It also brings in gameplay issues. The retrogrades are perfectly valid tactics, that happen to make for really crummy game play. Having Mayday battles at high speeds, dunno how interesting those battles are not. The Battle Rider Map is 2 sheets of 18x11. A speed 20 game on that play field would be a real pain to pull off.
As players, we naturally constrain ourselves to the available play field, even on a floating map folks try to not run to far off course.
But it also points to the other issues, simply space is big, and there are rarely any fixed targets.
The original Fed CL was a crummy ship. Much like the original Fed DD. The DD wasn't great, the CL was worse. Heck, many of the early ships were lousy, especially when held in the light of the later ships.
But, yes the game certainly transformed over the years from the heady chaos of the original expansions. I never played a lot of plotted movement, and never really learned the game that way, even in the beginning we just "skipped that part".'
it was self imposed from ADB with their promotion of the BPV. With BPV dominating the "scenario" state, everyone was looking for spikes in the BPV curve, so they had to special rule everything. It's not that gatling phasers (for example) are overpowered, but rather they're cheap for what they can do, so they clamped down hard on when and where they can be deployed on ships.
We used to play simple free-for-alls where each player rolled 100-600 BPV on dice for their fleet and just managed to do what they could. More than once I rushed in, crashed shield, burned a ship and just ran away since I was so completely outnumbered.
But, certainly, at least in our group, we all loved the war cruisers for their speed.
Well that's my point. I'm focusing on the rules of the system, not the "physics" of it. The rules and mechanics represent the "understanding" of the engineering available. For whatever reason, the missiles in early Traveller were little more than tiny ships with all of their limitations, and better used as "smart mines" than "missiles".
And I can see appreciate how the missile didn't operate like some may visualize missiles, but that didn't make them useless. Less useful? Perhaps. Harder to deploy? Sure. But not useless.
Simply, my lament about "realistic" space combat systems is that the playing field is so level (big, empty space), that simple, raw firepower (i.e. ships design/economics) dominates the outcome. Up to the point where we have High Guard which basically completely hand waved almost the entire concept of maneuver. In SFB, maneuver (and the use of energy allocation to facilitate the balance of maneuver and weapons) is the heart of the game and a key component that distinguished good players from poor players. So, eliminating maneuver, to me, is a "big deal".
Raw firepower dominates so greatly, I feel (and it's just a feeling, having not played any volume of actual games), that the player brings little to the table that can affect the outcome of a scenario outside of blowing on the dice. I can see very little hope of a "Taffy 3", or some smaller force routing a larger one.
In this way, High Guard is actually rather insightful. But as some who enjoys pushing the ships around and feeling theirs a purpose to it, it kind of takes the wind out of my sails to acknowledge that all that pushing may not matter at all in the big picture.
Add in some stealth mechanic, and you might be able to have some guerrilla action where a small force keeps a larger force pinned in a system, but then we start drifting away from "realistic".
Several things:
In Re Traveller: DOn was given a pretty free hand in the errata. Marc's oversight was present, but mostly focused upon the material for T5.
And the other things...
1: the fed CL and DD were pretty solid in the first edition of SFB - provided you used the proportional movement costs. The later churn (commanders and captains editions) was filled with bad ideas made manifest, and lots of good ideas tossed in the mix.
2: The free movement was a different, but equally as good, game. Still, ADB adopted it not because they thought it better, but because fans demanded it. SPP commented about this on GEnie.
3: Starfire is a great game... but it's always been a free movement game, with the option for plotted... Choosing it over SFB when one dislikes the free movement game rings false; failing to mention its relative speed and ability to handle larger scenarios also rings a warning tone about credibility... or the lack thereof.
I'm just a madman for wanting to bring CT/Mayday maneuver TO HG, or more like HG toys to CT maneuver/captaining.
Skill matters especially if you can afford the predict programs AND the gunner interact with good gunners, effectively making impossible shots possible and landing more hits then the opponent. That too is a matter of resource outlay, although maybe not in terms of MCr, more in acquiring/developing and keeping talent.
Well, I always did my darnedest to blow up enemy transports in Imperium, that way even if the enemy got space superiority he wasn't going to be landing anything. Tankers were a major target too, so if you have any logistics work going on that should be a way the small fleet can act.
I wouldn't feel badly OR take too much 'insight' from HG, it was designed for what it was designed for and NOT as a maneuver game.
