Agreed. It's something I'd love to try writing, or love to support the writing of.
However the paranoid in my head is pointing out I've never written anything for an RPG before, and the Traveller Trillion Credit Squadron is sufficiently iconic that someone screwing it up would probably be hunted down and beaten senseless...not least by me.
Which would make hiding difficult to say the least.
One thing I would strongly suggest is that whoever takes a shot at this seriously consider adding a few intermediate levels. As we've seen here, the billion-credit level will probably work out to something on the order of a kiloton squadron - one ship to probably not more than about eight very small ships. A trillion-credit "squadron", however, is probably going to involve several battleship-scale ships, plus several more smaller ships - an order of battle which could reasonably include thirty to forty main combatants on each side. (This is why I put "squadron" in quotes; this is more properly a task force or more.) And if a designer used ships the size we've seen here exclusively, that TO would run to more than a thousand ships.
Indeed.
I'd also like to see some system for offsetting the capabilities of each side - say, allowing one side a higher budget in return for the other side getting access to higher technology, or similar adjustments. Such balancing is beyond my design abilities, though, so I'm hoping someone with a better grasp of the system will take a crack at it.
The other thing would be including a degree of 'off-screen' resolution - if I've spent 1 TCr on ships, with anything from 100 to 1000 ships depending on size, you have a truly ridiculous fighting force at your disposal.
The original Trillion Credit Squadron included 'statistical combat resolution' but that's not much more than what is now included in the Barrage rules.
What you really need is some subordinate NPCs in your fleet - such that you can say 'whilst I take some cruisers over here, Commodore Jeff and a dozen gunned-up S-Types will jump to this system and play merry hell with the supply lines".
Resolution can be done in much the same way as the ticket resolution in Mercenary - a few skill checks which result in casualties or damage to/loss of/capture of a proportion of the ships you send.
Equally, really, really big fights can be modelled the same way - the 'main engagement' with the two player units, and several supporting 'background engagements' again resolved by a few die rolls.
Otherwise you can have quite a lot of thousands of structure points worth of ships in a single engagement - the rules set ceases to be fun at this point and becomes a case of rolling dice at something for hours until it falls over!
I'd like to see at least two intermediate levels, and preferably a few more. 1BCr - 10 BCr - 100BCr - 1TCr is reasonable, but still a bit granular.
Thing is, if you want to modify the price level, you can - describing those four levels is enough - it only really needs to be in the book if it affects the game rules or campaign rules.
So 1BCr rules will be different from 1TCr rules, because a 1TCr fleet comprises the entire navy and hence recruitment/construction during the campaign will be pushing the entire industrial capacity of a small empire, whilst at 1BCr level this can be more or less ignored - enough yard capacity can be found to allow you to build whatever you can afford.
I'd also like to see some system for offsetting the capabilities of each side - say, allowing one side a higher budget in return for the other side getting access to higher technology, or similar adjustments. Such balancing is beyond my design abilities, though, so I'm hoping someone with a better grasp of the system will take a crack at it.
Cost-to-tech balances already exist - for the most part - in terms of advanced and primitive spacecraft. With &*?!! particle beams being so low-tech the one classic problem of literally not being able to hurt an enemy goes away, so it's not a problem.
Cost-to-crew-quality is a different matter; there's a few tables in Dilettante that describe hiring minions of different quality - it'd be good do be able to recruit an 'elite' squadron or something, and/or get a number of named characters to lead big ships or groups. Especially in big Barrage fights, a few extra points of crew skill can make all the difference.
Something akin to the mission generation tables in High Guard would be good - effectively some scenario tables to determine who gets the jump on who and in what circumstances (rearming/refuelling/etc).
Lastly, a few odds and ends of new kit couldn't hurt..I can think of a few fleet-level items (ELINT gear, area point defence, dry-dock ships, replenishment-whilst-underway of spares, ammo, and fuel, etc).