paltrysum said:
Mongoose's starship and vehicle design sequences are not integrated but both work well independently. The fact that the vehicle design rules are not founded on the same principles as the starship rules irks some fans but I will say this: MgT2 vehicle design is fun and produces usable vehicles for your game. I've designed everything from SUVs to submarines and they've all worked out pretty well so far.
I agree, the systems both work well enough independently. And making starships and vehicles is fun. I think the vehicle design rules work well in isolation, but because power, locomotion, and fuel are abstracted away, the two systems can never be compatible. It does irk me that armor types are one TL lower for vehicles than starships, and that vehicle nuclear power plants work like you'd expect them to (like effectively forever), but are actually larger than the smallest you can fit on a starship, so you can't even squeeze in a smaller fusion plant that 'only' runs for a month - again, because of different underlying assumptions, there's no way to reconcile things like that. That and I still don't know what the base armor of a starship should be against small arms. Can't be zero, and going by the minimum 3-4 value for vehicles seems too low. And then there's the question of 'wilderness refueling' of vehicles. Not really dealt with, so for example a ride across Fulacin in a standard ATV wouldn't work well.
Now try to design a surface base. The rules in the Drinaxian Companion are based more on starship components (and the labor numbers don't add up - but that's another issue). A coherent one-size-fits-all Fire Fusion and Steel or Thingmaker approach could be done in a way that's not too daunting (I think), but it would be a clean slate. Keeping it simple enough to be playable is a challenge. And here Mongoose does succeed. Highguard works well enough except for some unclear and occasionally broken rules. The vehicle rules make decent vehicles, but even in published vehicles, I see mistakes in costs over things that are per space instead of per vehicle. Robots, I hope they deal with eventually, because the vehicle rules don't really cover them in any useful way. And if design rules could back into, for instance, the cost of a custom pressurized shelter, then that would be ideal.