AdrianH said:
Generic ACTA might not even have a background, so good luck getting much interest in that. On the other hand, it wouldn't have miniatures associated with it either. The rulebook could be produced as PDF only. Production costs would then be 0. Just sit back and let the money come in. Players could use whatever miniatures they have. It could be customised (unofficially, of course

) to fit B5, Star Trek, Battlestar Galactica or whatever other background players like. We could finally have ACTA: In The Pirkinning. :lol:
At the same time, an open design system doesn't leave too many places to go; depending on how you do it. Full thrust published the rulebook, then the second book, then the human fleets, and the alien fleets, about 14 years ago, and I'm not aware of anything significant coming out for it since.
Added to the fact that they're free downloads, so they're not seeing any money come in from that.
Don't get me wrong, I'd love to see ACTA continue, and a generic rule-set, with a mongoose-generated 'generic background' for something to hang things off, is a nice way to see that it continues.
Things like fighters, boarding actions, etc, are interesting and combine with the scale that ACTA supports to give the game the edge over X-wing and similar games in the number of ships you can field. A genuine 'fleet game' has its place - as opposed to even 'epic play' where you've got one capital ship and half a dozen escorts, or Attack Wing with two, maybe three ships that mostly win via crew skills and special abilities rather than 'proper' manouvring.
The problem with an open design system is balancing it; sizes of ships and 'hardpoints' onto which you can bolt weapons, systems and wargear reminds me of nothing so much as the ACTA B5 2E station design rules. Which had, lets be fair, a few issues - nothing that trial and error couldn't sort out, but the more options you throw in, the easier balance is to control. Which is an argument, in my mind, for slowly building it up rather than trying to throw a completed game system out as a fait accompli when balance wont-cant-be completely there across every combination of ship. That was one of the failings of the B5 game - with...what? a hundred plus ships to look at at each major revision, even mongoose's playtesters can only devote a little effort to each individual ship, and rarely working through a "what if I took an entire fleet of X" because they needed to try every ship at least once.
I think that's one thing that FFG can be acknowledged for in their handling of X-wing; building up the number of craft, special rules, etc, slowly in successive 'waves', which gives you a regular drumbeat of new shiny things, and also a regular opportunity to introduce anti-broken-thing technologies to counter the latest loophole the tournament gimboids have figured out. By comparison, you only have to look at two or three ships and a similar number of upgrades at a time for balance.
The same can be done with a design system, I guess - unlocking new 'modules' and base hulls with subsequent updates - so the basic rules might be a very cheap and simple rule set which doesn't include fighters, and with more or less generic weapons batteries that (regardless of what you describe them as) don't carry many traits (of which ACTA has no shortage). Subsquent updates might include a 'carrier operations' set of modules - hangar decks, fleet carrier, different fighter types, and area flak, or whatever. Another might include 'ancient technology' with suitably wierd super-weapons, self-repair modules, etc, etc. Boarding actions are an odd one in that you could get a supplement out of it but at least some of the rules would need to be 'hard-wired' into the basic rule set. For that matter, a 'celestial phenomena' one might be quite cool.
Throw in a few example ships and scenarios in each one - maybe even a 3-5 mission mini-campaign (I did like things like Masked Malice and Malice Revealed) - and you can sort of build a universe storyline as it goes along.
One thing I might recommend; as with full thrust and B5 wars - some nice counter sheets in the back of a .pdf version. For that matter, some decent printed counters on nice plasticard or cardstock might be good generally, but I'd imagine people can manage that themselves these days. Would stick with non-artwork "sensor contact blip" counters rather than pictures - it feels more right for space combat and would allow you to put counters into a BSG, B5, ST, SW or any other setting without the artwork looking wierd. Put in a few counters for dust clouds and asteroids as appropriate, too.