aspqrz said:
EDG said:
Personally I'd prefer to see things like smart projectiles - drones and AKVs (Automated Kill Vehicles, a la Transhuman Space).
I agree ... and I'd suspect a lot of others do.
However, there seems to be an occasionally vocal opposition (and occasionally vehemently so) to anything that smacks even vaguely of AI in anything much at all.
But, yes, they should be an option in High Guard ... so them as wants em can have em.
Phil
I basically agree -for the fleet level. Although that's probably more an artifact of the scale of games I run and have been in. Fleet scale stuff -with serious military style ships and the associated uberweaponry, has never really worked all that well for character play in traveller (thats hardly unique to traveller though -very few RPGs of any genre work at that scale).
There has been quite a bit of development in that setting as boardgames (brilliant lances IIRC was quite crunchy that way), but not character driven play. HG was kind of a hybrid of an RPG suppliment for chargen, and a wargame; to that extent, I think it did a disservice to the game by implying that players should somehow be able to interact on the military level, but also that the military mostly just used bigger versions of the civilian guns from LBB2.
Most players don't have access to the resources to use real military weaponry -and if they are in a position to do so, they either aren't in control, or are in danger of obliteration (no saving throw style obliteration) from their opponents. In fact, most of the law enforcement or coast Guard/customs type forces they deal with similarly don't have access to anything approaching the sophistication of line ships. Which, for the RPG side of traveller is probably key. Player type combat is based on the asssumption that they are not navy ships, and consequently don;t have any of the sophisticated or ultraexpensive weapons even smaller military line ships have access to. Crappier weapons do allow more play -higher survivability, etc.
So, while all the ultra advanced weaponry is cool from a wargaming point of view, most of it is so out of the player league that it is at best, stage dressing. Sure: the Imperium should and would have AI kill vehicles, smart drones with standoff meson guns, all that - but there is no way in hell a player level game will deal with those; the cost, speed and lethality of real military weaponry is, will be, and has been (since about 1870) way out of reach of self defense, paramilitary or law enforcement groups; and so, no fun to play.
Okay. We set course for the jump point.
GM: roll 2d6, add sensor.
Ummm. Int modifier ?
GM: Sure
rollroll.
Uh...13.
GM: the kill drone hits you with a Graser burst. You're dead.
what about our kill drone ?
GM: Spoofed.
Got another character sheet ?
GM: actually, I'm out......
So, we have crappy missles that seem no tougher than modern TOW or simple IR missles like stingers, dumb slug throwers, low grade lasers, etc.
Even sensor systems available to civilians can't compete....military weaponry is too fast, not even considering stealth; but is also way too expensive. No coast guard cutter mounts sea dart or cruise missiles; pretty much a 20mm cannon is what they have, and it rules their league.