BL has a completely different maneuver system than Mayday or BR. BL has the 12 facings, but maneuver is through thrusting, then turning, in contrast to Mayday/BR where you can simply put the ship anywhere you want within the G window of your drive.
Er, not quite getting that, the Mayday version near as I could tell had a counter thrust in X direction to add to Y momentum to arrive at Z location heading and speed. What is the difference?
BL has a Technical Booklet, which is essentially a condensed FF&S1. As long as you want to work with the weapon selection in the booklet, then it's fine. But BL is ACS+ sized combat, BR is designed for the 10+KdTon ships. You could build a 1MdTon ship with BL, but it would just have a zillion lasers, and killing such a ship would be tedious at best. Augment with FF&S to make bigger guns for the larger ships. BL Tech Booklet is very good, it could be a wee bit simplified by bundling the detail of all the electronics systems in to a single package, just to get rid of some detail. But BL is all about detail.
Ya, not big on that for my NDP ships, and TNE-style detail goes against what I envision our ships are like, from what I have seen between the lines.
In any event I would be translating HG designs into the simpler resolution format, or more likely lifting maneuver/combat specific resolution systems into an HG ship format.
BR has no facing rules under the basic rules, BL does. BL lets you change your facing proportionally to the amount of thrust you use during the turn. If you're burning full G, then you're not going to be able to point the front of the ship wherever you want. BR has advanced rules that sorta mimics this behavior. For small ships, arcs don't mean much save for spinals. BL considers things like rolling, as ships essentially have 3 arcs: front, middle, back. It has 20 hit locations, but most of them are available to be hit from any particular angle since they assume your ship is rolling. You could always say your ship isn't rolling if you wanted, taking weapons out of play, but also taking hit locations out as well.
Now this is definitely how I view our ships operating, and of course exactly the sort of tradeoffs one wants between acceleration, weapons use, damage potential, etc.
Among other things that puts a premium on being on the edge of a fight and being able to choose the 'broadside to unmask' and where the weapons are placed, counter to that is a split fleet hitting from both sides.
But splitting fleets has it's own risks.
Both games use thrusting to light up sides of the ship for detection. So, if you're decelerating in to combat, expect to be lit up by your opponents as they lock on to that bright, shiny thruster pointing at them.
I settled on that in the Sensors and Engagement range thread, main engines are an 'active' system just like RADAR-LIDAR/firing weapons/radio-laser comms, etc. and so once you decide to thrust, might as well turn on all the eyes.
Being active makes you easier to detect and again lock on, but vice versa for the active craft detecting everyone else, including passive and stealth craft.
So, major datum point and lock mechanism, but not more-so then weapons or especially active sensors.
No real stealth here, but there is Electro Magnetic Masking packages which can add 1 or 2 diff mods to the detection rolls. This effectively makes ships smaller. They always know "something is out there", they just can't quite get a lock on it if you have an EMM package.
I'm assuming two directions- classic stealth in terms of emission reduction, whether a return on actives or system emissions or a more drastic 'shut the ship down' move, and countermeasures, which I liken to 'space chaffroc' and creates a gigantic return/emission where it is difficult to pick out the ship's actual position from a large false bubble.
In both cases, you turn on any active system (shoot/move/comms in a detectable cone) and you lose that effect.
You also have missile based jammers and missile detonation white outs to try and break lock on.
The man does love his EMP EW doesn't he. I'm assuming too broad a spectrum, too big a VLA and too much computing power for just EMP detonations to do the job.
BL and BR handle missiles differently. BL is more detailed and designed for ships dying through the thousand cuts as lasers poke deep, itty bitty holes in to ships. Missiles are basically laser platforms.
More Star Cruiser with the detlasers. Perhaps a more realistic conception of missiles, but we have plenty of lasers already, I think I'm sticking with kinetic punch as a differentiating weapon/tactical choice.
Of course, the missile rules are just like the missile rules have been since the beginning (The missiles are basically 12G12 missiles -- that is a 12 G drive with 12 G-Turns of fuel), that is before the complete nonsense that is S3 Special Edition "no missiles have always been like this despite 15 years of game development history to the contrary, through different versions, through different authors plus the extra 15 years of nobody is telling anyone about how wrong it's all been interpreted that whole time" Revised BS. So, you'll hate the missiles.
Er, wow, I must have set a lot of nerves on edge with that set of assertions.
Heh, I'll see if this rulebook continues with that paradigm you all hold so dear, but a missile that putters along at such a snail's pace for the classic interpretation is near to useless, and even without seeing the rules seems to me the designer was seeing what I was seeing, pretty much useless at pokey 5-6 G speeds.
I don't know that I could ever code a 12G12 missile with 6 hours of fuel with anything like a straight face, but at least the damn thing could hit some targets eventually.
BR is a Big Gun (i.e. meson and PAs) means Big Crit's and dead ships system, so idiomatic BL missiles don't really work (since most lasers aren't big on crits anyways). So, Chadwick tweaked the missile game to give them more punch and to make them effective in BR.
Hmmm, I'm intending to treat turret missiles one way and bay missiles as big HG missiles as per the Striker definition. Best I can figure, bay missiles are 5x as big as the CT trad missile rack missile, 250 kg as per the SS3 design process.
Since sensors/detonators and the like will be a smaller proportion of the missile total, I'll probably do some SS3 design studies to validate, get them going faster and/or longer, and figure out what each bay missile value really means (more missiles, smarter missiles working as a pack, and/or better warheads).
Looks like i might have to get both products, as the BL maneuver and BR missiles are what interest me most out of those systems.
I'm also going to have to have a gut check on terminal missile maneuver and detection. Could be at greater ranges they are more autonomous and 'attack ship with this profile' coding due to extreme differences in the sort of EW power/computing/signal jamming advantage a defending ship has at 1 LS+.