ss3 revised was done in the last 5 years.
Not back in the 80's.
I thought it said the errata was from 1986, but the new production was recent.
ss3 revised was done in the last 5 years.
Not back in the 80's.
I hereby petition the powers that be to take another look at this 'errata' and remove it - go back to the original version and intent of the rules which maintain compatibility between SS3, Mayday, BL, BR and TNE.
I had the house rule since the 80s because it made no sense. The errata just validates what I had seen about CT maneuver.
I don't see how you can characterize the <#of>G<burn> system as any sort of standoff system.
There are 'solutions', among them classically firing a 'spread' so at least one missile will intercept any given course endpoint the target ship may go to, but that spread and number of missile increases greatly if you are 250,000 km or more out, long range by CT standards.
Another clue that this was a misstatement or 'work in progress' error are the tables themselves- why have the possibility of building a 6G1 missile, when by the burn set of rules such a missile can only accel 1G one turn?
It's worth noting that Don, having spent much more time at Marc's than probably anyone on the boards (perhaps excepting Robject, and excluding Avery, for that is Marc)...
Marc and Don may have been going over Marc's notes and found old material intended by Marc to have been part of the 3rd edition... that said, those notes only saw the light of day in the last few years, and don't solve any real issues...
Note that TNE used XgY with Y equalling G-turns because it made sense to Frank, and many players found it simple and useful.
It also goes back to CT 1E, where small craft also had similar fuel limits.
And note: if the firer and target are on closing vectors, missiles with high G and low burns are practically unavoidable using CT combat. Your one chance to fire is at range...
Especially if the closing vector is high. This is QUITE different from the prototype for the Traveller setting - Imperium - has missiles being long range and beams short...
Mayday's are a bit shorter than lasers, but much more damaging.
They force the attacker to consider crossing the threshold and take on the missiles. Missiles as an artifact "control space". Anything that stops within range of a missile is subject to attack. The Plasma Torpedo in SFB has similar characteristics. They're very good at disrupting attack runs as many attacker think twice before entering their operational envelope. Many times I've seen attackers peel off at range, torpedoes in pursuit. Want to keep an attacker out of overload range? Lob a torpedo big enough to eat their front shield their way and then spend the next 5 minutes watching the attacker study the impulse chart, his turn mode, and counting hexes.
Can you out maneuver a missile? Yes you can, but you have to be moving quite quickly, and hope that you don't fall within the bubble of the missile. Consider the typical (original) 6G6 missile. Your net vector needs to have a magnitude of 13 or more. Consider the simple case of closing directly on a ship. You must move to range 7 (to be outside the missile envelope), and then, next move, you must be, again, at range 7, on the opposite side of the missile. If the target happens to be stopped, that's a vector of 14. And that assumes that you deftly maneuvered to hit those thresholds. Off by one hex, and BAM, here they come.
Lay down a spread of missiles, and evade behind them, forcing the attacker to either deal with them, or move around them, meanwhile, you may be scurrying away.
The fact that you can out maneuver a missile is just a cold fact of space combat. Earth missiles are mostly effective because they can fly faster and turn faster than their targets. Traveller missiles (outside of TNE) can't do that. At best they're as fast, but they can't turn any better than a starship.
That's why they don't work as well as a smokey Standard Missile rocketing off the Ticonderoga towards it's prey. Their doctrine is different.
Snip...
They force the attacker to consider crossing the threshold and take on the missiles. Missiles as an artifact "control space". Anything that stops within range of a missile is subject to attack. The Plasma Torpedo in SFB has similar characteristics. They're very good at disrupting attack runs as many attacker think twice before entering their operational envelope. Many times I've seen attackers peel off at range, torpedoes in pursuit. Want to keep an attacker out of overload range? Lob a torpedo big enough to eat their front shield their way and then spend the next 5 minutes watching the attacker study the impulse chart, his turn mode, and counting hexes.
Heh, that's why one always approaches a PT user with phasers loaded and a Wild Weasel ready to kick out- and another reason Fed decel is the path to victory, not a weakness as you assert.
That's just the way the rules are written, not 'cold fact'. Since missiles can be 80% or more fuel and maneuver and are built to use it all up in 20 minutes to 2 hours worth of maneuver, arguably they should be set to a much higher G at least since they don't have human cargos to inertially compensate for.
Fair enough background.
However, you use the term G-turns as opposed to G-burns. Is that intentional? That was a key rewording in the revised edition.
Incidentally, the way I read the revised edition, the limited burn missiles use effectively '2 burns' for every course correction, plus a rule about the limit of course change per turn being half the difference between maximum G and G the missile is operating at.
The example is a 6G missile that is fired at 2G can execute 1G course changes for 2 burns each, and at 1G it can do 2G course changes for 4 burns.
Only discretionary missiles change course to move one burn/one G/one turn as a ship with fuel limits. You have to pay to get that wider engagement envelope.
Continuous just stays on course, effectively cheap Zuni space rockets with limited intercept, the dogfighter missiles, and according to both SS3s the default propulsion type for the standard missile- another reason to highly doubt the 'number of burns' model, used as 'space control mine' the way Whartung and I are talking about.
Ya know, the game has actually changed a bit since 1979. For example, every ship can decel, not just the Fed. Every ship has a free HET as well, and plotted movement went the way of the original Fed CL, which was a miserable waste of BPV. The only people who play plotted movement are like the folks who hand churn their own butter.
