Regarding massive ships, in High Guard size was one of the primary defenses of a ship - tonnage smaller than the weapon USP led to automatic crits.

In FFS2, lasers were limited in megajoulage by TL, so having enough armor to protect against lasers of your own TL is, in my mind, the dividing line between real military ships and auxilaries suitable only for interacting with civilians. As armor is a surface area thing, and surface area goes up more slowly than volume, its difficult to get enough performance out of a small armored ship.

I can see 'Fighters' on an escort carrier still being a thing for piracy suppression, but real military ships swat virtually unlimited fighters out of space, as it's real easy to build ~600 MJ lasers that fire every thirty seconds, and real hard to put weapons that hurt real warships onto a small craft.

Ian Whitchurch

On Fri, Sep 12, 2014 at 7:15 AM, Mike Looney <mlooney@megawatts.com> wrote:
On 9/11/14 3:25 PM, Evyn MacDude wrote:
On Thu, Sep 11, 2014 at 9:47 AM, Mike Looney <mlooney@megawatts.com> wrote:
On 9/10/14 10:27 AM, Mike Looney wrote:

I've restarted my "nit pickers guide to Mongoose Traveller" series on my
blog at http://3rdimperium.org/

I plan on doing an entry or two a day for a while.


The Space ship combat page is up.  I don't like the lack of vector combat in
TMB and rant about it a bit.

So did you complain able the lack of Vector combat in later editions of CT?

Yes.  Yes I did.  I not a mass number of massive ships sort of guy any way.  That, of course is orthogonal to this rant.


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