I think the missile discussions point to an inherent underlying flaw in the discussions to date. The CRB has a needed set of rules with regards to starships. It's really focused on giving a player a stock ship to start their gaming with.
But the discussions here include all of that and so much more. I am coming to the conclusion that the combat rules need to be pretty basic and non-complicated for the CRB. You could also look at them as lite combat rules and the complete ones would be in HG.
If any of you played Star Fleet Battles you can see how this same thing occured in that gaming system. There were many wonderful rules and options introduced, but the initial games stuck with basics. And, like SFB of old, tracking energy is now becoming a thing for Traveller. Maybe not as important, but certainly a thing.
So what do you guys think? Should the basic combat rules have lasers doing 1 and two pts damage, a missile 4, and a scout have say 20pts of hull? Drop the ideas of upgunning, etc. But I'd still want to keep player influenced actions because that's where the fun is.
But the discussions here include all of that and so much more. I am coming to the conclusion that the combat rules need to be pretty basic and non-complicated for the CRB. You could also look at them as lite combat rules and the complete ones would be in HG.
If any of you played Star Fleet Battles you can see how this same thing occured in that gaming system. There were many wonderful rules and options introduced, but the initial games stuck with basics. And, like SFB of old, tracking energy is now becoming a thing for Traveller. Maybe not as important, but certainly a thing.
So what do you guys think? Should the basic combat rules have lasers doing 1 and two pts damage, a missile 4, and a scout have say 20pts of hull? Drop the ideas of upgunning, etc. But I'd still want to keep player influenced actions because that's where the fun is.