Yes, but none of these reasons are story reasons. These are simulation reasons, or wargame reasons. To phrase that question differently, how does it shape the narrative to tell more entertaining stories for the crew? Maybe the MDrive "field" obviates the need for any defense of micrometeorites because they just disintegrate -- so the players can get to the story. Maybe simulating everything that could be slows the story to the point that it isn't entertaining for the players.Help gen explanation for craft to go impossible fast and results if it goes wrong.
Reasons to have to slow down cause accel can’t get the ship out of the way of uncharted just detected rocks/showers in time.
Generate lift in dangerous ways beyond safe use of mdrive.
My crew are experienced SFB guys so actual movement, allocation, and inertia vector fights that say we’re not in Kansas anymore have value.In my experience the streamlined nature of HG combat makes is superior to e.g. LBB2 as an RPG system, as you can actually fight a simple combat in half an hour...
A detailed space combat system that takes the entire session to play out an encounter just takes too much time.
For me anything that can create hard choices and player agency helps, but not to the point of say rolling for every routine action.Yes, but none of these reasons are story reasons. These are simulation reasons, or wargame reasons. To phrase that question differently, how does it shape the narrative to tell more entertaining stories for the crew? Maybe the MDrive "field" obviates the need for any defense of micrometeorites because they just disintegrate -- so the players can get to the story. Maybe simulating everything that could be slows the story to the point that it isn't entertaining for the players.
Yes and according to the boom table hits by our missiles get into battleship shell joules. Smaller objects will hit as hard at higher speeds.The hulls of Traveller starships have the equivalent armour protection of a modern tank, armoured warships even greater.
Half of my brain feels like it's read of this somewhere in Traveller materiel while the other half hasn't read about this anywhere in Traveller, and both halves are somewhat worried about this.Where is the detail, or even a scant summary, on what vessels in Traveller use to prevent striking small items such as debris or micrometeorites, etc, as they move through interplanetary space?
Yes, you get to use your full skill in LBB2, if you have a big computer and a lot of software. Your standard Scout or Free Trader, not so much...OTOH, LLB2 ship combat rules give more importance to characters' skills and capacities, and is, IMHO, more rewarding as RPG experience than just the HG system, that can be more useful for fleet combat, but gives no importance to specific persons (the PCs' team) unless hey have high skill levels.
Beltstrike?Half of my brain feels like it's read of this somewhere in Traveller materiel while the other half hasn't read about this anywhere in Traveller, and both halves are somewhat worried about this.
This gives extensive natural shielding against the dangerous radiation which is found this close to Bowman Prime.
(Ships under power are not affected—part of the M-drive generates a low-power screen against radiation and meteorite impact—but a power failure during approach within a half million kilometers of the gas giant would be fatal.)
I decided that a ships hull is robust enough to shrug off some/most of this.
Yes, you get to use your full skill in LBB2, if you have a big computer and a lot of software. Your standard Scout or Free Trader, not so much...
In LBB5 you always get your skill/2 (with 1 already baked into the tables), regardless of computer or software.
Advantage LBB5.
Beltstrike?
That's what I was after! It doesn't fix everything, but some sort of canonical reference is better than none.This gives extensive natural shielding against the dangerous radiation which is found this close to Bowman Prime.
(Ships under power are not affected—part of the M-drive generates a low-power screen against radiation and meteorite impact—but a power failure during approach within a half million kilometers of the gas giant would be fatal.)
Yes but... There'd still be the issue of having to regularly patch up or repair damage to armour from strikes occurring at rather high velocities. This might be an option before screens of some sort were available, though after the availability of gravitic manipulation there'd surely be some clear alternatives using this?The hulls of Traveller starships have the equivalent armour protection of a modern tank, armoured warships even greater.
You do exactly the same thing, minus the vector movement. Pilots evade, gunners shoot...Even so, you have better control on what players do, and it's more cinematic, and so, more rewarding as RPG experience.
OK, it's a house rule, but you can extend the same system to gunners and engineers. Then you have the same to hit rolls, by the same characters, with the same skills, as LBB2.Only for Ship's Tactics and Pilot, other skills being irrelevant, while in LBB2, computer allowing, Gunnery may also affect, and Engineering (or Mechanical, or Electronics) may affect regardless your computer, just to give you some examples.
Using your skill as a negative DM to hit or using your skill as a negative DM to hit? Isn't that the same?What uses more the pilot skill? beign able to use it (at full or recuded rate, depending on your software) to avoid damge, or by giving you the +(skill-1)/2 to your agility?
