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Ship Design Question:

Which sadly is not very cinematic or good for role-play.
I don't know about that; I find the stuff Aramis is talking about to be very interesting personally. I think of it more of a geeky kind of fun than the usual seat-of-the-pants fighter-jock style of play. I mean, that can be fun too, but I don't think that it's necessary for everyone to enjoy combat. Just different styles.

IMTU, using energy/particle weapons for effect requires maintaining Time On Target. Where target is a localized area, not (usually) the whole ship. Merely hitting the target isn't enough, the energy has to be concentrated long enough in one area. So changing aspect alone can affect the outcome.
I required a laser to be focused on the same 'spot' for some fraction of the 15~20 minute CT combat turn to be effective. Thus providing human time scale opportunities.
This just got me thinking, and I know that there's nothing in the rules about this so sorry if it's a bit off-topic, but if a beam weapon requires more than a fraction of a second to 'burn' or punch a hole in the armor/hull, could a ship help defend itself by spinning around? With inertial compensators you might even be able to do it fairly fast so even weapons that need a relatively short burn time could be affected. Yes I know that this would most likely screw with manuevering (but one of the points made here is whether or not that's helping much anyway), and possibly even firing back as well, but it could help ye old tramp freighter until it gets to the local star port/jump point or help can arrive. Just a thought.
 
It is interesting that in all the explanations regarding gunnery, the lack of piloting/dodging skill, and so on, all the proponents have also reduced gunnery to someone hitting "ok". So, the reasoning still stands, if that is the methodology that is taking place, then we really also need to remove gunnery skill from having any relevance.

There are also very few arguments regarding evasion, and most address some sort of dodge-after-the-beam-is-in-the-air. Or the assumption that the beam can infact be trained correctly at an erratically moving target 10s of thousands of kilometers away. This is not a factor of the beam nor the speed of the "lazur", but of the turret/mechanism/control device.

Come on people :) Lets move past this notion where someone is dodging a beam that has already been fired at him/her.
 
...
This just got me thinking, and I know that there's nothing in the rules about this so sorry if it's a bit off-topic, but if a beam weapon requires more than a fraction of a second to 'burn' or punch a hole in the armor/hull, could a ship help defend itself by spinning around? ...
Exactly why I adopted the Time On Target idea - you don't need to 'get out of the way' of the laser (which is generally implausible), so much as prevent its effectiveness.

I.e. change your aspect, 'jinx' around - anticipate how the opponent's system and skill anticipates your 'random' moves - and avoid damage. That is really all the rules say (in CT) - and as far as I know there is nothing that goes against it (and not that I'd care too much if it did ;)). In fact, it helps explain the long turn times when dealing with near light speed weapons. As with personal combat (the armor thing) - its not a 'to hit' roll, so much as a 'to hit with damage' roll.

If you are doing this, you are likewise affecting your own ability to maintain Time On Target, though at least your systems know what you are doing instantly (why you need computer programs to compensate).

Of course, the ship is still absorbing energy - just like personal armor may still take a beating in combat - regardless of whether rule mechanic 'damage' is indicated. So after the combat I tend to introduce 'side effects' - ala radiation alarms from solar flares or while entering a planet's radiation belts; pressure alarms on entering atmo; loss of sensor range or comms; damage to life support (thermal regulation); obscured viewports; etc.
 
In a seperate thought, can someone then sum up for me modifiers in traveller 5 in terms of hitting a target spacecraft? As per my original posting/interest.

Bonuses:
Gunner's skill?
Computer?
specific weapon modifier?

Negatives:
Range?
Target size?
specific weapon modifer?
agility of craft in some way?
Electronic warfare/computer in any way?

I am strictly interested in hitting the target aka what happens prior to dealing with things such as armor and so on.
 
It is interesting that in all the explanations regarding gunnery, the lack of piloting/dodging skill, and so on, all the proponents have also reduced gunnery to someone hitting "ok". So, the reasoning still stands, if that is the methodology that is taking place, then we really also need to remove gunnery skill from having any relevance.

There are also very few arguments regarding evasion, and most address some sort of dodge-after-the-beam-is-in-the-air. Or the assumption that the beam can infact be trained correctly at an erratically moving target 10s of thousands of kilometers away. This is not a factor of the beam nor the speed of the "lazur", but of the turret/mechanism/control device.

Come on people :) Lets move past this notion where someone is dodging a beam that has already been fired at him/her.
What you are apparently not grasping:

Any jinking the pilot does makes his ship EASIER to hit. The most skilled pilot makes no difference. If he TOUCHES those controls more than once per (distance in LS) seconds, he's just make himself an easier target, because he can't be as far off course.

Its physics. It's not Buck Rogers nor Star Wars... but it's the reality of weapons that hit.

