Nerhesi said:
Taking some Core/Supply Catalogue examples:
Like many of the supplements, the Central Supply Catalog introduced new concepts, rules, and equipment to add fun stuff to games, but also added new issues and problems.
Nerhesi said:
Sword 3d6
Great Axe 4d6+2
Such as the high damage from these. There is some small degree (personal judgement) of balance, the heft. There is also the old saying, don't take a giant melee weapon which people can see coming a mile away to a gun fight. Folks with these weapons would tend never to get a chance to use them without being mowed down by gun fire.
Nerhesi said:
Monofilament sword 3d6 armour halved.
I don't have issue with a high tech weapon being effective against the armor of it's time.
Nerhesi said:
I guess the author of the CSC had the opinion that weapons should be better than armor. I find comments like
Using DSAP rounds this weapon can penetrate combat armour or even battle dress with relative ease.
So it was not some "error", but a design choice. Something to remember is that the CSC is a generic setting book. Weapons for a star wars setting, fantasy setting and so on. Perhaps instead of rewriting the combat rules you just pick and choose what gear is used in your game and/or modify specific items instead of modifying the combat rules entirely. One problem with upping armor rating across the board is the changes to the lower tech armor like a flak jacket (now 9 armor at x1.5) somehow making a 1d6 punch to the face unlikely to do much except with max damage and a bit of effect. Even the full coverage, higher tech, higher armor value armor could have some weak areas like the flexible joints, hands, face visor or whatever. The damage/armor values probably should allow for this.
Personally, I like to make do with the rules as written whenever possible and my games tend not to be military simulations. I like to role play in my RPGs and I prefer a good tabletop strategy game for combat strategy gaming. So I make use of this from the rules
Most (but not all) starports and orbital installations maintain an
Imperial–Standard law level. Sidearms and hand weapons are
generally permitted but nothing heavier – though other weapons
can of course be carried in cargo containers or transported onto a
world that has a lower law level than the port.
and so far I have not noticed the "unbalanced" issues some people comment on in MTU where players are not playing active duty military characters or legal mercenaries.