You might like this last bit even more then
According to GURPS TRAVELLER, the light speed time delay it takes to make course corrections via remote control (think of it as wire guided TOWS) gets worse the further away from the target you are. Those fighters aren't there as sensor platforms per se. Those fighters are there to shorten the time between sensing the target's motion and correcting for it.
Lets say you have a ship that is 96 hexes away (a hex is 10,000 miles) from a target. Its fighters have played point dog against the enemy vict, er target. So the missile launching ship fires away at his target and then lets the missiles float in on a ballistic trajectory based on the information fed to it by the fighers (who are still hidden). They are only 18 hexes away from their target (roughly 1 light second away). The Launching ship is roughly 5 light seconds away. If the launching ship were to be guiding the missile, it would need 5 seconds for the signal of the sensors to show that the target had moved out of the incoming path of a missile - and another 5 seconds to relay the course correction against a target plot that is now 5 seconds old. Remember, distance = 1/2 Acelleration x Time Squared. In 5 seconds, a 4 G ship can displace itself by 1,608 feet away from where the "launcher" thinks it should be. In 10 seconds, that ship could have moved 6432 feet in ANY direction. Easily enough for a missile to miss by
Now, take that fighter that is only 1 second away from the targeted ship. It can only dodge by 64.32 feet in any one direction against the fighter controlling the missile.
Now if GURPS were to go by the concept that each missile has its own homing head (which can be designed using the GURPS VEHICLES rules) - you don't need gunners in THAT traveller universe. Fire and forget. The missiles float on a ballistic trajectory until the inertial guidance computer tells it "hey, turn your sensors on stupid" and acquaire a target.
THOSE tactics would very easily simulate the long distance sniping of submarine warfare. NOW those fighters are really useful in the campaign because the smaller signatures make it harder for them to be spotted. The sad fact is however, that the fighters can't carry significant sensors on it. The GOOD news is
that larger ships can be spotted further away in the GURPS Traveller Universe.
Be aware however that there is just one minor nitpick here. GURPS TRAVELLER is not the TRAVELLER that CT fans love and adore. Missles were NOT horrendous weapons - spinal mounts were. Also be aware that the official GURPS TRAVELLER rules (please, put your drink down now. Don't have any food in your mouth - this is no joke, this is for your own safety) has one little problem...
If you do not use the Mayday rules for missiles with GURPS TRAVELLER, the original rules specify that your missile must be guided *exactly* to hit its target. That is to say:
The last movement of the missile must coincide with the ship it is hitting. Lets say, because of previous speed vectors, that a missile is moving at a speed of 11, has a 6G burn left to it still, and the ship it is going to hit is 4 hexes away. 11 -6 = 5. This is the slowest the missile can be travelling. By moving 5, it can move into the same hex as the target, and then has to move one more hex beyond the target (it does after all have to move 5 hexes remember?). GURPS TRAVELLER rules state that it must END its move in the same hex - not move through it, otherwise it is an automatic miss.
That is why I went to MAYDAY rules myself. Last position, current position, and future position. In order to determine if a missile can hit a target or not, I use the triangle method. Current location of missile, future position of missile *IF* it doesn't change its course in any way - and the final third point of the triangle is the movement that it can change its future position by (ie the G burn of the missile). If the target ship is within the triangle formed by those three points - it can hit the target.
Since all movement is supposed to be simaltaneous, you can find yourself in a situation where a ship can start inside that triangle and moved out of it. That is when you use the good old fashioned standby from STAR FLEET BATTLES. A missile moving 20 hexes this turn versus a target that is moving only 5 hexes this turn has a 4:1 ratio. That is, move the missile four hexes, then move the target 1 hex. Move missile its 8th movement, move ship its second movement. It becomes easy to determine if the missile would hit the ship before it escapes outside the triangle, or misses it entirely with a narrow miss.
Ah well, I digress - time to hit the sack.