Hiya, new here
So, I have not run a Traveller game for something like 15 years I guess, and that was TNE. I just got MGT and I'm pretty fired up to play, but I have some noob questions regarding space combat. I could make something up for most of these, I think, but I'm curious what more experienced hands might think, and wondering if I just missed something somewhere.
I've been through all the space combat threads in the first 25 pages or so and haven't really seen answers for these:
1> The rules state that a ship targeted by lasers may fire sand as a reaction. Soo... how do they know when someone is firing an invisible beam at them which they can't detect until it's already hitting them?
2> If you have your evasion software running, it allows one dodge per level of the program with a -1 DM for the target to hit each time. Does this require a roll like a pilots dodge? Does it use up a thrust allocated to maneuver?
3> Am I correct in my understanding of the High Guard rules that fighters can have reinforced hull just like a ship? Thus if you spend 1t for it on a 10t fighter you get 3 hull and 1 structure? That would go along way to keeping the fighter pilot fanatic players happy
Also, does anyone think that most of the space combat that is likely to happen on the scale of the small ships players are likely to have access too is really wimpy and dice-intensive? I'm thinking about declaring that all weapons do a straight 6 damage per "die" they would normally roll to make so you don't always have to spend 20 turns plinking at each others 4 points of armor with your pair of beam lasers. Or eve worse, a couple of fighters with 11 armor and a beam laser each having a dogfight...

So, I have not run a Traveller game for something like 15 years I guess, and that was TNE. I just got MGT and I'm pretty fired up to play, but I have some noob questions regarding space combat. I could make something up for most of these, I think, but I'm curious what more experienced hands might think, and wondering if I just missed something somewhere.
I've been through all the space combat threads in the first 25 pages or so and haven't really seen answers for these:
1> The rules state that a ship targeted by lasers may fire sand as a reaction. Soo... how do they know when someone is firing an invisible beam at them which they can't detect until it's already hitting them?
2> If you have your evasion software running, it allows one dodge per level of the program with a -1 DM for the target to hit each time. Does this require a roll like a pilots dodge? Does it use up a thrust allocated to maneuver?
3> Am I correct in my understanding of the High Guard rules that fighters can have reinforced hull just like a ship? Thus if you spend 1t for it on a 10t fighter you get 3 hull and 1 structure? That would go along way to keeping the fighter pilot fanatic players happy

Also, does anyone think that most of the space combat that is likely to happen on the scale of the small ships players are likely to have access too is really wimpy and dice-intensive? I'm thinking about declaring that all weapons do a straight 6 damage per "die" they would normally roll to make so you don't always have to spend 20 turns plinking at each others 4 points of armor with your pair of beam lasers. Or eve worse, a couple of fighters with 11 armor and a beam laser each having a dogfight...