Stopping may have been viable when ships had a crummy power balance, but in the late war period, (and tournament, which has excellent ships), you stop, you die -- that simple. If I knew I could launch a plasma and force someone to decel -- oh happy day.
You keep projecting and making rules up to suit yourself. In CT/Mayday, a missile can go 6G, just like any other ship. It's straight forward to fly faster than a missile can react, it simply doesn't have the dV to engage.
In TNE, you can make faster missiles, and they in fact do make faster missiles. But whether it's 1G, 5G, 10G, or 20G, a space ship can fly faster than the missile can respond. It doesn't run in to the physical airframe issues that aerospace craft do, a ship effectively has no speed limit, and the ship needs a velocity higher than the dV of a missile to be able to dodge the missile. By the time the missile can change course and engage the target, he's too far gone.
That's fact. That's physics. A higher G missile makes the maneuver more difficult, but not impossible, and eventually you start running in to physical limitations of the device to handle G forces.
And the your point about ignoring the missiles, and the point just highlights the fact that he who brings the most gun tubes to the party wins the game, whether the ships park at range 1 and fire salvos, or whether they just make high speed fly by's trading shots. More guns, more shots, more net gun advantage, more chances for victory.
Perhaps from your POV- from me and my friends' collective view, free movement made it a game about whizzing around at speed 15-20 in a free weapons flinging dogfight, not a game about being a superior captain that can foresee future enemy moves and outwit them.
Not a fiasco from many people's perspective, because they were screaming balance, but a fiasco from ours when all ships got homogenized to different paint jobs and a different fizzy weapon.
Because the rules were written that way, and then apparently Don saw the same horror show I did and asked Miller about it, and it looks to me at least like they both came down closer to my perspective. I have no idea what that interaction was, but given Don's apparently rock solid care with a huge amount of material consistently over decades of rules work, it's not just me making things up.
Because it may be factually correct that overwhelming force is likely to win, therefore any critique I have of 'the way things were understood to be' is false?
Well, it's already clear to me we will never agree on what we want out of our space combat games.
I wasn't a big cheese with the game, but two of my friends were, one worked with Cole on some of the 80s products, and the other was a near plank owner of the Hydrans, his character is actually on a couple of the old classic scenarios.
Churning butter? Perhaps from your POV- from me and my friends' collective view, free movement made it a game about whizzing around at speed 15-20 in a free weapons flinging dogfight, not a game about being a superior captain that can foresee future enemy moves and outwit them.
We saw the writing on the wall, the free movement stuff made it a fighter video game, and we collectively lost interest.
Still another of my friends wrote a long essay about 'red vs. blue' in the context of the mania for 'balanced ships' that notably started with the whole war cruiser fiasco.
Not a fiasco from many people's perspective, because they were screaming balance, but a fiasco from ours when all ships got homogenized to different paint jobs and a different fizzy weapon.
We had a great time with it before, but once it become short attention span jousting, we were collectively gone.
We went Starfire, and promptly created radically different background races with extremely different doctrines, which made for some wild battles.
Because the rules were written that way, and then apparently Don saw the same horror show I did and asked Miller about it, and it looks to me at least like they both came down closer to my perspective. I have no idea what that interaction was, but given Don's apparently rock solid care with a huge amount of material consistently over decades of rules work, it's not just me making things up.
And you know what? You are JUST as free to run things the way you see them now as I was to ignore/revise the initial SS3 release all those years ago.
What you aren't free to do is say I am just howling in the wilderness, because I'm not just making this SS3 revision up.
Oh, you are responding to my statement about the missile speed.
That IS my opinion, and I clearly labelled it so, so yes I do get to 'make things up', just like you are at the moment, other then 'if all things are equal ships and missiles go same speed no environmental issues' which is true enough.
Except they AREN'T the same.
Missiles don't have fuel-sipping M-drives.
When a missile is 80% high speed fuel and propulsion and a spaceship is a lot less fuel burn and drive proportionally, the missile should have a greater capacity to accelerate and alter course in a short tactical period of time because it can burn a lot more fuel a lot more quickly.
The US ABM program didn't get your memo, best we forget all about those 100G missiles we built and flew- well above any conceivable G anyone would care to put into this game.
https://en.wikipedia.org/wiki/Sprint_(missile)
Because it may be factually correct that overwhelming force is likely to win, therefore any critique I have of 'the way things were understood to be' is false?
That's not the Kaufman Retrograde!
The Kaufmann (reatreating at Speed 15-20 while firing proximity torpedoes or DERFACS distruptors) was a mid-commander's edition innovation, and really, only works if the enemy will follow.
On the other hand, many an SFB player has made excellent use of the (as we called it) Cat-who-coughs retrograde... Put a line of kzin ships in retrograde 15 so that the enemy is flying into their speed 12 or speed 20 drones and their Range 22 or 30 disruptors... The enemy is likely to be doing speed 15-20, and so the closing speed is 27-40...
Which brings us back to topic. Slow missiles in a closing situation are much faster than they look on paper.
The Kaufmann (reatreating at Speed 15-20 while firing proximity torpedoes or DERFACS distruptors) was a mid-commander's edition innovation, and really, only works if the enemy will follow.
On the other hand, many an SFB player has made excellent use of the (as we called it) Cat-who-coughs retrograde... Put a line of kzin ships in retrograde 15 so that the enemy is flying into their speed 12 or speed 20 drones and their Range 22 or 30 disruptors... The enemy is likely to be doing speed 15-20, and so the closing speed is 27-40...
Which brings us back to topic. Slow missiles in a closing situation are much faster than they look on paper.