Bill, I keep asking you what's inherently wrong with jump grids and you keep telling me that they're incompatible with the combat system. That's not an
inherent flaw.
Simply put: Damage to the grid doesn't damage the jump drive. Surface hits only damage the the jump drive when the cause an internal explosion.
a) You'll have to elucidate. How do you know that damage to the grid doesn't damage the jump drive? There are no 'damage to the grid' results on any combat result tables that I know of (But note that there are no 'damage to the surface of the hull' results on any combat result tables that I know of).
b) That isn't an
inherent flaw in the concept of jump grids. It's a contradiction between two different bits of canon. Why isn't it the combat tables that are horribly wrong?
(Despite the vitally important job the jump grid allegedly performs, DGP ups the "kewl" factor even further by explicitly stating that each major race uses different grid patterns. On the one hand, they forcefully describe how important the proper activation of the grid sections is to jump and on the other hand they completely ignore the logical inference behind their own description; that there would be more efficient grid patterns for any given jump and sticking that to racial grid patterns would prevent this efficiency.)
Now, that would be an inherent flaw in the concept (though the concept in question isn't the jump grid itself, it's different cultures having different grid patterns). But why shouldn't different patterns be roughly comparable in efficiency? It's not a given, of course, but neither is it a given that they wouldn't be.
Yet, despite how vitally important the hull grid now is in the MT/DGP description of jump, surface hits on a starship do not effect that vessel's jump drive unless those hits also cause an internal explosion.
Discrepancy, not inherent flaw.
Maneuver drives in YTU do not penetrate the hull? The maneuver drive has no hull mounted components?
No, the combat result "Maneuver-n" results in the maneuver drive being reduced a factor n
and no explicit damage to the hull. Is that because the weapon miraculously passed through the hull without damaging it or because the combat result table is too coarse to include collateral damage?
That's because all those things that are part of the hull or are on the outside surface of the vessel have their own damage rolls.
Exactly my point. The combat result tables are too simple to account for more than one effect at a time,
and not a single one of the results are about the hull plates themselves! The closest you come to it is having turrets neatly cauterized with no collateral damage. None of the canonical combat results would scratch a hypothetical jump grid anyway, because not a single one of them as much as scratches a hull plate. Not explicitly. Even the "Hull" result in Book 2 combat is actually "Ship decompressed".
Turrets are "embedded" in the hull, portions of bays are "embedded" in the hull, portions of spinal mounts are "embedded" in the hull, fuel is "embedded" in the hull, portions of maneuver drives are embedded in the hull, and all can be damaged by surface hits. Conversely, DGP's hull grid - which is so vitally important to a vessel's ability to jump - is also embedded in the hull but cannot be damaged by surface hits.
Not so. Turret and bay hits don't decompress the ship, hence they don't penetrate the hull. Fuel tanks are inside the hull, maneuver drives are inside the hull, jump drives are located next to maneuver drives but unlike maneuver drives can be hit by a surface hit only through the 'critical' and 'interior explosion' results.
I already have. They're a "kewl" idea which wasn't logically developed, much like the Alien Incursions. In order to keep the DGP-style hull grid, we'll have to change basic game mechanics across all versions in order to accommodate what was only descriptive color text in a single version.
OK, let me try once more:
"Jump grids are incompatible with previously published material" would be a great argument
during a playtest for not introducing them in the first place. But that ship has sailed. They have been introduced. That doesn't require use to go back and change basic game mechanics across the board, for the simple reason that doing so would require a time machine, but it might make it a good idea to change combat resolution in future versions.
So my question, once more, is: What is it about jump grids that is so
inherently bad and makes it a better idea to resolve any conflict by removing them rather than make a few adjustments to the combat tables?
Hans