Moppy said:
Regarding "explosive" decompression, I don't understand why they don't decompress before combat and put on vaccsuits. No explosive decompression, no fires, and explosions lose their pressure wave.
Military ships should, by default, decompress in the expectation of hull and interior damage. You would still have some compartments that would retain their atmospheres, like the medical section if the ship is large enough to have one because an atmospheric environment will be required for medical treatment. They may set up temporary airlocks, if they aren't already in place, to keep the atmosphere. And the section may have it's own emergency systems as well to protect casualties. Smaller ships might use the messhall or some other larger area to do the same. Really small ships though wouldn't be able to do much more than keep a stateroom or other compartment under pressure if needed.
As far as vacsuits, yeah, all crew should be in them on a warship once it goes to general quarters in anticipation of combat. A suit will give them a better chance (and also there is no danger of being sucked out. Even in a suit your chances are going to be small of surviving) of making it through. Though this assumes a suit that is of very reasonable size, without a large bulky backpack or chestpack with life support. They still have to do their jobs, so the suits need to reflect this. While the rule book says that uniforms can be space suits, the writer didn't quite know what they were talking about. A space suit has to be airtight, thus your uniform would not breathe. A person would overheat and sweat a lot. And it would be very uncomfortable and not very practical. Sure, using 52nd tech maybe your uniform carries built-in cooling and heating elements that regulates your temperature. But that's just more hand wavium to, in my opinion, fill in a logical hole. It would be much more believable and practical to call a uniform clothing and leave space suits to being space suits. It would be easier to have air stored in vacuoles within the suit itself, to have carbon nanotubes provide structure and power, and minimize your life support apparatus - all of which is more believable than just saying your uniform is a spacesuit.
Self-sealing hulls are quite possible. That technology was used in WW2 for aircraft fuel tanks. But keep in mind there certainly is a limit to how much damage they can deal with. Tanks work (self-sealing tanks today that is) by surrounding the tank itself with materials that swell when exposed to fuel. It also acts as insulation too. So while it might protect you from a .50cal round, hits in the same area, or a hole from say a 20mm, that was the upper limit of what it could be expected to handle. Hits in the same location will overwhelm the capabilities of the self-sealing. You might be able to take a laser hit or three, or say a missile hit. But if you got hit every turn in the same area, or you had a torpedo hit, then no, I'd say your self-sealing would fail and you'd suffer all the negative hits that would normally come.
I'm aware Traveller rules don't take anything like that into account, but it's helpful to know these sorts of things to incorporate into your playing session. It gives the ref a lot more tools with which to work with, and it gives the players more opportunities to roll play their characters in a dangerous environment. But if your players just wanna roll dice and live or die by them, then the ref can play that way too. But to me that's not RPGing.