Anstett
Emperor Mongoose
Happy to buy a couple more books for the cat.(Yes, Matt, I'll be working on it... soon as we get our one remaining cat back from the vet... after that bill, I'd better write a couple of books this year...)
Happy to buy a couple more books for the cat.(Yes, Matt, I'll be working on it... soon as we get our one remaining cat back from the vet... after that bill, I'd better write a couple of books this year...)
Work on a Fusion Fire & Steel unified construction system maybe, please?!Batteries (not the power kind...)
I'm supposed to be putting together an outline for the Compendium, which should include rules not in Core, Highguard, or the Companion... I think the battery rules are in Elements? They should be tied to crew size and I think I can be a little creative... once I find the rules.
Unrelated to Highguard, but not the Compendium: Will also try and pick some useful bits out of Mercenary... and see if I can sneak in a Snapshot rule while I'm at it.
(Yes, Matt, I'll be working on it... soon as we get our one remaining cat back from the vet... after that bill, I'd better write a couple of books this year...)
Write some cat (Aslan) themed books and we can support your cat in a meta way.Happy to buy a couple more books for the cat.
Yea I found if you use Barracks for ship crews you go a long way in fixing this problem especially with ships under 2000 dt which often can run military crew levels.As I was supposed to be doing something else, I decided to take a look at updating the Spinward Extents books to the 2022 High Guard standard and then decided to do the entire Corellan League Star Fleet and one thing I really noticed: Ships between 2000 and 5000 tons are not optimal: You need to be 5001 tons to get a crew size reduction (which actually is a bit silly - making the minimum exactly 5000 tons would be better. Same applies to Military Hulls and Distributed Arrays. All the ships I started at 4000 tons ended up being much better designs at 6000 tons, with about the same sized crew. And exactly 5000 tons really sucks. Also, the sensor operator thing for 7500 tons seems unnecessarily one-off - making that 5000 tons as well would be less obscure.
(Didn't go though all 19 pages of this thread, so I apologize if these issues have already been brought up)
Batteries and Crew Sizes: found it the third place I looked. Imperial Navy p. 113-114. Needs to be a little scrunched for the Compendium, but... this Book is going to a be treasury hunt with my memory and mediocre organization skills racing my aging brain. Fun!
This is true. I just don't want to build 5001 ton destroyers. But a way to potentially balance it would be took look at the cut-offs holistically. If the same breakpoint gives a bonus and a penalty, then the 'advantage' of wonky 4999 and 5001 destroyer classes will decrease.
So, giving it a little more thought. Each breakpoint should have a pros and cons chart (and they should be 'round' numbers and match so it wouldn't be a case of one entry saying 'less than than' and another saying 'more than' leaving a sliver of confusion). So target size, bridge size, crew size, feature size, armour /hull point mods, should all line up: 5000+ gets you this, 25000+ gets you this, 200+ gets you this, etc.)
Reduced or increased size should not be an option for turrets, barrettes or bays. The other possibility is building bespoke weapon mounts of any size you want - The FF&S method.Another thing that I think is just a misplaced sentence: p.72 Weapon Disadvantages:
The sentence: "Not Applicable to turret weapons." applies 'Energy Inefficient', but makes much more sense if applied to 'Increased Size' instead. Not only does this avoid 1.2 ton turrets, but it matches the logic of the weapons advantage above.
I'm going to assume that the suggestion above is true and incorporate it into my overly complicated ship spreadsheet.
A better rule is to use surface area for hardpoints - GT ISW shows how this can easily be incorporated.I miss the 1980 HG Batteries Bearing mechanics a bit. I think they added a flavor dynamic to hull configuration.
I disagree about bays - they absolutely should be able to have size modification. Turrets, yes, those should not have size modifications available; barbettes, I don't see it being particularly effective. But bays are large enough to make size modifications a reasonable tradeoff for the advantage/disadvantage slot.Reduced or increased size should not be an option for turrets, barrettes or bays. The other possibility is building bespoke weapon mounts of any size you want - The FF&S method.
The whole point behind bay weapons originally was they were modular and swappable. You could replace any 100t bay with any other 100t bay. You can't do that with variable size bays. It would make a lto more sens for a high TL bay to be limited to increased rabge, damage etc.I disagree about bays - they absolutely should be able to have size modification. Turrets, yes, those should not have size modifications available; barbettes, I don't see it being particularly effective. But bays are large enough to make size modifications a reasonable tradeoff for the advantage/disadvantage slot.
I would be happy with all the sensor rules in the same chapter.There needs to be a sensor package explicit at TL7, currently we have to raid Vehicles to find the TL7 sensore. HG rules allow for ships to be built at TL7, yet they fly blind...
as to sensors in general they need to be completely re-written.
Agreed, but actually it is pointless just tweaking the sensor rules. The sensor rules, the combat rules, the in-system movement rules, etc all need to work together as a coherent whole. Design decisions need to be taken about what aspects to emphasise, and what to downplay for the sake of playability (for example, are you going to strictly adhere to "no stealth in space", or, are you wedded to rangeband movement mechanics, or, are you going to rationalise the ever-growing MGT list of spce combat weapons).There needs to be a sensor package explicit at TL7, currently we have to raid Vehicles to find the TL7 sensore. HG rules allow for ships to be built at TL7, yet they fly blind...
as to sensors in general they need to be completely re-written.