There were a few other instances of "shy about saying so" in the rules. The Standard Hulls rule in LBB2 is one such -- they wanted to incentivize players who were building customized ships to select from a set with constrained performance, and in many cases the the incentive was hidden by not having the Standard Hulls align with any available set of drives. (That, plus simply hacking the hull cost table to enable some smaller standard ships to be affordable/profitable).
I don't know why they did it, and don't care to speculate. For all I know they just realised they had penalised small ships too much, and rather than redoing the drive table just made small hulls cheaper. Or perhaps they thought of Liberty ships, who knows?
Likewise the "maneuver drives are fusion rockets" thing. In LBB2'77, it was just short of explicit, ...
As robject reminded us, it's explicit in the combat chapter.
Not really. Medics don't affect ship operation except through referee fiat (or battle). This is also the case for navigators: CT doesn't have any rules mechanism that penalizes a ship that doesn't have one when required by the rules.
Engineers are required for ship operation under the rules as written. The rules say bad things happen when the drive bay is understaffed!
The rules have no penalties specified for lacking a Pilot...
Malfunction penalties is for missing (required) Engineer. A 199 Dt ship requires no engineers, regardless of drive size, so has no penalties for any missing engineer(s).
Hence, starships don't cease to work or exist instantaneously without engineers to polish the drives. I completely fail to see that the Laws of Nature completely transforms as we add the last Dton to make the hull 200 Dt...
And this is the point I was making with the drop-tanker. In-universe, the drives in the 100Td ship with 900Td of drop tanks are identical to the ones in a 1000Td tanker of equivalent performance. Common sense would suggest that they should require an equivalent maintenance crew. The rules say otherwise, without explanation or justification.
The ridiculous part is that ships of 199 Dt or less don't require engineers, not that crew requirements don't change as we hang inert objects on the outside of the hull.
It's the exact same ship, with the exact same drives, doing exactly the same thing, why would the crew requirements change?
"Seems." Except for player character crews, for some reason that is not explained, and though a mechanism (automation?) that is also not explained.
The rules require crews, yet ships seems to be able to operate without them...
Sounds like the crew requirements are based on Imperial (or whatever flag you operate under) regs, rather than the Laws of Nature?
That is to say, it is (rules as written) possible to build 1000Td of ship with 55Td of drives that does not need any engineers at all, with no additional expense and with no need for explanation. This rule was written in the context of a ruleset (LBB2'81) wherein a rules-compliant 100Td ship would have a maximum of 15Td of drives, and one of 199Td could have 45Td of drives.
But it's not a 1000 Dt ship filled with equipment to be controlled and maintained, it's a 100 Dt ship with 900 Dt inert objects strapped to it.
Would strapping one more Dt of tanks to the ship drop the engineering requirements down to half an engineer?
Note that I'm not just trying to minimise the crew: If I make a 900 Dt ship with a 200 Dt tank, does it require one engineer per 35 Dt drives (≤1000 Dt), or one engineer per 100 Dt drives (>1000 Dt)? I call it a 900 Dt ship with crew requirements for a 900 Dt ship, so one engineer per 35 Dt drives.
Is it a ridiculous arbitrary limit? Yes, of course, but it's much simpler than MTs cost-based requirements reduced by TL, or T5s requirements based on "control panels" per function, and sometimes more "control panels" per function.
I misremembered the details, but I seem to recall an early TCS tournament that was won using the strategy of having one nigh-invulnerable (but weakly-armed) vessel hold the line while the rest of its fleet was in the reserve repairing battle damage. Allowed at that point by the rules, but in "reality" the opposing fleet could simply ignore it and engage -- how could one ship stop an entire fleet in three-dimensional space, even when abstracted to two dimensions?
Yes, absolute screening of ships in a 4D battle is iffy, whether it's by one ship or ten.
Here sounds like just a question of that the enemy brought rocks and the opponent didn't bring any weapons that could damage rocks, so he lost. It's a failure of planning: the enemy can do lots of nasty things to you, and you have to prepare to counter them all. "If you fail to plan, you are planning to fail!"
I prefer precisely-defined house rules that are consistent with the intent of the rules as written, and prefer them to the rules as written when those rules lead to absurd outcomes.
Quite, but "consistent with intent" and "absurd outcomes" are based on your beliefs about the authors intents and how a 53rd century stellar-tech society works, not necessarily the absolute truth.
That is presumably what we all do, but don't say that Traveller made you do it. It's just your game.