vili said:
I don't know about the OP, but I would definitely be interested in hearing your thoughts on this!
Well...here's a wall of text.
BLUF: Overall I'm a fan of the Mongoose 2300AD material and am really liking the 2nd edition spacecraft stuff but I'm seeing places were a "naval focused campaign" could run into issues. Nothing that you couldn't work around...but you'd have to work around it. The new Aerospace Engineer's Handbook is in a great spot for what it is - a sourcebook for a hard-ish SF RPG...but it's not as clear that the numbers behind the setting as hard as its predecessor.
Large-ish points:
1. The new Aerospace Engineer's Handbook (AWH) was a joy for me to read because for the first time all of the stuff a budding aerospace engineer could want are found in the same place. One book and I can design interface craft, system craft, starships, missiles and other remote objects. Alien tech in there too. There's never been a product in the setting that did these things all in the same place. I can even design the warheads for detonation lasers and submunition dispensers. This is, for my money, many steps forward. None of the stuff I say below should detract from that.
2. The team has clearly thought thru and updated the aerospace tech in the setting in a number of great ways. They added reaction drives because they realized stutterwarp ships still need them both to operate below the wall and also because stars are moving relative to each other and the stutterwarp drive doesn't change your actual velocity at all. So you need to use a combination of thoughtful stutter maneuvering, gravity assists, and engine action to adjust your velocity at some point(s) during your trip. Or you're likely to arrive in the destination star system moving at a velocity greater than local stellar escape velocity. Not too useful. Other little "updates" like making civilian fission reactor fuel thorium while militaries use uranium/plutonium because they need to breed material for all their nuclear weapons is a nice touch. Making laser arrays use giant James Webb Space Telescope-like foldable apertures silently (and IMHO correctly) retconned the fact that you don't get practical laser weapons with ranges like the ones in 2300AD without either very large mirrors or very short wavelengths. I think Colin et al chose correctly by choosing the former because high power x-ray and gamma ray lasers look to be beyond the tech level in the setting. Again, bonus points from me.
3. However...the degree to which the technology in the game represents a "reasonable" (dangerous word) projection of the current state of the art in aerospace technology is, for me, actually less clear now than it was in the original Star Cruiser Naval Architect's manual. The primary reason for this is that original Star Cruiser design sequence tracked volume, mass, and surface area and the new Traveller(High Guard?)-based one does not. That means that the stats for all of the ship equipment are in thrust/power/whatever per volume. As a rocket guy ... I don't primarily think in volume so it's hard for me to be sure but a few of Mongoose's numbers have given me pause. The Core Rulebook #3 page 66 shows the Manchurian Star Carrier 50 ton cargo rocket. It's listed as a takeoff *mass* of 500 tons and a payload *mass* of 415 tons. As far as I know a payload mass fraction that good (415/500 = 0.83) is physically impossible for even the best theoretical chemical rocket. That's a chemical rocket propelled vehicle where 83% of the mass is cargo. Yeah. Uh. No. SpacEx's Starship's is something like 5% payload by mass if the tweets are accurate. An aircraft typically lives around 50% payload mass fraction. And they don't have to carry their own oxidizer. So I'm scratching my head on that big rocket. Glancing at power density for MHD turbines and some other numbers I'm not sure how much unobtanium is in the plumbing here anymore. In GDW 2300 AD I could easily go check ... because real world technical literature talks more about mass than volume. Here it's harder to tell. That detracts from the feeling of immersion for me.
4. This sentence on page 7 of AEH is at best un-necessarily proscriptive and at worst just plain wrong for the setting:
"Spaceframes are oriented with their decks perpendicular to the axis of travel, like an office building."
That's only true if the spaceframe hull in question spends a lot of its life under thrust. If it spends it's time under stutterwarp ... things look different. The KENNEDY deck plans in the same AEH (page 188) are the best example. What the heck did they do to the KENNEDY? The ship as shown here is clearly designed on the assumption that the crew will stand on the decks like they're in a skyscraper when the reaction drive is on. "We've all seen the Expanse! What's the problem?" I hear you ask. The problem is that this is 2300 AD. Military starships in this setting spend WAY more time under stutter than under thrust. KENNEDY will spend maybe a few hours under thrust during an entire deployment. The rest of the time that central cylinder is in micro-gee. The really sad part is that KENNEDY deck plans in the "First Edition" Mongoose 2300 AD rules had the command spaces running the length of the central cylinder as a single long deck. I think Mongoose had it right the first time and shouldn't have changed it. This is a step back for me. I blame the Expanse. At least Mongoose didn't stick the bridges on the nose cones like a certain OTHER RPG company I could mention. But now we have TWO artistically attractive representations of the KENNEDY.
Other random stuff:
-The new asteroid mining stuff is needed and good.
-I think Mongoose gets the prize for being the first to put in light-lag modifiers for remote vehicle operations. Love that.
-The biggest space fission reactors in the setting output in the 100 MW range. We build cores like that today that can last 20 years. The ones in original 2300AD basically never needed refueling. Why do the ones in the Handbook need to be refueled every five years?
-Aerospace Engineer's Handbook subtly changed gravitic detection of stutterwarp signatures by making it non-directional. That means all the cool trailing tactics from Dave Nielsen's "Lone Wolf" scenario in Challenge 33 at least have to be revisited to make sure that trailing a starship at FTL pseudo velocities is still possible. I'm not sure it'll still be possible in the way he describes it there because he pretty clearly had grav scan giving the shadowing ship directional information.
-I really really really want Star Cruiser 2. Please?
-It looks in the rules like maybe each rod in a detonation laser MUST target a different ship. If this is the case I think that is neither physically reasonable nor wise from a game mechanics standpoint. Combat in this setting is supposed to be deadly. Getting hit by 2% of a multi-kiloton nuclear bomb focused into a coherent pulse should ruin anyone's day.
So I could say more but this is already way too long. The OP cared a lot more about the more typically useful human scale RPG stuff. Obviously nothing I say above matters if your characters spend all their time working on that scale. I'll move all this somewhere else if you want.
Vili, if you want more of my thoughts on this then PM me or we could start a new thread.