phavoc said:
That and the new changes are, I think, haphazardly breaking canon concepts. That in itself isn't a bad thing as changing the game system is required if they expect to continue to sell newer versions. But breaking canon needs to be thought out and a determination made if breaking it makes (a) sense, and (b) is necessary to expand the game. Breaking it for a cool new one-off toy is just a bad idea.
To echo phavoc a little here...
One of my pet peeves of ANY campaign background and the evolution of game systems where they start out with edition 1 doing X, edition 2 doing X +Y, Edition 3 doing X modified, Y + Z is that the changes render it impossible to achieve the original backdrop or back story that the "Campaign universe" started with.
When you have a game system that is Fantasy with Magic - the moment they introduce spells that negate the backdrop, is the moment they went too far. Case in point: GURPS MAGIC in its first incarnation could sort of support the background story of the campaign world/universe of Yrth. By the time GURPS MAGIC 1st edition comes out, it bends the history of Yrth to where it almost contradicts itself, by the time GURPS GRIMOIRE came out, the additional spells make it impossible for the events in the detailed history because the spells would negate things or make things impossible to counter or only TOO easy to counter (depending on the spell).
Whether you use GURPS TRAVELLER or not is immaterial. The rules for Missiles with GURPS TRAVELLER makes them HIGHLY Potent weapons unless you cap their damages from Kinetic Kill impacts. Designing ships to exactly match the CT methodology would not make sense with the changes imparted by GURPS TRAVELLER ship design and combat. Likewise, the rules for ship design in TRAVELLER: THE NEW ERA rendered things unlikely to hew to the original back story of Classic Traveller.
So - my job as a referee is to make sense of the rules, toss out those that I don't feel fit the mold, retain those that do, and even steal/bend/mutilate rules from other game systems that I feel make PERFECT sense as Ideas, and implement them in my campaign universe. IMTU is important to me over that of OTU simply because I do judge the value of the rules etc and make my game construct internally (at least from my viewpoint and no, I'm not GOD!!!) consistent.
The moment any game system fails to build their ships in much the same manner as CT, they potentially introduce anomalies that can distort the entire game history.
So - yeah, I avoid the use of ANY drop tanks in any of my games. The break-away Hulls, while nice in STAR TREK - just do not belong in my Traveller Universe <shrug> If you like it and want it, all the more power (and joy) to you. As the GM of your group, your job is to entertain THEM all the while being entertained by them. Any thing less than that makes the game a chore for one or more parties involved.