chiron0224 said:
I posted this in the Common Spacecraft section as well but I want to re-iterate here since it's pertinent to the discussion. I'm willing to allow for the idea that the CRB includes many ships to use and that one of the cool perks with High Guard will be "Build your own ships!". But the problem is that a lot of the common spacecraft are incomplete in that case. What I mean is, where are all the guns? I get that free traders come hot off the press without guns but come on, nobody is going to fly around the marches or the Trojan sector without packing some heat and free traders get retrofitted with guns all the time. Even some of the armed ships are just armed with empty turrets (i.e. Scout/Courier and Seeker Miner). The space combat section of the rules for some reason includes the rules for how many hardpoints a ship gets and the costs of turrets and weapons and such. This stuff would make way more sense at the beginning of common spacecraft so that you can actually outfit your ships with guns. But even still, something is missing. The entries for the different guns are missing their power requirements so that if I want to run a game with just the CRB I can't because I can't equip the ship and no how much power the guns require. So a "meet us in the middle" thing here might be to have the rules for adding guns in the beginning of the Common Spacecraft chapter.
************************************OR****************************************
Include weapon loadouts in ship descriptions. So a Scout/Courier for example could have listed.
Loadout A:
Double turret with x2 Pulse lasers(4 power each)
[list the stats of the guns]
Loadout B:
Double turret with x2 Beam lasers(2 power each)
[list the stats of the guns]
etc. maybe have two or three loudouts per ship. That way players can actually get into firefights with the core rules but, again, high guard would allow greater customization.
In many ways this could be accomplished by expanding the ship description a bit more. By adding in a paragraph you can provide additional details regarding a) the ships normal operational uses, b) common configuration and equipment, and c) some interesting ideas or starting points for uses within adventures.
Ships like the Lab ship are pretty specialized and you'd wonder just how or why you would have some PC's tooling around space in a ship that's not really good for much of anything but keeping geeks from gasping in a vacuum. I know to do this right would add probably 4-5 pages, but I think it wouldn't be for nought.