The only way to not be hit is to not be where his aim is going to be. At 0.1LS and 6G, you can't. At all. He's putting a 1m spot on where you would have been 0.3 seconds after 0.3 seconds ago had you not moved. You've altered position from that point no more than 2.7m. If you try to jink, you've reduced that ±2.7m to ±1.4m... and now, any shot to center of elipse at least grazes your ship (since the smallest are 3m x 5m, you are not in any way moved far enough to not be hit).

Now, at 0.5LS (extreme range, really) your couse has altered at most 66m...
If you use half your thrust for "Evasion" you've just cut that from ±66m to ±33m. Quadrupling the chance of him hitting. If you use all 6... Your elipse is shrunk down even further.

And that's presuming an MT Thruster Plate type system that can put up to 100% 90° off-axis. (But note that that's sustainable for a couple minutes at most.)

Plus, they can see and adjust as you rotate to bring thrust off axis...

You can't hide, you can't dodge, and you can't get far enough away to make much difference, and you can't bring the tail around fast enough not to be predictable, and even if you could, all that does is make the places you could be closer to the place you would have been had you not dodged.

Oh, and about the best one can hope for in a 5m long craft is about 180° per second... so the gunnery computer can just rule out half of the elipse because you couldn't have thrusted that way.

The most realistic science fiction has ship combat basically boiled down to who guessed right in prepping the plots before the engagement actually begins, because once it starts, it's over too fast for a human to react.
 
It is interesting that in all the explanations regarding gunnery, the lack of piloting/dodging skill, and so on, all the proponents have also reduced gunnery to someone hitting "ok". So, the reasoning still stands, if that is the methodology that is taking place, then we really also need to remove gunnery skill from having any relevance.

Oh I agree. I think a "gunner" is someone who is trained to operate the gun, but not necessarily targeting the gun.

There are also very few arguments regarding evasion, and most address some sort of dodge-after-the-beam-is-in-the-air. Or the assumption that the beam can infact be trained correctly at an erratically moving target 10s of thousands of kilometers away. This is not a factor of the beam nor the speed of the "lazur", but of the turret/mechanism/control device.

Come on people :) Lets move past this notion where someone is dodging a beam that has already been fired at him/her.

It's not about "dodging a beam that has been fired". It's about out maneuvering an integrated sensor/fire control system combined with a mount that is designed to track "targets that are 10's of thousands of kilometers away".

The actual, physical distance the mount must move to track objects is extremely minor. Consider a modern telescope with a tracking equatorial mount. This mount is compensating the movement of the Earth plus it's rotation plus the motion of the target (moon, start, planet, satellite, space station...). All of the modern mounts can track these items easily. The International Space Station is REALLY close in terms of combat scale. And moves "pretty fast", but the mount can still track it.

Are these off the shelf, consumer quality telescope mounts precise to track a target 50,000 km away with the resolution necessary for a combat laser? I dunno, it doesn't really matter because the simple fact that we CAN fire ship based lasers at target's 50Kkm away tells me that the ship based lasers ARE precise enough and have enough resolution. Hi tech sic-fi and material engineering for the win.

So, consider that for most targets, the telescope mount moves like an hour hand on a clock. It moves, imperceptibly to the human eye, but it moves. Consider how much actual space is being compensated for in minuscule, rare move.

See, the point isn't the ship dodging a "beam in the air", it's the ship struggling to be someplace that the fire control system and mount decide that it SHOULD be in the next few 10ths of a second.

"How can you shoot women, children? You lead them less!" -- Full Metal Jacket.

If you're moving on a ballistic course, it is trivial to plot that course, apply t + dT and rerun the math and predict where you will be in dT time. That is the game of a marksman. Anticipate target speed, compensate for wind, shooting angle, and bullet drop (within the margins of the tolerances of the cartridge and bullet) and aim the bullet where he thinks the target will be by the time the bullet gets there.

Longest sniper shot in the world was 2800m, firing a round that's flying 850m/s. A flight time of 3.3s. The sniper had to guess where that target would be in 3.3s. Likely, he was just standing still. But he could have coughed, or sneezed, or just stepped right or left after the bullet was fired and there's nothing the sniper could have done about it.

At "close" ranges of 10's of thousands of Km, we're talking about sub second response times and activities. Having a starship doing much of ANYTHING measured in fractions of a second is difficult. Having a starship doing one thing, and then doing another within those sub second windows (i.e. evading) is pretty much down right impossible. It's a lumbering behemoth at these time frames.

All the mount needs to do is compute where it thinks your ship will be in the next 2 or 3 tenths of a second, and get its mount to track that vector, "lead" the target by "2-3 tenths of a second", and fire.

You need a very high resolution mount, with high resolution stepper motors to move the micro arc seconds necessary to track these targets. But, again, we assume this exists simply because this is possible at all. Once you have a high quality mount, the ballistics problem become trivial to where the target simply can not get out of the way fast enough.

