Major problems with Brilliant Lances

By Palmer T. Davis ·

TML message #6076From bundle 501

I've been saving my comments on TNE itself until I calm down from the
fit of apoplexy that I had after I bought it.
The space combat system seemed to be the one bright spot except for its
treatment of missiles, so when _Brilliant_Lances_ came out, I decided to
give it a chance.

Overall, I'd rate the game a near miss.  Much of what is new about BL
is what I had hoped the old Megatraveller system would be like instead
of the unsightly cross-breeding of High Guard and the MT vehicle rules
that it turned out to be.  Unfortunately, the new system has several
serious problems:

  * Detonation lasers as the only form of missile armament don't make sense
    at all, especially given the Imperial Rules of War.  They made sense in
    2300 because a ship under stutterwarp will appear sequentially in a
    finite number of relatively predictable locations; the best chance of
    achieving a hit is to fire at every place where the target might be.
    But if you don't need to do that, why pay for such a sophisticated and
    expensive warhead when something as simple as a cloud of shrapnel
    fragments will strike the target with enormous levels of kinetic energy
    when accelerated to speeds meaningful on the map?  Or if you're going
    to use a nuclear warhead to generate most of the energy, why waste most
    of it on a weapon as inefficient as a detonation laser when you can
    simply have the warhead itself strike the target?

    Furthermore, nobody (in the Imperium) outside the Imperial Navy should
    even have these gadgets; the Imperial Rules of War absolutely prohibit
    the use or even possession of nuclear weapons of any sort!  It is simply
    not believable for them to suddenly be not only available but universal.
    Furthermore, from a roleplaying standpoint, the missiles are a GM's
    worst nightmare: if 500 kt nuclear weapons are available for use in
    space, they are just as available for use against targets on the ground,
    and there is no believable way to keep the players from using them.
    (Cheap and universally available nuclear dampers might mitigate the
    problem, but in that case, there is no believable way to have the sorts
    of planetary bombardments that the background clearly indicates were
    common during the Rebellion.)  While BL is in many ways an advance
    over previous Traveller ship combat systems, this problem alone more
    than outweighs the advantages of the new system.

    To summarize: I can see a role for detonation lasers in the hands of
    the military (only), but they shouldn't be the only sort of missile, nor
    should they be the default.

    (And yes, I realize that the Imperial Rules of War are meaningless
    unless you're playing in the Imperium, but the offending missiles are
    present in scenarios supposedly set there and then.)

  * Detonation laser ranges are far too short.  If you don't have to put
    lots of beams in lots of places to try to hit a ship under stutterwarp,
    the remaining reason to use a nuclear warhead as a detonation laser
    rather than in an attempt to directly vaporize the target is so that
    you can detonate it outside the range of the target's active defenses.
    If a laser powered by the ship's power plant can hit targets ten hexes
    away with full penetration, a detonation laser powered by a nuclear
    explosion should be able to reach at least that far.  Even after allowing
    for simpler avionics in a missile guidance system than in a MFD, warheads
    should still be able to hit from outside nuclear damper range, at least
    at later tech levels.

  * While we're on the subject of missiles, command guidance is a poor choice
    for the default missile guidance system.  Fire control is represented as
    a hard problem; given that a range of five hexes produces a round-trip
    time delay of one second due to the speed of light, a missile in the same
    hex as the target has a much better idea of where to aim than an operator
    several hexes away can possibly have, even with relatively stupid data
    processing equipment.  Furthermore, manual command guidance restricts
    ties up the operator for the missile's entire flight time and reduces
    the rate of fire; ideally, you want as many missiles in flight as
    possible.

    This seems to be another idea lifted from Star Cruiser that doesn't really
    work, and didn't in Star Cruiser, either, where each hex of range yields
    a delay of four seconds.  Without FTL communication (which would almost
    completely ruin the Traveller universe), remote object control the way
    that the rules present it is completely impractical.  Furthermore, once
    you get past TL 8 or so, electronics technology should be sophisticated
    enough to obviate the need for launcher-guided missles altoghether,
    except perhaps in a few special cases where special tactical effects are
    desired.

  * The map scale is too large.  Turns are too long, and hexes are so large
    that gravity, which should be an important consideration, has almost no
    effect.  1000 s turns with 10 Mm hexes (or 20 min turns with 12000 km
    hexes) would have preserved the correct time scale, allowed hexes small
    enough to reflect the gravitational effects of nearby terrain features,
    and neatly gotten rid of half hexes of acceleration.

  * The implementation of vectored movement is very clunky.  There is no
    reason why a ship's heading needs to be rounded off to 30 degrees; any
    arbitrary vector on the hex map may be represented as the sum of at
    most two vectors along hex rows.  With a scale such that one G-turn
    changes one's heading vector by one hex, less record keeping would be
    required per ship to get movement exactly right than is needed with the
    present system.  (In other words, something like _Mayday_, with two sets
    of vector counters on the ship control sheet rather than the "future"
    counter on the board.)

  * Armor is too effective.  While it is possible to produce a "mission kill"
    on a heavily armored ship by destroying most of its systems on the
    surface as the game is written, non-meson weapons ought to be able to
    vaporize even the most heavily-armored ships, given a sufficiently heavy
    bombardment.  (Either that, or most of the space combat artwork published
    is wildly inaccurate.)  Furthermore, a ship can be made that heavily
    armored too easily.

  * Crew sizes are too large.  A type-S scout/courier should be capable of
    being permanently operated singlehandedly.  A _Gazelle_ should have a
    crew of exactly a dozen: four officers and eight enlisted men.  Free
    traders shouldn't require more than four permanent crew.  Changing facts
    like these breaks existing campaign materials (quite badly, in the case
    of my _Gazelle_-based campaign).

    It is unclear whether the crew sizes produced by the ship construction
    system are intended for pre- or post-virus settings; presumably, the
    (hideously unbelievable) "sneakernet" workaround to the virus would
    require larger crews and larger control modifiers; lowering the control
    modifier would bring down crew sizes a bit.  More usefully, providing
    some sort of system for positions to be combined (or reduced in the case
    of non-military vessels) and for maintenance duties to be relegated to
    base personnel could also bring crew sizes back in line.

  * Where have PA turrets and energy weapons gone?  I can live without pulse
    lasers, and I miss energy weapons only because they logically scale up
    from what tanks are normally armed with, but _Gazelle_ and _Kinunir_ both
    rely on accelerator turrets and barbettes for their main armament.  (BTW,
    whatever happened to _Kinunir_'s black globe?  Or the grav APC?)

  * Maneuver drive endurance has gone from far too long (under MegaTraveller)
    to far too short.  One of the basic assumptions about how ships work has
    always been that maneuver drives provide constant thrust for many weeks,
    making them actually useful for in-system travel.  Changing this reduces
    the value of fast maneuver drives for in-system travel (trip time is a
    function of the number of G-turns that you burn, not your maneuver drive
    rating) and drastically alters the way that system defense units operate.

Finally, two gripes about the game components themselves:

  * The page layout is too busy; the graphics at the top and bottom detract
    rather than add, and the typeface is such that the eye slides right off.

  * The game components are physically too large.  Because the hex maps
    provided are so large (for the benefit of those who go in for miniatures),
    the available playing area in hexes is too small relative to ships'
    weapon and sensor ranges.  Star Cruiser had the same problem, but
    provided ship counters small enough to be used on 25mm maps, allowing
    the problem to be fixed.  Unfortunately, the counters provided in BL
    are too large to be of any use on a map with hexes that are small enough.

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