Among other things you can expect from my maneuver version are differences in power/effect at range especially against armor/screens, lower probability of hits the further out you go, kinetic impact power increases from missile vee, and all sorts of decisions from general maneuver to power to roll state to shot patterns from the gunners.
The end product should feel like an energy allocation version of playing CT starships, with skill rolls baked in. Quite a bit different from the 'acid test of the ship builder's art' HG really is built to do.
Mayday turrets are not quite the same as LBB2 turrets, it's one of the other differences between the two games.As an aside, I was rather surprised at how damage works in Mayday. 4 hits (even NE results) on a ship destroys it, everything else is either NE or, essentially, a critical (weapons dead, drive dead, etc.). A 200 ton ship with 2 Triple beam laser turret can destroy a 5000 ton ship in one go with these rules...scary.
Yet another difference, in Mayday you are at -1 to hit will lasers per hex, which makes the six hex engagement range of missiles much more useful.That's a strategic objective, rather than a tactical one. It brings in to question whether a mixed fleet can actually protect it's assets. With as deadly as Mayday damage is, flying through each others lines could be quite costly. With CT, perhaps not, and maybe it would be more difficult to protect the fleets rear in system.
Exactly.To me the insight is quite telling. Much like the discussions of range bands vs 2D maneuvering vs 3D maneuvering, I'm just curious if they tried to fight some larger battles "tactically" and found that the maneuvering aspect just washed out, and that was one reason (though not only) they went with the simplified "line 'em up and let fly" system in HG.
Star Cruiser, and then later BL/BR solved this problem by limiting beam weapon ranges and introducing sensor lock rules to avoid the boredom of simply moving your counters into weapon range, lining up and blasting awayFor maneuver to work, there has to be scarcity. If two ships are closing on each other and just blasting away with their lasers each and every turn, cuz, why not?, then maneuver is factored out. Rather, as the "turns" advance (i.e. the ships close), the odds get better for both parties until one eventually rolls better than the other. High Guard without the counter pushing. Scarcity through arcs, scarcity through, perhaps power cycles (I won't fire because my weapon take so long to reset), obviously limited ammunition (i.e. missiles), can all impact this.
The average realistic civilian-involved battle in CT will be a stern chase by a faster ship. Target Civilian is racing for either the world or the jump point. Aggressor is giving chase, be they hostile civilian, pirate, or military.
Missile advantage, to Target civilian. But slight.
A meeting battle (which really should be stupidly rare outside of wars) will be both vectored towards each other at relatively low vectors.
A Passing Battle will be extremely high vectors - as in, 2+ G-days. Missile fire will be one shot to shoot down, and impact. Targeting enemy ships will be single round. Advantage to numbers. Side with more missiles has numbers....
every missile he diverts lasers from to shoot missiles is a laser not hitting a ship.
RPG skill here, not player skill.
That's a strategic objective, rather than a tactical one. It brings in to question whether a mixed fleet can actually protect it's assets. With as deadly as Mayday damage is, flying through each others lines could be quite costly. With CT, perhaps not, and maybe it would be more difficult to protect the fleets rear in system.
To me the insight is quite telling. Much like the discussions of range bands vs 2D maneuvering vs 3D maneuvering, I'm just curious if they tried to fight some larger battles "tactically" and found that the maneuvering aspect just washed out, and that was one reason (though not only) they went with the simplified "line 'em up and let fly" system in HG.
For maneuver to work, there has to be scarcity. If two ships are closing on each other and just blasting away with their lasers each and every turn, cuz, why not?, then maneuver is factored out. Rather, as the "turns" advance (i.e. the ships close), the odds get better for both parties until one eventually rolls better than the other. High Guard without the counter pushing. Scarcity through arcs, scarcity through, perhaps power cycles (I won't fire because my weapon take so long to reset), obviously limited ammunition (i.e. missiles), can all impact this.
We'll have to wait and see then. The nut there is to advance the story behind the weapon systems, in a "realistic" rule set.
But once you get there, you start to see the problems ADB was having with the BPV economics of ship balance, being as soon as you introduce scarcity, along with design, folks will want to build scarcity out of their design. i.e. is one ship with "no scarcity" (such as an over abundance of power) that costs twice as much as 2 ships "with" scarcity simply a better value for the dollar. Have to play those things out and see how it works.
An example of this from SFB were the escort cruisers, with power curves designed for heavy weapons, but instead bristling with P-Is (or, worse, P-Gs) instead. Very fast, very dangerous, and very cheap ships resulted. (and they were special ruled out -- had to have a carrier to bring escorts.)