Sure, if you find MCr 7 between the couch cushions... The standard package for a m/1 includes none of them.Even the 1bis computer of your scout (capacity 4 allows youe for Maneyver/evasion 5 (2 slots), Target and gunner interact (1 slot each), allowing you full use of your pilot and gunnery skill
Sure, but that is just a preference for detailed over fast. In both systems you have the same characters doing the exact same thing with the same hardware.I guess we don't play in the same style (and both are equally respectable). I prefer, in RPG, to calculate the vectors, decide wich software to use to be more aggfresive (gunner interact, predict, etc) or defensive (maneuver/evasion, ECM, etc), knowing wich character uses each weapon, or makes damage control, etc...
That is not a fair comparison. In both LBB2 and LBB5 you have the same characters doing the same rolls, at least for small ships. For large ships LBB2 degenerates into an unplayable mess, unlike LBB5.IMHO (and yours is as bit as repectable as mine if you disagree), using HG for RPG is like using the streamed LBB4 table for ground combat, using your team as a fire team or squad, depending on numbers. Would anyone do it?
Let's pull a concrete (touchstone) example of space combat portrayal that we can ALL agree on and admit to a passing familiarity with.I guess we don't play in the same style (and both are equally respectable). I prefer, in RPG, to calculate the vectors, decide wich software to use to be more aggfresive (gunner interact, predict, etc) or defensive (maneuver/evasion, ECM, etc), knowing wich character uses each weapon, or makes damage control, etc... In general, giving the characters, not the ship, the protagonism.
Just gonna disagree here.My point being that the "theater of the mind" abstraction factor of the LBB5.80 combat system allows for dramatically superior gameplay than the "sandtable wargaming" vector combat factor of the LBB2.77/81 combat system.
You do exactly the same thing, minus the vector movement. Pilots evade, gunners shoot...
OK, it's a house rule, but you can extend the same system to gunners and engineers. Then you have the same to hit rolls, by the same characters, with the same skills, as LBB2.
Using your skill as a negative DM to hit or using your skill as a negative DM to hit? Isn't that the same?
Sure, if you find MCr 7 between the couch cushions... The standard package for a m/1 includes none of them.
You can write it yourself, only needing Computer-3 and Pilot-6...
You still do not have the capability of say Launch, Return Fire, ECM, Anti-Missile, or Multi-target. Better not be any missiles in that fight...
That is not a fair comparison. In both LBB2 and LBB5 you have the same characters doing the same rolls, at least for small ships.
For large ships LBB2 degenerates into an unplayable mess, unlike LBB5.
A more resonable comparison is LBB1 combat vs. Striker combat. Striker is more streamlined, but basically the same characters rolling the same to hit rolls, but without all the pages and pages of tables.
... sounds legit ...Mind, I did not watch the YouTube videos, and it's been awhile since I've see the BoT episode.
First, you "don't do the reading" for the assignment, and now you're sure there's no suspense obtainable from the results of doing the exercise as assigned (see: no x4 in your assertion).Now, not quite sure how B5 captures, well, any of that. No sensors, no stealth, no maneuver, no uncertainty.
At the risk of repeating myself (AGAIN!) ... that's NOT what's happening ... and trying to frame it as such is a complete disservice to yourself and anyone else who might be playing the game with you.B5 is, mostly, predetermined before the fight starts. It's all probability after that. The red coats and blue coats line up, put muzzles to each other's faces at 50 meters, and pull the trigger.
Well that's a fundamental problem with space combat anyway. It's folks in a bull ring with machine guns pointed at each other while wearing dayglo t-shirts. Range matters, but its the same for everyone. Facing, doesn't matter (outside of BL). Velocity doesn't matter (when it comes to actually shooting things, none of the systems consider the vector differential as a DM). Outside of range, maneuver doesn't matter. AT BEST you can "dodge" or "evasive maneuver". Size matters as a differential. Not so much with equivalent ships (the DMs wash each other out).Again ... when engagement ranges are measured in fractions of a light-second, no one is going to be using iron sights on machine guns within visual range to walk tracer fire onto an easily visible target.
Perhaps I used the wrong reference video to properly depict the issue(s) that arise when dealing with weapon ranges measured in light-seconds.Again ... when engagement ranges are measured in fractions of a light-second, no one is going to be using iron sights on machine guns within visual range to walk tracer fire onto an easily visible target. Anything within Mk I Eyeball visual range is going to be "too close for comfort" unless it's a planned rendezvous docking. ALL of your gunnery tasks are going to be HEAVILY sensor dependent and going to be much more about computer control than manually slewing around a turret ring pintle mounted gun (or missile).