In the Proto-High Guard thread, I engaged Mike and Flykiller a bit about conceptual High Guard rules that go beyond what proto High Guard must have been. I want to follow those lines of thought, and I'd like to try to do that in this thread.
Many years ago, I saw Don's draft of High Guard 3. True to its roots, it was a direct descendant of High Guard 2, and yet the updates I saw didn't really impress me. In being too tight with HG2 and yet adding the complexity of (for example) MegaTraveller's extended TL tables and additional weapons, you get something that really does feel quite big. At that point, you've lost a major draw of HG2 to begin with. I'm not arguing against modeling the OTU more fully, but I am saying that HG1 had some compelling low-complexity solutions that are worth considering today.
1. Bake Attack Factors into the USP
Battery factors were a compromise between attack strength and the ability to attack multiple targets. In losing the "attack factor" feel of HG1, they lost something that capital ships needed, and were forced to tack on statistical rules for mass battery fire that essentially became Attack Factors.
This means, for example, that if you have 50 Particle Accelerator bays, you record the Attack Factor of the total number of PA guns on the USP.
This may mean, for example, that the Attack Factor for every weapon type except the spine is reduced by the Ship Size Code, or some number indexed by Ship Size Code.
2. Define Attack Configurations
Variant attack configurations can be defined at design time. This (by the way) is related to point 1 above.
These sub-configurations would be recorded with the USP. Auxiliary codes? Could be confusing if done wrong.
2a. Custom Attack Configurations
...What's more, it's also reasonable to assume that composition and distribution rules could allow veteran players to customize an attack.
This assumes that there are standard rules for breaking one factor down into two smaller factors. (Which is a reasonable assumption).
3. Setting aside EPs for now
4. Book 2 Drive Percentages
I suspect there is one very good reason HG uses its drive percentages, and that's to give battle riders a bit of a drive burden. Otherwise, they'd be even more powerful. Note how early the drive percentages changed, and that's Marc's rules. Someone (maybe Marc) got Marc thinking about battle riders in 1979.
However, there are other ways to "manage" battle riders, and us Book 2 freaks tend to think that drives should all "be the same". Yes, drives in HG are considered custom Navy drives, while Book 2 drives are clearly off-the shelf prefabs. But still.
5. Get Fighter Wings to Work With the OTU
Fighters are still used even at TL15, but they can't be so powerful as to pose a threat to capital ships.
Many years ago, I saw Don's draft of High Guard 3. True to its roots, it was a direct descendant of High Guard 2, and yet the updates I saw didn't really impress me. In being too tight with HG2 and yet adding the complexity of (for example) MegaTraveller's extended TL tables and additional weapons, you get something that really does feel quite big. At that point, you've lost a major draw of HG2 to begin with. I'm not arguing against modeling the OTU more fully, but I am saying that HG1 had some compelling low-complexity solutions that are worth considering today.
1. Bake Attack Factors into the USP
Battery factors were a compromise between attack strength and the ability to attack multiple targets. In losing the "attack factor" feel of HG1, they lost something that capital ships needed, and were forced to tack on statistical rules for mass battery fire that essentially became Attack Factors.
Mike said:One thing I prefer in HG1 to HG2 is that there was an attempt to bake the number of weapons into the USP factor rather than having a massive number of batteries.
The latter means either a lot of dice to roll or use statistical resolution [which can be pre-computed, which in turn suggests just using an attack factor, which is back to HG1].
This means, for example, that if you have 50 Particle Accelerator bays, you record the Attack Factor of the total number of PA guns on the USP.
Aside - for a future version of HG I would go back to a minimum number of dice rolls, so weapon factors should have batteries bearing built into them
This may mean, for example, that the Attack Factor for every weapon type except the spine is reduced by the Ship Size Code, or some number indexed by Ship Size Code.
2. Define Attack Configurations
Variant attack configurations can be defined at design time. This (by the way) is related to point 1 above.
Flykiller said:one may designate at construction time not only the main battery configurations but also sub-battery configurations. say, 10 turrets may be pre-configured to one factor 9 or two factor 7, or a spinal to one factor T and three factor J. etc. probably the best way to maximize player input while minimizing time spent doing so.
These sub-configurations would be recorded with the USP. Auxiliary codes? Could be confusing if done wrong.
2a. Custom Attack Configurations
...What's more, it's also reasonable to assume that composition and distribution rules could allow veteran players to customize an attack.
This assumes that there are standard rules for breaking one factor down into two smaller factors. (Which is a reasonable assumption).
3. Setting aside EPs for now
Mike said:If energy point allocation could be made organic to the decisions made during combat without slowing down play I would be all in favour.
I have never liked the EP rules in HG2 as they are not tracked as damage accrues. Without an easy tracking system you would be better off just getting rid.
4. Book 2 Drive Percentages
I suspect there is one very good reason HG uses its drive percentages, and that's to give battle riders a bit of a drive burden. Otherwise, they'd be even more powerful. Note how early the drive percentages changed, and that's Marc's rules. Someone (maybe Marc) got Marc thinking about battle riders in 1979.
However, there are other ways to "manage" battle riders, and us Book 2 freaks tend to think that drives should all "be the same". Yes, drives in HG are considered custom Navy drives, while Book 2 drives are clearly off-the shelf prefabs. But still.
5. Get Fighter Wings to Work With the OTU
Fighters are still used even at TL15, but they can't be so powerful as to pose a threat to capital ships.
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