1. Crew scores have gone. This is partly because of streamlining, and partly because of the setting (there is not a huge amount of crew on these ships). You are _still_ tracking three scores on ships now (Damage, Shields and Troops) as opposed to just Damage and Crew, but we are looking at clean-wipe datacards (optional accessory) to help with this.
I am still not convinced myself that loosing crew in favour of troops as a mechanism is the way to go but need to see the game in action more to see if its a plus or minus point.
2. A points-based system is in. Patrol, Skirmish and all the rest is still in as a 'Conflict Intensity' rating, which is now basically just a guide to game and table sizes, as well as an optional limit on ship classes (so, if you choose, you won't be surprised by a dreadnought in a game that is supposed to have lots of frigates).
No issues with this - could make tournaments interesting
3. It is now impossible for one critical to kill or even seriously damage a ship. We now have an escalating system of criticals (this is probably the biggest single innovation in CTA 3 - at least, in concept, as it is really just a change of table and the way it is used!). There are a few weapons on really big ships that can cause serious problems on crits, but they are very rare. BTW, I still personally feel that crits _should_ allow the possibility of taking a ship out in one blast, if for no other reason than it happens too often in the real world! However, the people have spoken!
Again looking forward to seeing how this works - I am always torn by the crit issues but I sort of agree that too often games (and at least one torunament I ran - sorry Ken) were decided on the crits....
4. Very few ships have stealth and, thus far, we have seen no reason to change it. Not a sacred cow though, and if it causes problems in playtesting, it will change.
Similar - Stealth is realistic but perhaps not fun - it may be worth trying other variations that may be more "fun"....... on the other hand a few Scout/Spy type ships with it rather than battlefleets mean it is less likely to be an issue
5. Bookkeeping is indeed being kept to a minimum. Hate it myself, and always look to eliminate it!
I always felt ACTA had about the right amount so thats good
6. Movement has not changed in any way. We can basically decribe it in two paragraphs, and we are not going to change that!
Excellent
7. Initiative has not changed (yet...), and we have spent a good, long time looking at it (including, yes, the BTech system). However, in this iteration of the rules, we have yet to see any serious ramifications coming from it. There are no boresight weapons and the one other area where it could have been devastating (boarding) we've managed to neatly gazump by altering the Special Action concerned.
Sounds good
8. Campaign rules will be staying sort of the same - the big addition will be a ransoming model, whereby you can negotiate with other players for the release of captured ships and/or crews!
I guess this depends on exactly how effective boarding is and how easy/difficult it is to actually complete as opposed to blowing your opponents ships away- always nicely satisfying.
9. You remember with initiative that the loser always ends up moving first, even though the victor has a 'choice'? Well, we were going to eliminate that, and make it automatic - but then we go and add a rule that makes wanting to move first a real possibility! Not as 'clean' as I wanted, but there will now be times when you really have to think in the Initiative Phase.
Interesting- guessing related to boarding
10. There will be plenty of ways to spend 'spare' points, such as upgrading troops on board and, yes, adding fighters. We have not yet added upgrades or 'variants' of existing ships to the lists, but they are of course a possibility.
Strange - I was thinking there would be Command and Control variants, escorts and the like to make a larger variety of ships - but I guess suplements? Upgrades sound good otherwise
11. CBD is still in, though you will be rolling far less dice this time round (no crew for a start, and weapons tend to have less AD).
Hmm as long as they have enough AD to make ships of same class or smaller go "boom" rather than ineffectually plinking away which is pretty boring
12. As I said, no boresight in the game at this time, but it could always be added later for a new fleet or a new setting - I like the contested crew Quality check to resolve the boresight issues, BTW...
that helps with a number of issues as you mentioned
13. big ships - there are plenty of reasons to go for these chaps now. They cannot be downed by a smaller ship (or several smaller ships!) in one go now, whereas they have the possibility (depending on armament) to down a smaller ship easily. Also, with the way ships work, lots of AD is a distinct advantage for some weapons, and the only ships with lots of AD are the big ones - basically, concentration of firepower can be a big advantage in CTA3.
Sounds good
14. The setting will be _very_ familiar to some, but might seen a bit 'out there' to others. However, give it a chance. We are including lots of background material in the core book and there will be much that any science fiction fan can quickly relate to.
Colour or b/w? - hopefully colour with lots of shiny pictures of the models and background fluff........
Hope that sheds some light onto the new game!
thanks