Then are we introducing house rules in the equation?
(this aside, it would not be a bad one, as would use the same DM for skill tactics that HG gives to both, defensive and offensive rolls)
Sure, why not? I don't have anything against house-rules, i just have something against pretending house-rules are RAW.
Extending the existing skill rules to a few more skills isn't exactly revolutionary, nor does it change the system all that much. I would even house-rule in a negative DM for unskilled characters.
I would house-rule LBB2 too, to make it more usable. IIRC, the first house-rule I made for LBB2 was to ban missiles, after I realised each individual missile was supposed to manoeuvre independently like a ship.
Take a Free Trader with two LMS turrets, firing two missiles per round. After three rounds I have one ship plus six missiles, for a total of seven vectors, each to be changed and updated every round. I just gave up at that point...
Well, if you have pilot skill 2, LBB2 with Maneuver/evade 5 gives you a -2, on HG no DM. If your pilot skill is 5, DMs are respectively 5 and 2.
HG gives you half your skill, the same as Maneuver/Evade-2.
For your convenience the first DM-1, for Pilot skill 1-2 is already built into the to hit tables.
Would decreasing all the to hit difficulty by one, and then increasing the difficulty by one by giving everyone one more DM to Agility make any difference?
Both give you a skill bonus to the same rolls (with a house rule), perhaps rescaled. Gunners shoot, Pilots evade, Engineers repair.
Is getting a DM-1, instead of DM-2, from your Pilot-2 skill really that massive a difference? Isn't abstract movement vs. simplified vector movement a much bigger difference?
OTOH, this 2 added to agility also helps you to flee (or avoiding your enemy to)..
Yes, and it influences Initiative.
Of course Pilot skill helps you to outmanoeuvre your opponent. In LBB5, but not in LBB2, right?
Still don't see the difference?
Yes, the difference is that in LBB2 the player, not the character, manoeuvre the ship.
In LBB5 the character, not the player, manoeuvre the ship.
How does a player that is not good at vector math play a high-skill Pilot with LBB2?
Yes, in HG all those programing come for free, and your tiny computer 1 bis may manage all of them at once...
Quite, all that hoopla is replaced by a straight DM+ on all firing and DM- on all enemy firing, in addition to the crew skills. Simpler, faster, more action.
But with different effects of skills and characters' actions...
Gunners shoot. Roll to hit, roll damage. In both systems.
In LBB2 the Gunner might add full skill or none, in LBB5 he adds half skill (with a house-rule).
It's not a difference of quality, but of quantity.
Of course it's not identical rolls with identical results, it's two different systems.
To be just, though, HG it's not thought for that.
...
True, LBB2 is not thought for large ships, as HG is not for small ones
...
I disagree. HG is for squadron/fleet combat, ...
Both systems works for small ships. LBB5 is just streamlined enough to work with larger ships, or several ships..
There is no requirement to field a battle squadron to play with LBB5...
... while Striker (for what I know) is for small unit combat (and usable for personal combat, as AHL). I don't believe you can confront a full bataillon (or larger units) with Striker...
Theoretically you could fight battalions in Striker, but I guess all involved would give up of boredom after a few hundred dice rolls.
The abstract system in LBB4 is for large units, and so it's the equivalent to HG.
LBB5 isn't remotely as abstract as LBB4, Imperium, or FFW.
You still shoot individual laser turrets at individual targets. You can, if you wish, group a few turrets into a battery, but you don't have to.
In LBB4 abstract large units fire at large units. In LBB5 there is no squadron fires at squadron, just ship fires at ship, just like LBB2.