Evening Ethan from the Pacific Northwest,
 
I do not consider a range of 10.000 km per 1G of acceleration for an 1,000 second turn to be short ranged to be short ranged. Of course the issue raised is only applies to CT Book 2 Starships space combat since CT Book 5 High Guard uses the abstract combat of close and far, or something similar in wording. In CT Book 2 a missile, IIRC, had effectively range and could remain in play until the particular session end. I do not recall if there are limits on missiles in CT Book 5.
 
From what I recall Traveller space combat was designed without using kinetic energy weapons since any type of mass traveling at high velocities would wreck the ships designed using CT Book 2 relatively easily. CT Book 5 was, in my opinion, orientated on the particle accelerator weapon and meson gun. My GURPS collection does not include Infinite Worlds, I will have to add the book to my wish list.
 
Tom Rux
 
Sent: Wednesday, May 29, 2019 10:11 AM
Subject: Re: [TML] Re: MT: COACC Update 5: Rocket Pods and Rockets revisited
 
SS3 always seemed crazy to me. The missiles we're far too small to make any sense and the very limited burns made them short-range weapons and/or made high thrust useless, since you'd run out of endurance immediately. Forget which more recent system I was looking at not too long ago, but it features much larger missiles with much more reasonable performance.
 
One thing GURPS IW definitely got right was missiles without explosive warheads. If you're using them correctly, explosives reduce their effectiveness relative to impact damage.