blows successfully.
Bottom line, what is your sense of how long engagement ranges should be with Traveller weapons?
I had imagined using the CT detection rules and the 3LS limit, only to find to my surprise that Mayday had an HG ruling in it, the scale is 1 LS hexes, HG short range is 5 hexes and long range is 15 hexes- quite a lot of fuel on board those missiles to make that distance!
And with the resolution firing at 6 LS is the same as firing at 15 LS- not exactly what I had in mind.
The timing is an issue too. The game says 300 minutes per turn, but I believe 300,000 kms of vee in whatever direction will take a 1-G ship 30,000 seconds to perform- or 500 minutes (8.3 hours).
Now given the ranges the scale of 500 minutes to one movement might make sense if one imagines the roll is several shots trying to land a blow.
But the scale when put in an adventure category has something like 3 hexes from planet to 100 D limit- pretty fast resolution and very much over quickly, even with HG rules unless its a full fleet battle.
I have some firm ideas about my tastes in time scale vs. shots fired vs. ship tactics, but the part I wanted to run past you was the engagement range.
The beauty of the CT rules is that even the top military vessels do not detect everything from planetside to 100D limit for most planets, the civilian craft are oblivious until the first incoming, and you have to play a tighter maneuver game in order to match vee or intercept long enough for weapons to succeed.
With a 5 LS short/15 LS long mix, a lot of these fights are going to either be hapless 1/2-G ships pounded into nothing before they can get to jump/escape range, or 5-G/6-G ships will be gone VERY quickly.
I could almost live with it if the -1 rule per LS hex to hit rule was in place, I'm not sure it's applicable given the verbiage whether they can apply in combination with HG rules.
Of course MgT is all about the short range 'reasonable' model, which goes the other direction and practically forces the ships to get very close before landing blows successfully.
Bottom line, what is your sense of how long engagement ranges should be with Traveller weapons?