Thanks. Is SS3 still legally available?
on the CT cd and the JTAS Cd.
Thanks. Is SS3 still legally available?
I have never seen a rule for collisions of any kind, at least in CT. Though there is considerable opinion to the contrary, it seems, should you care to, and successfully avoid defending weapons, you should be able to do a kamikaze attack.
T5 has collision rules (which I haven't yet tested), so designing a torpedo should be possible under the small craft rules...
The only problem is having the torp survive the large ship's firepower long enough to hit...
if launched within 1 turn's reach, missiles auto-hit using SS3.
Mostly what I'd like to see are engagements where fighters (all inclusive for bombers, torpedo craft, etc.) have to be taken more seriously. Not really the "one shot ship killers" some would like, but the ability to do some real damage if proper precautions are not taken.
"AA" batteries and "AA" Escort ships. A better mix, and use, for tertiary batteries (per HG), and a broader fleet mix, out of necessity.
Personally, I believe that is what HG intended, and failed, to produce.
Particularly when almost every post wants to compare the merits, or lack thereof, of individual ship combat. Beyond that it get's bogged down in a "one off" battle scenario which, by it's very nature, is unreasonable.
A Fleet, better yet, a Navy, is designed and built for a protracted campaign. That is a very different thing. T5 seems to hint at that from what I've skimmed last night.
A protracted campaign is what HG (and TCS) just beg for.
From what I've seen, T5 allowed designs could very well accomplish that in an extended way. (I know, I know, I'm coming around to T5). Putting the two together, in a judicious way, would make a lifelong, "realistic", campaign.
Mostly what I'd like to see are engagements where fighters (all inclusive for bombers, torpedo craft, etc.) have to be taken more seriously. Not really the "one shot ship killers" some would like, but the ability to do some real damage if proper precautions are not taken.
...I can't think of anything in space that would stop a higher-agility craft from getting in close and dogging a lower-agility craft, so one could argue for taking the CT-Book-2 interpretation into High Guard. At short range, allow a craft with higher agility to choose a "point-blank" range with respect to its target: missiles would hit without being stopped by computers or screens. (You might want to subtract the size code from agility before making the comparison, reflecting the difficulty a larger ship has in outmaneuvering a smaller ship.)
However, I'd point out that if you were that close, your craft could be targeted by a nuclear damper. That would mean ALL your nukes on-board are rendered inert. If you're going to make a point-blank rule, then a craft going to point-blank range against a target with a nuclear damper can't attack with nuclear missiles, then or for the remainder of the game. So, the fighter might do it just because it's better to hit with an HE than to accomplish nothing, but the destroyers and larger ships are going to want to stay out of point-blank range to protect their nuclear munitions from destruction. (In fact, it'd be an interesting tactic for a destroyer to charge in to point-blank range and run a nuclear damper over some dreadnought's missile holds.)
That would be a rather interesting HG variant.
Heavier missiles than the commercial "rocket in a box" available for merchants should be available. Head to the Harpoon, which is much more powerful than the Exocet. Add in anti-ship cruise missiles, including some of the "commie" fast ship killers, and right now we have some very dangerous ship mounted missiles availabe for the right price on our non-space world that are much more powerful than a javelin/tow/laws rocket (which is more of the type missile used by the standard missile launcher in Traveller).
Better rules for both of these concepts need to be added.
Current Torpedos can carry huge nuke explosives, or shaped charged explosives that do much more damage than the WWII underwater bombs. Add targeting systems and fire/forget lock on/guide on sytems, and the torp becomes not just a merc killer, but potentially a capital ship damaging weapon. Limited range, but maybe programmable drives, for drifting (non-accelleration flight).
Heavier missiles than the commercial "rocket in a box" available for merchants should be available. Head to the Harpoon, which is much more powerful than the Exocet. Add in anti-ship cruise missiles, including some of the "commie" fast ship killers, and right now we have some very dangerous ship mounted missiles availabe for the right price on our non-space world that are much more powerful than a javelin/tow/laws rocket (which is more of the type missile used by the standard missile launcher in Traveller).
What happens when you get a 12-18g stealth 20t nuclear or non-nuclear missile with fire/forget and command update features from the launcher or from the controller (which may be a stealthed platform much closer to the action)?
Yeah, out of price of the standard Traveller Character, but Navies and Defense forces should still have something like this available. And as to availability to the player, well, what happens when that oppressive government falls and the price of a high quality hotel goes from 5 million credits to .05 credits (Eurotrip reference here).
Just remember all of the things available right after the collapse of the soviet union.
Imagine your conversation with Sergeant Yuri who is now stuck in Eastern Germany with no pay and no way to go home or do anything. "Hey, Comrade Amerikanski, you buy brand new T-80 tank, full load, with uniform and personel weapons, spares and whatever? 500 dollars and a pair of Levis." Yes, an exageration, but stuff like this happened
[...]
Tactical naval combat is ultimately about being more successful in applying destructive energy to a chosen target than that target is in applying such energy to you.
[...]
In the high-tech Traveller universe, NEITHER end of the spectrum is very effective: small craft can't carry enough punch and can't deliver without becoming impractically expensive, and the biggest ships pack good punch but can be taken out of the fight by a single hard hit from a spinal meson. Instead, the queen is the mid-size ship or craft: big enough to carry that big punch, small enough to be expendable. I'm not exactly a naval history expert, but I don't know of an historical paradigm that fits that model.[...]
Might it not also dampen nuclear reaction in the fighter's power plant?
And I wouldn't want to be the pilot that goes in for point blank to strafe or launch missiles only to fly through the resulting detonation.
Since it's difficult for stealth to work in space - given the distances involved, the energy needed to cross those distances quickly, and the absence of any cover to hide the use of such energy - it's difficult to come up with rules that make it possible for expensive missiles to be cost-effective. You're forced to come up with some fantasy drive that produces energy and then applies it to motion without being detectable by the target, and that is also cheap enough and small enough to fit in a missile. In fact, the existing rules are arguably far too generous with missiles. The idea that a laser has any chance of missing a target at anything above TL7-8 - given several minutes to train on a target moving toward the laser, and said target expending considerable quantities of energy in the vacuum of space - is a bit of a stretch.
It doesn't make larger penetrators impossible, however. How can you tell an 8 ton fighter from an 8 ton missile, for example? Or a 50 ton missile from a 50 ton heavy fighter? Seems like the latter could disperse a huge number of substantially larger penetrators than a tiny, cannon missile. At very high closing velocities, these could be nasty, indeed.
The dispersal would have to happen at very close range for the target to NOT be able to evade. It would be taken out before then. Remember, missiles aren't moving that fast in relation to the ships they are targeting... It's not anything like a missile vs. a ship on the ocean.
This is not generally true, though sometimes true.
Missiles start with whatever velocity the launcher has, and even the little classic missiles can possible do 6g12 or better, right (with the supplement?).