I thought I'd start a separate thread from the Ship Design Philosophy thread since the launch tube discussion was taking away from the original topic.
First, the original rules stated small craft can be launched 1 per turn, per 10,000 tons displacement. In TCS, the rules get changed to one small craft per turn, period.
Classic Traveller High guard brings out the first mention of Launch tubes. There's no mention of how fast you can launch/recover out of one. It's not till Adventure 5 - Trillion Credit Squadron that launch tubes get mentioned again. There it states up to 40 craft/turn can be launched or recovered. Megatraveller keeps the same rules. I skipped to GURPS for the next info.
In GURPS, launch tubes are mass-drivers, giving launching fighters their full speed upon launch. 40 craft may be launched per turn, but recovery is not possible through a launch tube. Instead craft must be recovered separately, usually through a hangar bay. GURPS also specifically mentions that the tube is for launching only, and then you must set aside additional space for staging before the craft is placed in the tube.
Only GURPS specifically mentions anything about the launch tubes being used to accelerate the craft to full speed immediately upon launch. And only GURPS says you can't recover a vessel via the tube. Carrier pilots have it tough already trying to land on a carrier... can you imagine having to fly down a TUBE? Any mistake and not only are you screwed, you've now blocked the capability of your ship to use that launch tube to recover anything else till the wreck is cleared and the damage repaired. It would kinda suck if you were stuck out in space till things got cleaned up.
MGT - High Guard goes back to the original concept of launch/recovery. The change here is that ships may only launch/recover TEN small craft per turn (I may have missed that in an earlier post). No reason is given why things have changed so drastically.
First, the original rules stated small craft can be launched 1 per turn, per 10,000 tons displacement. In TCS, the rules get changed to one small craft per turn, period.
Classic Traveller High guard brings out the first mention of Launch tubes. There's no mention of how fast you can launch/recover out of one. It's not till Adventure 5 - Trillion Credit Squadron that launch tubes get mentioned again. There it states up to 40 craft/turn can be launched or recovered. Megatraveller keeps the same rules. I skipped to GURPS for the next info.
In GURPS, launch tubes are mass-drivers, giving launching fighters their full speed upon launch. 40 craft may be launched per turn, but recovery is not possible through a launch tube. Instead craft must be recovered separately, usually through a hangar bay. GURPS also specifically mentions that the tube is for launching only, and then you must set aside additional space for staging before the craft is placed in the tube.
Only GURPS specifically mentions anything about the launch tubes being used to accelerate the craft to full speed immediately upon launch. And only GURPS says you can't recover a vessel via the tube. Carrier pilots have it tough already trying to land on a carrier... can you imagine having to fly down a TUBE? Any mistake and not only are you screwed, you've now blocked the capability of your ship to use that launch tube to recover anything else till the wreck is cleared and the damage repaired. It would kinda suck if you were stuck out in space till things got cleaned up.
MGT - High Guard goes back to the original concept of launch/recovery. The change here is that ships may only launch/recover TEN small craft per turn (I may have missed that in an earlier post). No reason is given why things have changed so drastically.