Star Cruiser, and then later BL/BR solved this problem by limiting beam weapon ranges and introducing sensor lock rules to avoid the boredom of simply moving your counters into weapon range, lining up and blasting away![]()
One additional thought...
You keep looking for ways to knit all of Traveller's disparate ship combat systems together while overlooking - perhaps deliberately - that they were never intended to work together as seamlessly as you wish.
I have said that these are different games many times, including this thread.
Don't know how people get these ideas.
My apologies. I'd only skimmed the thread because, quite frankly the topic is both tedious and had been Done To Death. How tedious and Done to Death? Well, the first ASCII text document I opened from a Traveller BBS via my dail-up Sears Prodigy connection was all about trying to make LBB:2, Mayday, HG2, and MT work better together.
Perhaps, like me, they stop paying any real attention when they see someone flogging the dried spot on the road where the dead horse used to be.
My RPG group in the late 70s were wargamers first and roleplayers a distant second. We picked up D&D via Chainmail, for example, and played En Garde for the duels more than the gambling, clubbing, and wenching. When we got Traveller we used it as a man-to-man/small unit combat system for months before even using the chargen.
When one of my friends got his copy of HG2 in 1980, he immediately began trying to mesh it with LBB:2 and Mayday. I watched him fail in his quixotic quest then, have watched too many others to count fail in their quixotic quests over the ensuing decades, and will watch you fail too.
Remember that: You will fail.
Because there are so many decisions, adjustments, and what not to be made, because there are so many disparate elements to choose from, because there so many things still not covered in any of the rules, you're going to homebrew something which will be specifically tailored for you and your group. It will be good, don't get me wrong, but it will only work for you and people who think/play like you.
For example, you've mentioned you'd like to see an energy point allocation system like that in SFB. My players already played and enjoyed the Task Force Games SFB version but, if I'd tried to introduce something like that into Traveller ship combat, they'd had laughed themselves sick.
You'll come up with something that works for you, more or less. Just don't be disappointed when that something doesn't work for everyone else, more or less.
Have fun.
When one of my friends got his copy of HG2 in 1980, he immediately began trying to mesh it with LBB:2 and Mayday. I watched him fail in his quixotic quest then, have watched too many others to count fail in their quixotic quests over the ensuing decades, and will watch you fail too.
Remember that: You will fail.
Well heck that deflated my bubble.Because there are so many decisions, adjustments, and what not to be made, because there are so many disparate elements to choose from, because there so many things still not covered in any of the rules, you're going to homebrew something which will be specifically tailored for you and your group. It will be good, don't get me wrong, but it will only work for you and people who think/play like you.
For example, you've mentioned you'd like to see an energy point allocation system like that in SFB. My players already played and enjoyed the Task Force Games SFB version but, if I'd tried to introduce something like that into Traveller ship combat, they'd had laughed themselves sick.
You'll come up with something that works for you, more or less. Just don't be disappointed when that something doesn't work for everyone else, more or less.
Have fun.
Mongoose did that PP in combat with a book-2 like modality and Bk5 weapons... in their playtest for MGT 1E. It worked. Really well.
Mongoose did that PP in combat with a book-2 like modality and Bk5 weapons... in their playtest for MGT 1E. It worked. Really well.
The problem was it was so tightly integrated with the playtest, that when they switched the task system, they also dropped and completely rewrote ship combat.
It was, however, awesome. I really wish it had been tossed into the SRD.
(Fixing their task system would need only to have reverse the direction of the roll to 2d6≤(6+skill) instead of (2d6+skill)≥8+.)
All the more reason to ditch it, right?
While HG2 doesn't explicitly mention managing EPs, the black globe, gee/agility limited to PP/M drive number, and emergency agility examples are all there. Seeing as most damage to power plants involves reducing the plant's rating rather then destroying the plant outright and seeing as we've energy requirements listed for weapons, shields, and computers, we should be juggling EPs as damage accrues.
My groups tried it on occasion. Sometimes it was worth the book keeping and sometimes it wasn't. Horses for courses as always.
Well heck that deflated my bubble.
But that doesn't make the attempt a failure, if for no other reason then people can tear out what they like and make their own mutant version.
And I am DAMN good at the rules modding thing.
Maybe a little less been there done that, and a little more put your own stuff out there would be more helpful.