I use you, the reading public, as a sounding board, idea generator, and store of cautionary tales, among other things.
Then I'll dare to answer you, in a generic mode, as I don't know T5
Here's what I am working on this week.
I am working on damage which is more abstract than High Guard -- i.e. handles critical hits only and sticks to Marc's ideas (e.g. about the durability of battleships) -- but still deals with individual battleships in squadron strength and composition, and could also be used to resolve combat between smaller ships and smaller numbers of ships.
I am therefore working away from High Guard levels of damage detail, and perhaps toward Battle Rider levels of damage detail. Every week or so I take out BR and refresh my memory about what I like and what I dislike about its damage model. Every day I think about this I think about High Guard's damage model. Yesterday I reread TCS' mass fire rules.
So I understand you want a full fleet battle system, where detail is secondary to playability and reduced bokkepping...
There are two other aspects that I am considering. No, three.
(1) Design. Rather High Guardian with a dose of TCS. Overridden by Marc in the spines category. Once I know how Attacks and Movement work, design will fall into place. Drives, of course, are already in place.
(2) Movement. Unsure, but I have Operational Combat on my mind, and wonder where I'm going to go with it. I also started thinking about tactical traps and Napoleonics wargaming. These are not in my wheelhouse. Once I know how attacks work, Movement will be easier to tune.
(3) Attacks. Rather High Guardian with a dose of TCS. Once I know how damage works, Attacks will be easy to tune.
Notice that three of the four concerns are leaning heavily on High Guard. Hence the fake name "High Guard 5".
As for the movement, when you talk about operational one do you mean intra-system movement out of battle range?
However, my Job Number One is to decide how damage works. On that all things appear to hang together.
As I hinted you in the thread where you took my question you quoted, I was wondering in AHL system could be more or less adopted to it.
To do it, you should convert the USP (or ship description) to a handful factors (only the combat ones are given here, movement is left aside):
- A general To hit modifier, that would represent Fire Control, crew quality, etc.
- A general defense to avoid be hit, that would represent agility, ECM, etc.
- A main weapon (spinal), as in AHL the weapon is shown (example M(J) to represent a J rated MG, P(N) to represent an N Rated PA, etc. Alternatively, the factor could be directly the penetration capacity followed by M or P according if it is MG or PA. Of course this would be 0 to non spinal equiped ships.
- Secondaries. this might be either a factor, (as melee is in AHL), mostly to be used against fighters and non capital ships or as a leter (representing its main kind of secondaries) and a multiplier (to be used against fighters)
- An armor factor, representing armor and point defense
- An anti meson factor, representing meson screens and config.
Then combat (at least for main weapons) would be just as AHL:
- roll to hit, modified by distance and points 1 and 2
- If hit, roll for damamge. each main weapon should have a penetration factor and it would modify the roll, as will either point 5 or 6, depending on if fire was MG or PA.
- The able would give you a result that could be superficial damage (no effect), light damage (affecting the ratings), heavy damage (out of combat, but reparable, either in the battle or after it) and destroyed.
A ship could have a limit on light damages it can sustain before being heavy damaged (based on size).
Secondaries will work likewise, but their results would just be superficial (no effect), stun (temporary modifier), or light damage.
When firing seccondaries against fighters, points 1 and 2 still would modify the roll, and the tables hould show a multiplier (that could be 0 or fractional, or even given in dice) for the Secondary factor (or multiplier) to show how many fighters are taken out of commission (e.g. if the multiplier is given in dice, and the ship has a secondary multiplier of 4, a multiplier of 2 would mena 2d6x4 fighters out of commission.
Fighters would fire as secondaries, but with its rating (or number of attacks) depending on its numbers in the squadron/wing
This way, you reduce the ship's firing to a few rolls and need only 3-4 tables (main weapons fire, secondaries against ships, secondaries against fighters, and, if you use main weapon description instead o factors, equivalence, as in AHL). I also guess the conversion from USP (or ship description) to those factors would not be difficult.
I talk abstractly about rolls, not entering on if it should be 2d6 (as in AHL again), several dice, or whatever it's decided.
Hope that helps. Nedless to say, feel freee to ignore it if it doesn't...