Originally posted by Shere Khan:
Aramis: I strongly disagree with your position. The whole point of a detailed layer at the bottom is not neccessarily to allow gearheads to 'munchkinize' their ships or optimise things in favor of a player's choice to use a simple design sequence, but to allow a consistant and repeatable method of design on all levels.
intent or not, the result is that those who use the detailed design systems do not generally produce designs comparable to the simple systems. This was true in T4, especially since the simple systems had numerous abstractions that resulted in wasted space.
It creates a wider gulf between the Gearheads and non-gearheads, and results in the simpler system being seen as "broken" and/or not worthwhile by many more than will use the detailed system.
The same with weapon design sequences. More information is good, even if the info isn't used. Aka, what is the frontal area and ballpark drag coefficient of a type 'S'...what is its stall speed? how would its performance change if a variant was lengthened by 10 meters? Thats the sort of questions a complex sequence could answer.
Any sequence that detailed is beyond the realm of playability without computer augmentation.
From the standpoint of non-simulationist GMing, that kind of information is a waste of time and paper, and merely serves to discourage those who might otherwise use the TA system.
Punching numbers into a spreadsheet isn't too hard is it? You know there will be spreadsheets.
And I've yet to see an FF&S spreadsheet that implements it all. In fact, every time I've broken out FF&S(1) spreadsheets, I've had to go and add some item that was overlooked.
Such a system would allow gearheads with computers to have their fun, and, providing that simple design rules match the complex ones is final results, allow non-gearheads to whip up designs from table-running. Heck, let gearheads 'design' new components to add to simple design-tables even.
The additional detail for the very few comes at the expense of making the system inherently unfriendly for the rest.
And, while many Traveller players see FF&S as a triumph, many critics cite is as the major FLAW. MT was overly complex, for many, in its design sequences, and was not quite an order of magnitude easier.
Further, another strike against detailed design systems is the massive increases in potential errors with added details and complexities. Of the 200 or so ships I wrote up for MT (20 or so being Type S variants alone), 50 required corrections upon review by others due to mistakes, and 50 due to errata issues. Of the 50 or so FF&S1 designs, all required corrections by others reviews.
This working from the books, using a spreadsheet for calcs, and double checking for errors.
Using HG, only about 5% of my designs had elements overlooked, and most of those were not invalidating errors, merely "Shouldn't there also be a ____"