I like PE, I wrote two spreadsheets that together set-up & run an sector (with a some cut & paste action each turn). Neat system, relatively well thought through, barring a couple of sections that are extremely poorly written. But complex, too complex for casual gaming.
I wasn't suggesting that the entirety of
PE be imported into
TCS, just the parts which deal with building, supplying, and using military units. All the stuff about economic development, TL uplift, diplomacy, and the like would be ignored.
There's a MCr to RU conversion factor floating around the net. You'd determine how many MCr your world produces each year, convert that to RU, use the RUs to buy and supply military
PE-style units, and then use them for that year's campaigns. The rest of
PE would be ignored.
HG in comparison to PE is simplistic on several levels (ignoring that PE is simplistic on ship design and fleet creation), but it is true to its initial concept of developing an abstract ship design system for big ships and creating a playable strategic campaign game to put those big ships into context.
HG is not a strategic game whatsoever. It deliberately and completely ignores both strategic and operational issues. Supply is never mentioned in
HG and the issue of maintenance is only briefly discussed in
TCS
[HG glosses over planetary invasion...
Apart from a small part of a single sentence in the section regarding using empty weapon bays for deadfall ordnance,
HG doesn't touch on planetary invasions at all. In fact, I'm pretty sure the phrase
planetary invasion isn't used in
HG at all.
... (& tactical combat...
Huh?
HG is about nothing but tactical combat.
Double huh?
HG's only touches on economics when it lists how much things cost.
because it is outside the scope of the project (Strategic Naval combat).
HG addresses nothing regarding strategic combat.
Likewise PE glosses over planetary invasion and naval combat because it is outside the scope of its project (interstellar economics and politics).
Huh again?
PE has entire sections dealing with both planetary invasions and naval combat. While those sections use units best labeled fleets and armies, how to handle combat between them is described at length.
In essence every game makes its choices. I like PE, I like HG. I get to play HG far more often than I get to play PE and that alone IMO makes HG a more successful game.
HG is a very successful game. We're still using it over thirty years after
it's release after all. The skimpy rules provided in
TCS do not turn
HG into a strategic game however.
On the "levels" of HG being hacked, there are many opinions on that, mostly held by those whom are deeply involved in Traveller, but have never applied themselves to playing a strategic game.
First, the "noobs" involved in this game built tens of thousands of fighters which anyone with even a cursory understanding of
HG could have told them were totally useless. You even tried to explain what is required for a successful fighter in
HG only to be ignored.
Second,
HG has no strategic rules so attempting to use it in strategic play will always fails unless those rules are provided. The previously posted comments regarding the complete lack of rules concerning missile reloads and magazines is a perfect example of this.
The reality is that those who give it a go are always very surprised that preconceived ideas don't work out as well as anticipated. But thats part of the fun of trying something new.
There are no surprises left to startle anyone who has taken the time to actually examine the rules instead of simply importing whatever movie fantasy they've fallen in love with. Fighters need the best computer they can carry, riders need cover to withdraw, the more spinals you bring to the battle the better, meson guns mean ships shouldn't be built over a certain size, and all the other basics are obvious to anyone to anyone who reads the rules.