If you want to make lower tech mounts crummier shots at longer ranges because they don't have the precision necessary, fine. But AS PRESENTED via the game, these technologies MUST exist for hits to be made at all!

This is premised all over in the systems that turned missiles in to bomb pumped lasers. The premise simply being that at some specific range, chance of "missing" a missile with a defensive laser is "zero", it's a given. The missiles task is to get "close enough" to deploy the lasers while being "far enough away" to be a less than 100% kill chance for the defenders.

Space combat is a sensor and targeting game, not a maneuver game. If it can see you it can kill you.

If you want to win a space battle -- bring more guns, and shoot earlier. Typically space battles are not a who will or won't win, but how much will the win cost.
 
What you are apparently not grasping:

Any jinking the pilot does makes his ship EASIER to hit. The most skilled pilot makes no difference. If he TOUCHES those controls more than once per (distance in LS) seconds, he's just make himself an easier target, because he can't be as far off course.

Its physics. It's not Buck Rogers nor Star Wars... but it's the reality of weapons that hit.

The only way to not be hit is to not be where his aim is going to be. At 0.1LS and 6G, you can't. At all. He's putting a 1m spot on where you would have been 0.3 seconds after 0.3 seconds ago had you not moved. You've altered position from that point no more than 2.7m. If you try to jink, you've reduced that ±2.7m to ±1.4m... and now, any shot to center of elipse at least grazes your ship (since the smallest are 3m x 5m, you are not in any way moved far enough to not be hit).

Now, at 0.5LS (extreme range, really) your couse has altered at most 66m...
If you use half your thrust for "Evasion" you've just cut that from ±66m to ±33m. Quadrupling the chance of him hitting. If you use all 6... Your elipse is shrunk down even further.

And that's presuming an MT Thruster Plate type system that can put up to 100% 90° off-axis. (But note that that's sustainable for a couple minutes at most.)

Plus, they can see and adjust as you rotate to bring thrust off axis...

You can't hide, you can't dodge, and you can't get far enough away to make much difference, and you can't bring the tail around fast enough not to be predictable, and even if you could, all that does is make the places you could be closer to the place you would have been had you not dodged.

Oh, and about the best one can hope for in a 5m long craft is about 180° per second... so the gunnery computer can just rule out half of the elipse because you couldn't have thrusted that way.

The most realistic science fiction has ship combat basically boiled down to who guessed right in prepping the plots before the engagement actually begins, because once it starts, it's over too fast for a human to react.

I am definitely grasping your explanation. I just think it is rather obtuse.

A) You're using physics as a catchall defence yet when that same holy axiom is brought up regarding gunnery - it is ignored. If there is no skill whatsoever, then lets make sure there is no skill whatsoever.

You cannot simply assume you know what "gunner" 5000 years from now is (that it will somehow require skill), and by that same notion, assume that piloting will be the same as it is now - and hence be irrelevant.

B) This game make significant claims, in specific text, about making sure people have an affect in the game. Hence the avoidance of things such as shields, transporters, repulsors (for the most part) and so on. I think it is safe to step off the physics platform for a second and discuss what is fun, and what is not.

C) Doesn't classic traveller take into account the agility of a craft? How come that has escaped the all seeing eye of realism audiot?
 
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C) Doesn't classic traveller take into account the agility of a craft? Hell I know mongoose does? How come that has escaped the all seeing eye of realism audiot?

Traveller isn't a good simulation. In point of fact, the best edition as a sim is piss-poor at it - TNE - and also no fun as a game, at least for most of the users over the years.

The things that matter are computing power, and ability to change course.. but if the pilot tries to be the one doing it, he's an idiot.The gunner's skill really shouldn't matter, but that can be fudged in by treating Gunnery as an intuitiion based skill.. where in the possible partial elipse to concentrate fire. After all, Computers have no intuition. (At least, not until TL 16+)

Mongoose didn't publicize their mechanics for combat pre-release. The combat systems were a last minute replacement after the open beta, and did almost all the same things wrong as the playtest edition had, except for the use of a different task system.

Seriously, the MgT Beta was a different game.
 
aramis

Again, what about pilot skill before weapons are fired? Makes it harder to target. Please read my prior post if you would. (Today, 02:49 PM #14)

You are still right about post firing uselessness of pilot skill.

Michael
 
Thanks then gents, if anyone can then do me the favour and flesh out the following? just something to wet my appetite until I actually get my book in the mail :)

To-hit breakdown:
Bonuses:
Gunner's skill?
Computer?
specific weapon modifier?

Negatives:
Range?
Target size?
specific weapon modifer?
agility of craft in some way?
Electronic warfare/computer in any way?

