1. Vagueness is a Traveller trait, which is why there had to be a clause added later as to range for firmpointed missiles.
2. There are probably a dozen ways to find a loophole for fixedly mounted missile racks, if you adhere to rules as written.
3. The most obvious is that a round is six minutes, and you can tilt the hull to get the missile within the firing cone, if not just flipping it.
4. Dogfighting is six seconds, and that would be a multiple segment manoeuvre.
5. If missiles have midcourse correction, they can have immediate correction, and latency won't play a part.
6. Missiles have to make course corrections anyway, on final approach.
7. So one would assume that manoeuvring nozzles would be organic.
8. Why do I have an interest?
9. Fixedly mounted broadside missile barrage, or upgrade to missile/torpedo combo.
It is a little difficult to follow your arguments since you are not communicating in complete thoughts. (true also of your ship design thread but I guess this is just how you think and generally not a problem for comprehension to be honest)
1. It is a traveller trait that rules are vague (and sometimes contradictory) but there is a reason I reference RAW. The rules in this case are not contradictory, but specific. GMs are allowed to vary from the RAW but it is harder to argue the variance
as the rule. Given a specific rule that states a specific thing (arc of fire for fixed mounts) I generally feel it should be considered RAW unless some other rule specifically overrides it. Smart does not override arc of fire for fixed weapons.
2. ok, which are... (chase missiles is one I grant)
3. Flipping, firing, and returning to original vector would mean you cannot be thrusting at full Gs during the turn at a minimum but sure it could be done. The rules do not account for such a concept but I would probably make something up. Please see my reference to RAW however.
4. immaterial? or are you saying you could do it at dogfighting ranges? If the latter I am not sure it applies since largely dogfighting ranges abstract a lot about positioning.
5. missiles generally have a cone of attack. They are not autonomous vehicles.
6. see cone of attack comment
7. I do not understand what you mean here
8. no idea.
9 chase rockets would be the easier route if you want to run but you could do broadsides and turn, sure.
also still am curious on this one
2. The reason for a missile pack would be to overwhelm point defence and knock out the opponent.
Is there some rule I am missing that allows fixed point missiles to fire more than one a turn? I can believe such a rule exists (missile rack vs missile pack perhaps?) but cannot find any such. This is genuine curiosity since that makes missile saturation for one shot waves more feasible. As it is "missile boats" are not particularly effective at low tonnage unless you have multiple ships or missile bays.
EDIT: i do see container launchers in the new Traveller companion but 4 missiles would not be a very effective saturation and means if that singe shot did not work you are screwed.
EDIT2; Ah, I see. theoretically you could mount 3 container launchers in one hardpoint for a total of 12 missiles. That would saturate probably but since you just spent about 10% of the value of a free trader with the push of a button (250,000 per missile * 12 = 3MCr) you will likely have some budgetary issues soon. Military and large corporations might be willing to do that though. It would make a good missile boat and if I were theory crafting a way to agressively take out a superior force that would be a way to consider.