Issues with ship design rules. Or Pimp My Scoutboat.
First off, wow, what one little comment can lead to. Second these are my observations not a call to change anything within the T5 draft.
In a lot of ways I kinda still like the basics, Book2 is still a good framework for RPG scale ship construction and combat. But its traditional failing is that it is very thin in detail. Part of this was "solved" with the release of High Guard. Unfortunately High Guard was really geared towards large ship/fleet combat. And it's combat resolution was scaled towards that end as well. As well as the added weapons and other gear.
Now before you you argue on way or the other these are just my observations from running the game for 30 or so years.
I am not bashing High Guard, like many of you I have used the heck out of High Guard. I wasted many an hour in High School designing ships in class.
My list of things that bug me;
Fractional performance drives, While I can understand the need for a nice clean integer for use in the war game in High Guard, but in the vector based system in Book2 and a lot of RP situations this very useful information. And it makes for differentiation between otherwise identical designs.
Installation of multiple drives, Why can't I? I'm not asking for something for nothing. But shouldn't 3 Class A mDrive = the performance of 1 Class C? Under Book2 this was covered somewhat by the reduction of letter code which reduced performance by the potential chart and High Guard it was a direct reduction of Drive potential, but later editions weren't quite as forgiving.... I may be talking my self out of some of this.... But I will forge on.
Smallcraft, I'm not sure were to start. But first off SCALE, Small craft have always been the low hanging fruit, on shot and frequently they are gone. This Ok in a wargame, sucks massively if the pilot was your favorite PC.
On a related subject, with smallcraft a unified mechanic for weapons damage across personnel, vehicles and ship combat. Striker kinda works for this, but the list power inputs for ship scale energy weapons is off by about an order-of-magnitude, to high.
A set of what are standard specifications for civilian ships electronics. Book2 set this arbitrarily and MgT gave them specifically, other editions they where just kinda there.
Back to weapons, Sub-50 ton bays, More options for turrets and barbettes. etc.. etc... Missile options that make some sort of sense.
This all really boils down to PCs need more options.
First off, wow, what one little comment can lead to. Second these are my observations not a call to change anything within the T5 draft.
In a lot of ways I kinda still like the basics, Book2 is still a good framework for RPG scale ship construction and combat. But its traditional failing is that it is very thin in detail. Part of this was "solved" with the release of High Guard. Unfortunately High Guard was really geared towards large ship/fleet combat. And it's combat resolution was scaled towards that end as well. As well as the added weapons and other gear.
Now before you you argue on way or the other these are just my observations from running the game for 30 or so years.
I am not bashing High Guard, like many of you I have used the heck out of High Guard. I wasted many an hour in High School designing ships in class.
My list of things that bug me;
Fractional performance drives, While I can understand the need for a nice clean integer for use in the war game in High Guard, but in the vector based system in Book2 and a lot of RP situations this very useful information. And it makes for differentiation between otherwise identical designs.
Installation of multiple drives, Why can't I? I'm not asking for something for nothing. But shouldn't 3 Class A mDrive = the performance of 1 Class C? Under Book2 this was covered somewhat by the reduction of letter code which reduced performance by the potential chart and High Guard it was a direct reduction of Drive potential, but later editions weren't quite as forgiving.... I may be talking my self out of some of this.... But I will forge on.
Smallcraft, I'm not sure were to start. But first off SCALE, Small craft have always been the low hanging fruit, on shot and frequently they are gone. This Ok in a wargame, sucks massively if the pilot was your favorite PC.
On a related subject, with smallcraft a unified mechanic for weapons damage across personnel, vehicles and ship combat. Striker kinda works for this, but the list power inputs for ship scale energy weapons is off by about an order-of-magnitude, to high.
A set of what are standard specifications for civilian ships electronics. Book2 set this arbitrarily and MgT gave them specifically, other editions they where just kinda there.
Back to weapons, Sub-50 ton bays, More options for turrets and barbettes. etc.. etc... Missile options that make some sort of sense.
This all really boils down to PCs need more options.