The main problem with getting into projectile range is that you are detected way before projectiles are a viable weapon. And at TL 13 you have x-ray lasers that puts you back into 30K hexes. low tech ships are after that sheep to the slaughter. And nuclear pumped missiles are viable at most TLâs even prior to TL 13. So rather than risking a close encounter with someone armed with kinetic munition, I would lob a homing missiles towards the target which will engage their target (explode) at about 30K km range. Both cheaper and safer.
If you donât want this to happen, you need to hamper sensor ranges seriously, and their effectiveness. Which will turn most sensors into something like their 60th equivalent. In space, there isnât any horizon to hide behind, so the only way to hide in space is distance so that any passive or active signatures much as possible blends in with the background.
--
Roger Malmstein
www.travellerfreeport.com
From: Antony Farrell
Sent: Thursday, June 28, 2012 12:34 PM
To:
Subject: RE: Projectiles in Space Combat (was Re: [Traveller_TNE] Re: 6mm)
I agree that projectile and for that matter plasma and fusion guns are not a
reasonable option in a standard TNE universe. Which is why I postulated a
universe with no gravitic focussing which drops laser ranges, especially at
the lower TL end of the spectrum, way down. Then to keep balance the range
modifier of PAs and Meson Guns needs to be modified to make these weapons
much short ranged. Then with 3 minutes turns and approx 200 km hexes
projectile weapons become useful as normal ship board weapons.
Fire control is largely computer controlled in any case. You could add a
beam pointer to a projectile weapon if you wanted, I would just assume this
is the central axis of a conical firing solution the this time scale by the
way the standard beam weapons only fire 1 shot (this is for the 10/30 minute
base) the rate of fire for a projectile weapon should be much higher which
will help with these short range firing solutions.
In my experience most players prefer "hollywood" style combat, flying down
the trench of the death star etc. Rather than a variation on submarine v
submarine combat.
But for the normal TNE universe or normal combat turns fit lasers, PAs or
Meson guns with your long range missiles.
Antony
If you donât want this to happen, you need to hamper sensor ranges seriously, and their effectiveness. Which will turn most sensors into something like their 60th equivalent. In space, there isnât any horizon to hide behind, so the only way to hide in space is distance so that any passive or active signatures much as possible blends in with the background.
--
Roger Malmstein
www.travellerfreeport.com
From: Antony Farrell
Sent: Thursday, June 28, 2012 12:34 PM
To:
Subject: RE: Projectiles in Space Combat (was Re: [Traveller_TNE] Re: 6mm)
I agree that projectile and for that matter plasma and fusion guns are not a
reasonable option in a standard TNE universe. Which is why I postulated a
universe with no gravitic focussing which drops laser ranges, especially at
the lower TL end of the spectrum, way down. Then to keep balance the range
modifier of PAs and Meson Guns needs to be modified to make these weapons
much short ranged. Then with 3 minutes turns and approx 200 km hexes
projectile weapons become useful as normal ship board weapons.
Fire control is largely computer controlled in any case. You could add a
beam pointer to a projectile weapon if you wanted, I would just assume this
is the central axis of a conical firing solution the this time scale by the
way the standard beam weapons only fire 1 shot (this is for the 10/30 minute
base) the rate of fire for a projectile weapon should be much higher which
will help with these short range firing solutions.
In my experience most players prefer "hollywood" style combat, flying down
the trench of the death star etc. Rather than a variation on submarine v
submarine combat.
But for the normal TNE universe or normal combat turns fit lasers, PAs or
Meson guns with your long range missiles.
Antony