Updated High Guard Ships

That argument applies to most of the MgT2 Core and High Guard ships, if not all of them. They are not anything close to optimized for the MgT2 ruleset. They are attempts at faithful re-creations of the CT ships.
 
Old School said:
That argument applies to most of the MgT2 Core and High Guard ships, if not all of them. They are not anything close to optimized for the MgT2 ruleset. They are attempts at faithful re-creations of the CT ships.

Understood. And that's where the dissonance comes in. I understand the point, but even there it's not always complete. For instance, the LBB Yacht had enough fuel for 2 jump-1. The basic issue is that the old ships from 40+ years ago were they way they were because of the rules. The new ships that try to match them are that way in spite of the rules. Don't get me wrong, I like the current Highguard rules for the most part so changing them is not the best answer, but at some point, I think that sensible, even if not optimal, design changes should get made to match the current rule set. That's probably why, with some exceptions (Buccaneer) the designs in the Ships of the Reach make more sense. No legacy chains.

I suspect, no matter what Andrew does, somebody will complain, because having it both ways is almost impossible. As I think Matt said earlier, it's a big universe out there. Maybe the focus should be on building new ship designs, not the sixth or tenth iteration of the same ship. Less arguments that way.
 
Geir said:
Maybe the focus should be on building new ship designs, not the sixth or tenth iteration of the same ship.

This.

Way too much fun creating fresh designs versus fixing old ones.
 
Please rewrite the monthly Maintenance Costs for the Launch, the Pebble, the Ship's Boat, the Slow Boat, the Pinnace, the Passenger Shuttle, the Serpent-class Scout and the Empress Marava trader: too many zeros here! :lol:
 
Baldo said:
Please rewrite the monthly Maintenance Costs for the Launch, the Pebble, the Ship's Boat, the Slow Boat, the Pinnace, the Passenger Shuttle, the Serpent-class Scout and the Empress Marava trader: too many zeros here! :lol:

Removed excess zero's.
 
Geir said:
Old School said:
That argument applies to most of the MgT2 Core and High Guard ships, if not all of them. They are not anything close to optimized for the MgT2 ruleset. They are attempts at faithful re-creations of the CT ships.

Understood. And that's where the dissonance comes in. I understand the point, but even there it's not always complete. For instance, the LBB Yacht had enough fuel for 2 jump-1. The basic issue is that the old ships from 40+ years ago were they way they were because of the rules. The new ships that try to match them are that way in spite of the rules. Don't get me wrong, I like the current Highguard rules for the most part so changing them is not the best answer, but at some point, I think that sensible, even if not optimal, design changes should get made to match the current rule set. That's probably why, with some exceptions (Buccaneer) the designs in the Ships of the Reach make more sense. No legacy chains.

I suspect, no matter what Andrew does, somebody will complain, because having it both ways is almost impossible. As I think Matt said earlier, it's a big universe out there. Maybe the focus should be on building new ship designs, not the sixth or tenth iteration of the same ship. Less arguments that way.

Of course. I’m not arguing with you. I’m agreeing with you.

If I use any 2nd highguard ships, I check the design for obvious areas of improvement by current rules and adjust accordingly.
 
Plankwell:

By the stats it has two sensor systems, but only one Distributed Array. Not noted in the text.

Is has Jump Control/2, despite having no non-Core computer.



Kokirrak:

Cost of 5800 Dt modular space is not the same as tonnage, should be MCr 852.6

By the stats it has two sensor systems, but only one Distributed Array. Not noted in the text.

A small Fusion Bay costs MCr 8, hence 50 bays cost MCr 400, not 800.
 
Serpent:

2 Dt power plant fuel is 8 weeks endurance, not 20 weeks.



Free Trader, Type A

Low Berths take 2 Power, not 1.

Power requirement lists Loading Belt, but the ship has no Loading Belt.



Safari Ship:

Cost of Launch is off, should be MCr 2.367.

Effective size of Multi-Environment Space is not noted.

At 1 Dt per 20 Dt, two 7.6 Dt Multi-Environment Spaces should use about 0.8 Dt equipment?

Cost of ATV?
 
System Defence Boat

Sensor includes size and cost of Countermeasures, but Countermeasures cost is added again.



Yacht

Cost is not discounted for standard design?



Rock

Planetoid configuration has an armour and Hull bonus. Total armour should be 6 and Hull 150.
 
AnotherDilbert said:
Plankwell:
By the stats it has two sensor systems, but only one Distributed Array. Not noted in the text.

That is why only Advanced has an x2 indicating two of that system, but nothing else does.

AnotherDilbert said:
Is has Jump Control/2, despite having no non-Core computer.

Not sure where that came from, leftover from something else is my guess (especially considering it would need Jump Control/4 if it didn't have a core computer.
 
Annic Nova

Bridge costs should be based on hull rounded up to the next hundred Dt, so 600 Dt and MCr 3 & MCr 1.5?

Cost not discounted for standard, not noted.
 
AndrewW said:
That is why only Advanced has an x2 indicating two of that system, but nothing else does.

The Tigress has the same notation, but has three Arrays for the three sensors.


Tigress, three arrays for three sensor systems:
N7PQSZj.png


Plankwell & Kokirrak, one array for two sensor systems:
QAT0wNj.png


It gets a bit confusing?
 
AnotherDilbert said:
Kokirrak:

Cost of 5800 Dt modular space is not the same as tonnage, should be MCr 852.6

Nope it isn't, it was calculating based on hull size instead of cost for some reason, but I'm getting MCr 435.
 
AndrewW said:
AnotherDilbert said:
Kokirrak:

Cost of 5800 Dt modular space is not the same as tonnage, should be MCr 852.6
Nope it isn't, it was calculating based on hull size instead of cost for some reason, but I'm getting MCr 435.

Agreed, MCr 435.

For some reason my spreadsheet based modular cost on both hull and armour cost. I have no idea if that is something that was discussed during beta, or just my own house rule... I might have considered the armour part of the hull?
 
AnotherDilbert said:
Agreed, MCr 435.

For some reason my spreadsheet based modular cost on both hull and armour cost. I have no idea if that is something that was discussed during beta, or just my own house rule... I might have considered the armour part of the hull?

Reinforced Hull counts, but armour doesn't as far as other costs go.
 
AndrewW said:
Baldo said:
Please rewrite the monthly Maintenance Costs for the Launch, the Pebble, the Ship's Boat, the Slow Boat, the Pinnace, the Passenger Shuttle, the Serpent-class Scout and the Empress Marava trader: too many zeros here! :lol:

Removed excess zero's.

Hmm, I suck at math, and if the Maintenance Costs of the Pebble, the Serpent Class Scout and the Empress Marava Trader are 0.000562875, 0.0034684 and 0.0045111 for real, my head will explode very soon :wink: ...
 
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