New High Guard Equipment and/or Tournament Restrictions
So far High Guard is my favorite Traveller ship system. It is reasonably complete... and it is possible to *do* something with the ships when you have finished designing them. Later systems appear to me to be content with the view that ship design is primarily a world-building type exercise for generating unplayable background information.
I am skeptical of extensive houserules to fixed perceived weaknesses in the system: I'm not interested in achieving a GURPS-level sophistication in unplayable design rules. The lack of consistent (and coherent) revision on the publishers part means that there is no consensus as to what the "right" answer to Traveller naval battles should be. Highguard 2e is simply the most consistent/evolved/playable version of Traveller naval warfare that we have.
So... what's the minimum for what you'd do to "fix" any perceived weaknesses in highguard? There's two ways to propose a patch:
1) Specify a new piece of equipment (Mcr, tonnage, etc.) that allows a particularly annoying rule to be "bent" a little.
2) Specify a "ground rule" for BCS/TCS tournaments that eliminates an unrealistic or "munchkiny" design strategy.
You could play with either of these sorts of options and still be playing "official" High Guard!
Here are my proposals for some new equipment:
1) The Muraarkek fire control system. This piece of equipment allows a Carrier to combine the missiles of its fighter squadrons into batteries... and to take control of the fighter missile fire... using the Carrier's computer rating (at a penalty maybe) instead of the fighters' computer ratings.
2) The Shakererrari fire control system. This piece of equipent allows a Ship to reorganize its batteries into a new array. It can fire them as one "big" shot or as several "small" shots or whatever. When the ship is designed, the architect specifies two seperate battery arrangements. At the start of each turn, the captain declares which of the two arrangements he is using for that turn.
Somebody else proposed somewhere a limitation on armor purchases-- especially for small craft. That would be good as a specific "ground rule" for a BCS/TCS tournament.
So far High Guard is my favorite Traveller ship system. It is reasonably complete... and it is possible to *do* something with the ships when you have finished designing them. Later systems appear to me to be content with the view that ship design is primarily a world-building type exercise for generating unplayable background information.
I am skeptical of extensive houserules to fixed perceived weaknesses in the system: I'm not interested in achieving a GURPS-level sophistication in unplayable design rules. The lack of consistent (and coherent) revision on the publishers part means that there is no consensus as to what the "right" answer to Traveller naval battles should be. Highguard 2e is simply the most consistent/evolved/playable version of Traveller naval warfare that we have.
So... what's the minimum for what you'd do to "fix" any perceived weaknesses in highguard? There's two ways to propose a patch:
1) Specify a new piece of equipment (Mcr, tonnage, etc.) that allows a particularly annoying rule to be "bent" a little.
2) Specify a "ground rule" for BCS/TCS tournaments that eliminates an unrealistic or "munchkiny" design strategy.
You could play with either of these sorts of options and still be playing "official" High Guard!
Here are my proposals for some new equipment:
1) The Muraarkek fire control system. This piece of equipment allows a Carrier to combine the missiles of its fighter squadrons into batteries... and to take control of the fighter missile fire... using the Carrier's computer rating (at a penalty maybe) instead of the fighters' computer ratings.
2) The Shakererrari fire control system. This piece of equipent allows a Ship to reorganize its batteries into a new array. It can fire them as one "big" shot or as several "small" shots or whatever. When the ship is designed, the architect specifies two seperate battery arrangements. At the start of each turn, the captain declares which of the two arrangements he is using for that turn.
Somebody else proposed somewhere a limitation on armor purchases-- especially for small craft. That would be good as a specific "ground rule" for a BCS/TCS tournament.
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