The Premises of Traveller: 1. "Jump takes a week/No ansibles"

but rather as a special form of disabling defense without a good rationale for its mode of operation or its historical provenance within the Charted Space setting.

Exactly. It's like a magic "off button" to turn off a ship's drives to advance the plot or for whatever reason. It's like the "warp storm" in Rogue Trader, which is code for "the gm is going to railroad the party into a particular situation, resistance is futile". Another thing, if the ion gun just disables the drives without damaging them, then they can be turned back on. If the ion gun does damage them, then the next comment applies.

Consider how much power such an "ion gun" would have to pump into the target to "disable" components as robust as drive systems. Consider the effect of that on the power plant, the jump drives, all electronic systems, any waferjacks or cybernetics, or even the crew's bodies. Irl birds have dropped dead flying in front of big satcom dishes when they were transmitting. Tropo comms dishes have discolored the paint on vehicles. The drive systems and electronic systems of a ship hit by this "ion gun" would probably have to be scrapped, and the crew would most likely be roasted alive.

"One rad of radiation is 0.01 J of particle energy per kg of matter. Sickness, nausea, anaemia and immunodeficiency is caused by 3 J/kg. 30 J/kg is enough to kill within a day after incapacitating the person. 300 J/kg kills most people on the spot, and no-one can survive 750 J/kg."
from https://www.projectrho.com/public_html/rocket/spacegunconvent2.php

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That is the history of warfare in a nutshell. Defenses become better and weapons become better to defeat them. It is a never-ending cycle.
Very true, very true.

The only thing I can see is that the ion gun drive disablers would be effective against unhardened or lightly hardened commercial ships, with no or lighter hardening because of cost, rather than military hulls and components which could be hardened and robust. That still leaves the damage to the ships and crews of the unhardened targets.

But, it doesn't matter because the rules are the rules.
 
Very true, very true.

The only thing I can see is that the ion gun drive disablers would be effective against unhardened or lightly hardened commercial ships, with no or lighter hardening because of cost, rather than military hulls and components which could be hardened and robust. That still leaves the damage to the ships and crews of the unhardened targets.

But, it doesn't matter because the rules are the rules.
They are a big enough part of science-fiction that I don't really mind their inclusion even if I hate how they work. lol
 
You do have to get close enough, while dodging returning fire.

As regards to humans, one assumes that if the area they are currently occupying is hardened, then, they too, are protected.
 
They are a big enough part of science-fiction that I don't really mind their inclusion even if I hate how they work. lol

All you really need to do is reskin them with a different name like I mentioned elsewhere. Call them an EMP Projector, or an Electronic /Gravitic / Magnetic Scrambler like in T5 (which leaves their operating principal vague).
 
All you really need to do is reskin them with a different name like I mentioned elsewhere. Call them an EMP Projector, or an Electronic /Gravitic / Magnetic Scrambler like in T5 (which leaves their operating principal vague).
and in a situation like this, vague is good.
 
In the real world they are microwave or radio frequency directed energy weapons for defeating electronics. An EMP is just a much more powerful burst of said EM radiation.

A future weapon system would likely be a microwave/radio laser and/or conical emitter that can fire as an EMP in high energy mode. The Star Wars rip off in Mongoose is what I object to, not the nature of the weapon system itself.
 
What I'm interested in hearing is 1) the degree to which you accept or reject these premises, and 2) how do you address these premises or alter your setting to get around them. No judgment here: I like most of the underlying premises of Traveller, and part of the fun is thinking about how to work with them to solve problems. But if these aren't fun for you, I imagine they aren't fun for some others. Hearing how you address these issues is probably useful for others.

I accept all the premises and consequences except #5, Little to No Standardization.

For 7, I think any interstellar government would impose standardization at the levels where it operates. It would impose standardization requirements on all starship manufacturers, and manufacturers of equipment that intend their products to be used by populations on various worlds. Manufacturers and markets on different worlds would want gear to be interoperable, and compatible gear would be more commercially competitive. The largest manufacturers would dominate, and smaller manufacturers would do well to make their products compatible. Economies of scale would push this forward. Planetary economies would have their own locally made goods, but expensive finished products that are made by only a few manufacturers would be standardized. Probably every world in an interstellar polity would have the same standards of weights and measures. As for phones and internet, such things are only invented in a few places. People who live on a world would buy the local version, but people who travel would probably have devices which can accept compatibility chips or something. If such devices didn't exist, they'd get invented so government, military, and interstellar business people could function more easily. Devices can be built in many places, but they are usually only invented in a few places. Another issue is markets. Manufacturers would build for the largest market, and smaller markets would have to accept what manufacturers make.

For consequence #4, space travel is uncomfortable and most never do it, I agree that most never do it, but I also think it doesn't have to be particularly uncomfortable, especially at higher TLs. It all depends on the economics of it. If enough passengers are traveling a particular route, ships with dedicated passenger facilities would be built. If space travel sucks, ships are going to improve it to compete with their rivals. If someone is hitching a ride on a tramp freighter, or booking steerage class on the bulk ore carrier Nostromo, yes it's going to be uncomfortable, but no more uncomfortable than the conditions the crew normally experiences. People adapt and make things easier on themselves. Space will be at a premium, so if someone wants a single occupancy stateroom, it's going to be expensive enough to make up for the other fares the ship could've collected by cramming more people in there. Some small ships could have a party atmosphere once they enter jump. The crew would have to keep their wits about them to do maintenance and keep essential services going, but everyone else could drink and dance every night, play party games, and do whatever. It could be like this because of crew efforts to make time in jump more enjoyable, and it could be a draw for passengers.

I make the setting fit the premises.
 
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When capsule hotel dormitories are too expensive to install.

Concrete has no effect in spacecraft mass.
 
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