I like the idea. Sure, I have both striker (bought a second-hand ragged copy from a friend) and MT (downloaded it when it was offered legally and free on DriveThroughRPG [SP?]), but there is one thing I don't have much of -
time. Making an LBB2 ship takes a few minutes, especially if you're well-experienced with the system: choose tonnage, drop in a power plant, a manouver drive and a jump drive, calculate bridge tonnage (0.02x ship tonnage), calculate fuel (10% of tonnage per jump number plus 10 dtons per power plant number), drop in a computer drop in the turrets and drop their armament into them, calculate how much crew your ship needs (a simple table in LBB2), drop enough staterooms for them, drop in carried craft/vehicles (if any), calculate the remaining free space for cargo/magazine and total the costs for the overall ship cost. For simple ships (merchants usually), a few minutes; for more complex ships (military), a few minutes more. Striker is varied and fun to work with, but takes atleast 30 minutes per vehicle, *ASSUMING* you have the components (mostly weapons) done before.
Sure, you can expand ALOT on LBB2 (as
I've done, or as
Steve Osmanski has done for small craft), but still you retain the time-efficient, user-friendly design sequence.
LBB8 is basically "Striker Lite" for robots; a vehicle design system could be grown out of it, but I prefer an LBB2 proto-Traveller-feeling system. Maybe even one that will fit with
my task system better than my "Striker VERY Light" variant.
I suggest a table of a few "default" chassis sizes (as in LBB 2), with built-in ground (i.e. tracks of wheels), air-cushion and grav drive-train requirements (or will we need a seperate table for each drive-train type?). Add "standardlized" fuel requirements. Add a few rules for archaic (i.e. pre-fusion) power plants. I suggest that the basic unit of measurement would be 1m^3, with hulls on the tables coming with a ready column of ship-tonnage approximation (for stowage purposes).
Give each vehicle a number of hardpoints with 3 drop-on options per hardpoint (turret, swivel or fixed). Use the LBB4 weapons, with a few clarifications.
My original idea to use LBB1 combat with vehicles is to give each vehicle an LBB1 armor (Cloth, Battledress or Battledress -something), an apply damage to vehicles in damage dice (i.e. most slugthrowers would have 3) rather than individual points; add a capability for armors to absorb several damage dice, and use LBB2/LBB8-style damage allocation tables with one roll per one (?) penetrating damage die. See
thos thread. The only problem would be to adapt it to a task system (such as mine) without resorting to too many combat martixes. I guess that some system of penetration might be used, but this will add yet another roll to each attack... In addition to the to-hit roll and the two damage allocation table rolls!
Also try reading
JTAS#17 pp.33-38 for an LBB4 air-combat system.