I just finished reading the mass combat rules in S&P 90.
What I thought started off with some very good ideas ended leaving me disapointed. The rules are so abstract that I would never use them in any situation that player characters were directly involved in, and so abstract that I would just dictate the outcome to suit the campaign if the player characters were not involved.
Nowhere is armor, defenses or weaponry taken into account except as a generic tech level. With these rules an unescorted convoy of TL14 freighters totalling 100 Ktons armed only with beam lasers, can decimate two or even three attacking Gionetti-Class light cruisers if the the convoy leader has superior tactics.
What I would like to see is a simplified (but not too simplified) combat system that reduces each ship, squadron or flight to a few basic stats: attack, defence, hitpoints etc. I am working on just such a system and will be posting updates to it in a forthcoming thread.
This type of thing is where you need to bring in War Game designers. Not an easy cross over if you're an RPG designer and haven't got a deep level of that genre of gaming under your belt.
The thing is, people may well not want a wargame - they want something fairly consistant but (a) not too clunky and (b) where people feel they have a direct effect on the battle's outcome.
These rules are okay - the overall admiral commanding things, and individual encounters. The problems, as noted, is that there's no specific effect of different classes of ship other than their structural capacity - which, for example, leaves overgunned ships with multiple capital weapons underperforming against ships with lighter guns but reinforced structure.
I don't mind it for figuring out a 'background' battle result. I actually think it's quite a nice scenario generator in that way - pair it up with the mission rules in high guard, and you have location, objectives, and a sort of rough step-by-step of how the battle that the players are stuck in will go.
It's a very easy rules system to game, but that's not the point of it, I think; after all, one advantage of an RPG over a wargame is that you've got the GM sitting there to tweak any rules that don't make sense on the fly; if players have a good reason to argue that their force effectiveness should be multiplied due to force composition (e.g. universally higher thrust than the enemy combined with long range weapons), or tactics (Q-ships suddenly raising pop-up turrets), then the GM should throw in a few points of force effectivenesss to represent that.
How to make a big engagement seem more manageable, but still see the different classes and styles of ship - now that's more difficult.
I can see a couple of easy options - pulling them out of two other companies attempts to do this:
Advanced Fighting Fantasy - A generic 'force strength' track (much like this system), but with 'duels' every few rounds, where two specific combatants fight to the death - the winner of the duel giving their army significant benefits for the next phase (either by punching a hole in the enemy line, inspiring his peers, or just being representative of the army as a whole doing better than the enemy).
This could be represented in a fleet engagement by forcing two random combatants to engage for a round, and the side that comes off better (least damage inflicted?) adds its bonus (difference in damage rolls inflicted). Essentially it's just the encounters table, but with the player's ship thrown in. Obviously add the ability for the more manouvrable ship to control who it fights a bit - a 10 dTon light fighter vs a dreadnought isn't
terribly fair.
Rogue Trader - essentially forming units of like vessels - so that a unit of twenty men behaves like a single man with twenty wounds and a proportionate damage increase.
It'd not be too hard to just form ships up into big masses and make them into squadrons - use the barrage rules, etc, and just assume that the squadron are all essentially at adjacent range with one another. Just expand out the rules for fighter swarms to include starship swarms (or even capital ship swarms!) and, for the sake of simplicity, assume that a ship which has taken internal damage is fully combat effective until it takes internal damage, at which point it is no longer able to shoot.