Mike Wightman said:Decide on what you want to model and model it. If you want to base it on HG2 then learn HG2 - if you want to scrap HG2 then decide and define the new parameters.
What I take away from the above quote is that High Guard 1 and 2 have particular design choices that make certain designs optimal. There are enough of these choices to permit a variety of good solutions.
Contents
Introduction
Interstellar Navies
- TL
- C&C
- Strategic Command
- Squadron Designations
- Mercenary Squadrons
- Naval Doctrine
- Revolt Suppression
- Interdiction
- Quarantine and Eradication
- Naval Tactics
- Ships in Use
- Line of Battle
- Cruisers
- Auxiliaries
- Ship Lifespan
- Refit
- Stealth
- Environment
- Vehicles
- Bases
- System Defense
Starships
- Movement
- Design and Construction
-- Weaponry
-- Procedures
Capital Ships
- Capital Ship Construction
- Summary of Design Steps
- Refitting
- Importing Technology
- Maintenance
- Components
-- Main Weapon Systems
-- Payload
-- Hull Configuration
-- Support
- Design Evaluation
- Design Example (AHL)
Combat
- Jump Emergence
- The Combat Round
- Squadron Configuration
- Battle Formation
- Attack
- Boarding
- Frozen Watch
- Damage Control
- Planets
- Missile Salvo
- HEPlaR Drives as Weapons
- Jump Drives as Weapons
HG Design Elements
I think the most significant design elements in High Guard are:
1. Layered Defenses (including armor)
2. Spine Damage vs Hull Size Class
3. Meson Attacks vs Hull Configuration
4. TL
HG5 Design Overview
HG5 Design is primarily SpineMaker. It revolves around building major weapons, and building transportation around them.
There are alternative ways of designing ships, though. Sectioned Design requires selecting a hull volume, determining the percentages required for support, and then filling the remaining payload section. This lets us predefine our hull volume, but still cuts down the design churn a bit.
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