Originally posted by Anthony:
Escorts beat Cruisers
Cruisers beat Battleships
Battleships beat Escorts
There's game out there like that. It's called "Rock, Scissors, Paper".
And many tactical games (notably computer games) rely on this base type of game play and unit composition.
It's a very difficult thing to balance.
If you don't balance the system properly, then you end up with hordes of a single type of unit. In early RTS computer game, you ended up with a concept called "rushing" where one player would make a large amount of, typically, tanks, and then "rush" them all en masse into the enemy.
We saw this in HG in the competitions and their "19999" ton Battle Riders. The basic goal being to get as many Meson Guns in your fleet as possible, as essentially nothing else mattered.
Traveller combat with capital ships tends to rely on the Critical Hit to disable ships, and Meson Guns were particularly apt at generating Crits.
Even GDWs "Battle Rider" game was centered on Critical Hits, where as "Brilliant Lances" was more RPG oriented as it tracked the destructive path of a laser punching a hole in your ship so you could know which stateroom or gun mount etc was actually hit. Gives much more detailed damage.
This is the key differentiator between small ship and large ship combat. At the high end, before Meson Guns, you basically cooked the heavily armored ships in a rotisserie of fire until you fried all of their gun mounts off. The ships tended to come out clean, but with no weapons. They could still maneuver or jump, they just couldn't fight. Mind, that's an effective resolution, but it could sure suck up the die rolls.
After Meson Guns, ships simply exploded or lost some other vital internal system making them dead in space. No need to kill off those 100 laser turrets when a nuclear blast in Engineering will solve the problem outright.
In contrast to other tactical ship games where the ships tended to degrade gracefully. You do "1/3rd" damage to a ship and you ended up with a ship with 1/2 it's original firepower and 2/3rds of it movement capacity.
Mind, the other games aren't hard SF games.
But overall that's potentially another complaint about Traveller space combat, particularly capital ship battles, specifically High Guard.
The battles were pretty much settled when the fleet is rolled out. All of the tactics and skill were in the design, not in the playing. Once a side gained any kind of advantage, it was almost instantly insurmountable.
Kind of like the kids card game "War". The game is decided when the deck is shuffled, you just don't know who the winner is yet.
That makes Traveller more a strategic system than tactical. With Spinal mounts, manuever is essentially out of the game. I'm going to park my ship in an effective range band and point my spinal mount at you and start blasting.
If I can't face you with my spinal gun it's because a) you're too close (really really close, visible "I can read the ships tail number" close), or b) I'm running away. If I'm running away, and you can't maintain range while you blast me with your spinal mounts, I'll either die or get away, and the only reason I'm running is because odds are I'm going to die faster than I can kill you (for whatever reason). If you CAN maintain range, then I'm basically dead depending on fuel.
WWII battles were decided by information and firepower. Finding the enemy fleet and directing firepower on to the fleet, but particularly in the air war in the Pacific, were not particularly tactical engagments on the large scale. It's all quiet and sneaking around until someone gets caught, then it's balls out pure volume of fire.
So, I guess, when fleets engage in Traveller, I mean, the game is already decided. The game is not to engage until you can win. But once you engage, it's either win or lose and you'll know that the first turn -- the rest is just determining how much the win costs.