collins355
Cosmic Mongoose
TNE/Battle Rider had one of the better, playable, EW systems seen in Traveller space combat games. The basic game design aim of BR was, I understand, eggshells with bazookas - in other words the detection/counter-detection mechanic was intended to be a big part of the game.
BR had both passive and active sensor modes. You, as squadron commander, had to decide when to go active, knowing that would make you easier to detect by the adversaries' passives. At the start of play, all spacecraft were "unknowns". Task Force markers (some of which could be dummies) were used to indicate the possible traces of ships. But you needed to use sensor detections to discern what was actually there (if anything).
Sensors were given ranges and a base level of difficulty at each rangeband (this was a game using a hex mat). That level of difficulty was modified up or down by various factors, like target signature, whether target was active, if target was 'powered down', if target was stealthed, etc, etc.
EW systems were likewise given ranges. Jammers could be used to jam active sensors only, and a jamming task rolled each time an active sensor attempted a detection on task force. The level of difficulty depended on the range in hexes from the jammer to the detecting ship and the TL difference modified up or down the level of difficulty.
Some ships also carried jamming drones. These were what we would call today barrage jammers. They had an area of effect (the hex with the jamming drone and the six hexes adjacent on all sides). You'd fly them out in front of your fleet and try to position them where they'd cause most nuisance.
BR had both passive and active sensor modes. You, as squadron commander, had to decide when to go active, knowing that would make you easier to detect by the adversaries' passives. At the start of play, all spacecraft were "unknowns". Task Force markers (some of which could be dummies) were used to indicate the possible traces of ships. But you needed to use sensor detections to discern what was actually there (if anything).
Sensors were given ranges and a base level of difficulty at each rangeband (this was a game using a hex mat). That level of difficulty was modified up or down by various factors, like target signature, whether target was active, if target was 'powered down', if target was stealthed, etc, etc.
EW systems were likewise given ranges. Jammers could be used to jam active sensors only, and a jamming task rolled each time an active sensor attempted a detection on task force. The level of difficulty depended on the range in hexes from the jammer to the detecting ship and the TL difference modified up or down the level of difficulty.
Some ships also carried jamming drones. These were what we would call today barrage jammers. They had an area of effect (the hex with the jamming drone and the six hexes adjacent on all sides). You'd fly them out in front of your fleet and try to position them where they'd cause most nuisance.