I am strictly interested in hitting the target aka what happens prior to dealing with things such as armor and so on.
 
aramis

Again, what about pilot skill before weapons are fired? Makes it harder to target. Please read my prior post if you would. (Today, 02:49 PM #14)

You are still right about post firing uselessness of pilot skill.

Michael

Nothing your pilot does matters for the firing solution, before or after the firing point, other than commiting to be in range.

Ships simply are NOT maneuverable enough to get out of their own way. A 6G 100 tonner cannot EVER be outside the elipse for 0.5LS A 6G 10 tonner can't past about 0.2 LS.

No amount of zig and zag will be a help before nor after the fire, unless the duration of those zigs and zags is between (Distance in LS) and 2x(Distance in LS), and even then, a pilot is the WRONG choice for actual execution.

If your zigs are longer, they are the same as none at all; shorter, they reduce your target elipse, making you EASIER to hit. And, in either case, unless you can whip around faster, it's not going to be much of an issue.

Pilots are NOT combat success factors.

The problem is that it's vector movement. And that means serious limits.

And, at a 180° per second turn on a fighter, you're getting only 55° or so deflection (and less than half that in the desired direction) in between your image leaving you, crossing 0.1LS, the system taking 0.1LS to render a solution and aim, and that pulse returning the 0.1LS. Which means that you have a ±25° cone of shift. If you don't do full, you're closer to orignal predicted. If you do do full, you are somewhere in about 1% of the spherical devation. Anything bigger has to turn slower... simply to avoid overloading. Using the best siulation of the bunch, TNE, ships generally are stressed only for 1+Maneuver G's - And note that a 5m long craft has 2.5G's stress from 30RPM (180°/sec) at the ends, plus whatever acceleration it has. A 30m type S has 15G's from the same rate of turn, but a frame rated for 3G... so it's limited to about 13.5RPM ... about 81°/sec... and about 1/4 the potential places it could be.

The enemy does not know, and doesn't really need to know, which part... especially if they have a battery... they just need to keep putting shots into the volume where you could be. If they have a battery, they fire a pattern through that's putting shots through your cone of possible location spaced such that they are just less than your length apart, and ensuring a hit.

Again, your movement is not going to be a surprise of any value. If everything is properly adjusted and maintained, it's just a matter of time.

And whose equipment is better at putting time on target.
 
... If everything is properly adjusted and maintained, it's just a matter of time.

And whose equipment is better at putting time on target.
Yep, which is why I have Traveller near LS weapons require painting a target area of a ship for over half a turn duration.

With a Time On Target measured in minutes, the 'equipment' can include the biological control elements.
 
Yep, which is why I have Traveller near LS weapons require painting a target area of a ship for over half a turn duration.

With a Time On Target measured in minutes, the 'equipment' can include the biological control elements.

Which can be defeated simply by the target ship rolling on its axis. Fails logic 101.
 
You can only roll over so far till you are right back where you started... ;)

So, while rolling is a very definite part of reducing dwell time, it is no guarantee of eliminating it.

Logic 101.
 
aramis, without quoting your whole argument, are you suggesting Agility doesn't matter? That pilot skill doesn't add to that agility?

Ships simply are NOT maneuverable enough to get out of their own way. A 6G 100 tonner cannot EVER be outside the elipse for 0.5LS A 6G 10 tonner can't past about 0.2 LS.


We would have to rewrite HG combat wouldn't we?

So, no more high agility ships, or any agility at all. Really, we don't need it for breaking off either; the fastest ship gets away, a faster ship keeps up.

Oh well, there's always T6...
 
I wouldn't think so - I'm pretty sure he was only referring to maneuvering against near light speed weapons (lasers and beam). ;)
 
Before re-writing HG :) , I would like to point out that Lasers are only effective at those ranges in the first place because of the magic of 'grav focusing'.
If you use real world laser data along with your real world targeting data ...

... then yes, I can't evade your shot, but your laser is about as effective as attacking the ship with Molotov cocktails.
You will screw up my new paint job, but not much more [or the laser weapon is a 1 km diameter spinal mount].

So if you really want realistic combat, then use missiles except at the shortest of ranges.
 
I wouldn't think so - I'm pretty sure he was only referring to maneuvering against near light speed weapons (lasers and beam). ;)

He was and I know that. It would pretty much turn things into a missile only system though.

I simply disagree and believe that any random action from a pilot BEFORE a LS weapon fires makes predicting the target location harder, hence pilot skill.

Still, should aramis be correct, all those hit modifiers would vanish from the HG tables for LS weapons. Missiles would keep them.

So, where does that leave us? Stick with what we have or T6.aramis?

BTW, would the same argument apply for shooting down incoming missiles with LS weapons? They are a lot closer and probably within a similar "cone of fire".
 
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