So, not paying a lot of attention, but it seems HG '79 is quite different from HG '80. Why did they redo so much in the makeover vs just "fixing" '79?
I
think they did it because it was the easy way to try to defeat Douglas Lenat. They failed in one sense (he won the next tournament) but succeeded in an Imperial sense (by exiling him from all subsequent tournaments).
(Of course, Lenat won the TCS tournaments, which all used HG2, not HG1)
The following is a completely made-up and non-realistic conversation. Imagine the debugging session ike this:
(M)arc, (J)ohn Harshman, and (F)rank.
M: Let's take a look at the rules and see what we need to fix.
J: Well first off, what's with this 1,000 ton normalization rule?
F: Looking at the CRT... well there is no critical hits table. So we're missing that.
J: Yeah, and the only way to explode the ship is to... destroy the maneuver drive?
M: Well that's because it's a Fusion Rocket, so what's happening is it's an out of control fusion explosion.
J: What about the power plant?
F: No, the power plant is ruled to be safe.
J: Okay fine, but... alright I won't argue the point here. Anyway back to the weapons. I like those bay weapons, but you have to total up points and then divide and then index into a table? That's complicated. Why not just index directly into a battery factor?
F: Yeah, and in Book 2 every weapon can score a hit. But you can't do that here? I want to see those bay weapons each hitting, so larger ships get more hits.
J: That's a great point! We should do that! But what about big ships? Won't that cause a lot of dice rolling?
F: Well we can put in a batteries bearing rule or something to force an increasing costs effect. Then if things are too messy we can always add a statistical CRT later.
M: Okay. But wait, that still unbalances the spine. It gets one hit, and then all the other weapons get a hit. If you let every emplacement get a hit, then the spine is nearly useless.
J: Face it. The spine is pretty much useless now. It can hit, but it doesn't do any worse than a bank of bay weapons. What's the point?
M: Well it's supposed to be the badass weapon of the ship.
F: So let's MAKE it the badass. Give it supreme power. We can still let bay weapons have their own hit rolls, but if you limit them to a Factor 9, and beef up the Factor A-Z spines, then you've got your monster weapon.
J: Yeah, turn the spine into a one-hit killer and you've got a reason for it to exist. While we're at it, let's separate the bays from the turrets. Your text SAYS the turrets are for point defense, but the tables suggest quite the opposite.
M: And we really should be able to build small craft from this system. I mean why not? We don't currently HAVE a system to do that.
F: Of course. I've been arguing that since the first edition.
M: OK ok, then, here's the changes I'm seeing:
(a) replace the attack points, scaling, and mapping to tables that directly index battery factors.
(b) let each battery make its own attack.
(c) separate the bay factor tables from the turret factor tables.
(d) make the spine do critical hits --
J: Hey, maybe the spine can do multiple hits, too.
M: OK
(d) make the spine do multiple hits and let it score crits.
(e) add a page specifically for small craft construction.
What about the hull codes, hull config, and drive tables?
F: Nah, they're fine.
M: How about the defenses? Armor, dampers, screens, and globes?
F: Well.... armor is a bit disorganized. Can we make it more like the drive tables? Make them percentage based by TL? That way you don't have to use up three factors just to represent three levels of capability in armor.
M: Okay, that's fine.
J: Then we can reorganize the CRTs to balance the effects.
F: Yeah!