Looks like the biggest issue with CT+ is how personal combat works.
In the lead is the MT-leaning crowd, with preferences for separate pen/dmg values. This provides a number of benefits, including scale: you can create conglomerate units, and also figure out how much damage your PGMP-14 does to the outer hull of a scout ship. Integrated combat which scales smoothly from the barroom brawl to interstellar slug-fests.
On the other side is something based on a T4/T20 damage system. It's simpler, which means you lose scalability, but personal combat becomes faster since there's no multiplication and division to keep track of. Assuming most combat is level (person-to-person, or ship-to-ship), it makes sense to have a simple mechanic tuned for these common encounter types. A more complex mechanic -- or translation -- may be needed for scalability, but interface issues tend to be special cases anyhow.
Have I misrepresented the topics?
And do you have an opinion?
In the lead is the MT-leaning crowd, with preferences for separate pen/dmg values. This provides a number of benefits, including scale: you can create conglomerate units, and also figure out how much damage your PGMP-14 does to the outer hull of a scout ship. Integrated combat which scales smoothly from the barroom brawl to interstellar slug-fests.
On the other side is something based on a T4/T20 damage system. It's simpler, which means you lose scalability, but personal combat becomes faster since there's no multiplication and division to keep track of. Assuming most combat is level (person-to-person, or ship-to-ship), it makes sense to have a simple mechanic tuned for these common encounter types. A more complex mechanic -- or translation -- may be needed for scalability, but interface issues tend to be special cases anyhow.
Have I misrepresented the topics?
And do you have an opinion?