far-trader
Mongoose
rinku said:Mongoose can't really be blamed for the missile mess.
Quite. I hope such wasn't read into anything I typed

rinku said:Mongoose can't really be blamed for the missile mess.
Rikki Tikki Traveller said:SS3 doesn't jive with MGT HG though. MGT HG states that missiles have Thrust 10 (HG pg 47) while SS3 doesn't allow desiging any missiles above Thrust 6.
Someone should REALLY do a MGT version of SS3 with rules for desiging missiles and torpedoes... Humm maybe a S&P article?
The way I read the rules are that each weapon can only fire once per combat round - offensively or defensively.Geesuv said:Also, a weapon can only fire once per combat turn, so if a ship is shooting at incoming missiles, it is not shooting at you!
Are you sure? I was under the impression reactions happened independently of whatever else you did in a turn. The fact that a gunner can keep shooting down missiles until he misses seems to support this.
But, again, I'm a little vague on the rules and may be missing something.
Oh, and an additional question, how do double, triple and whatnot turrets with multiple lasers work when shooting point defense? This doesn't seem to be covered...
Jame Rowe said:Rikki Tikki Traveller said:SS3 doesn't jive with MGT HG though. MGT HG states that missiles have Thrust 10 (HG pg 47) while SS3 doesn't allow desiging any missiles above Thrust 6.
Someone should REALLY do a MGT version of SS3 with rules for desiging missiles and torpedoes... Humm maybe a S&P article?
Except that In My Not Humble Opinion (I keep telling you guys: adopt IMNHO!), missiles SHOULD have thrust above 6. Just because they couldn't intercept anything if they didn't.
Sevya said:I can see something not unlike the drone rules in Starfleet Battles.
rinku said:MGT High Guard multi-warhead missiles can be used to restore the CT civilian rules.
Mongoose can't really be blamed for the missile mess. As has been mentioned, the original High Guard confused things back in 1979, and it wasn't until Special Supplement 3 out of JTAS 21 (1984) that we even had official rules for missile thrust values (and this in a space combat system that was based on vector movement...)
But from a game balance point of view, missiles should be deadly, since they can be countered and have limited shots. To my mind, a base 2D6 damage for conventional and 3D6 damage (with restricted availablity) for nukes feels right. You can always reduce the turns of thrust if you feel they need limiting a bit.
rinku said:Sevya said:I can see something not unlike the drone rules in Starfleet Battles.
As an old Kzinti player, I just got a nervous twitch...
This being Traveller, I see something more like the vehicle design rules. That's how it's been done before in SS3 and Fire Fusion & Steel.
Yeah, this business about pulse and beam lasers doesn't make much sense. Not having played earlier versions of traveller, the rules in the core MonT book seemed logical, i.e. for an extra 500, 000 Cr you get a laser that is twice as good. Then bought HG, adopted those rules, started scratching my head, and got involved in threads on this forum about ship board weapons, which was very informative and gave me a crash course in previous trav editions.Rikki Tikki Traveller said:The changes to the lasers was made so that MGT matched previous versions of Traveller. You get a choice, powerful and inaccurate or less powerful and accurate. Depending on what you are using them for, both have their uses.
Missiles were also of the same power as lasers back in CT. With the options available in HG, you can give some variety to your missiles. One thing that DID change with MGT was the size of the missiles. In CT, missiles were 0.2 tons; in MGT missiles are only 0.08 tons. So MGT made the missiles smaller but with the same damage. Missiles have the advantage of RANGE. Lasers are pretty short ranged weapons (short for a Pulse laser and Medium for a Beam laser); that is there advantage. Also, a weapon can only fire once per combat turn, so if a ship is shooting at incoming missiles, it is not shooting at you!
On question one, the changes were not necessary IMHO.Geesuv said:I've been interested in Traveller for a long time but have never gotten the chance to run or play it. So when I look at the rules and systems I'm not really sure how the end up working out during play.
I picked up the High Guard supplement today and I noticed the changes made to Beam and Pulse lasers. These changes seem odd to me, making the pulse laser more powerful and less accurate and lowering the damage of the beam laser (an Elite II player in my childhood)
So my first question is this, are these changes necessary? I found the original rules pretty apt. Using Pulse lasers more as short range point defense guns and beam lasers as more of an attack weapon.
My second question is to do with the missiles as presented in the core book. I was surprised to find they were no more powerful than lasers (except perhaps the crew damage from nukes, but still...) So the way I see it, they take forever to get to the enemy, they can be shot down by prepared opponents, take up more space and have limited shots.
Am I missing something? It doesn't look like missiles have any solid advantage over other, more direct, weapon systems.
These are just things that have occurred to me while reading the books. Theres likely to be more random and likely inane questions from me down the line...
Thanks!
A weapon that doesn't have a -2 penalty to hit is a better weapon, especially for point defense (where damage doesn't matter).Egil Skallagrimsson said:Yeah, this business about pulse and beam lasers doesn't make much sense. Not having played earlier versions of traveller, the rules in the core MonT book seemed logical, i.e. for an extra 500, 000 Cr you get a laser that is twice as good. Then bought HG, adopted those rules, started scratching my head, and got involved in threads on this forum about ship board weapons, which was very informative and gave me a crash course in previous trav editions.
srogerscat said:All flavors of Traveller have pretty much ignored the jaw dropping amounts of kinetic energy missiles accumulate as they zip downrange towards the enemy.