Hans mentioned, almost in passing, the good quality of QSDS as a ship design system. Back in the day, I used QSDS a bit, and found it was compatible with the OTU, had a reasonable number of steps for ship creation, was extensible, and normalized a lot of ship components drawn from previous rule sets.
Upon reflection, it seems that QSDS could be seen as an upgrade path from High Guard, MegaTraveller's ship design, TNE ship design, and perhaps even Mongoose Traveller ship design. It's close enough to HG to be mappable, and therefore able to represent the other systems playably.
I played with QSDS for awhile after T4 faded from the picture. I liked its accessibility, and its faithfulness to the OTU. I think with some polish and further alignment with the OTU, QSDS could be an acceptable upgrade.
My main concerns are in how it handles volumes, prices, Ranges, and its abandonment of the hardpoint. The first two are rules-streamlining, the third impacts playability (and admittedly is part of the T4 rules system), and the fourth is arguably an OTU-specific feature. I would argue that if QSDS is to be an upgrade path, it needs explicit support of hardpoints.
Upon reflection, it seems that QSDS could be seen as an upgrade path from High Guard, MegaTraveller's ship design, TNE ship design, and perhaps even Mongoose Traveller ship design. It's close enough to HG to be mappable, and therefore able to represent the other systems playably.
I played with QSDS for awhile after T4 faded from the picture. I liked its accessibility, and its faithfulness to the OTU. I think with some polish and further alignment with the OTU, QSDS could be an acceptable upgrade.
My main concerns are in how it handles volumes, prices, Ranges, and its abandonment of the hardpoint. The first two are rules-streamlining, the third impacts playability (and admittedly is part of the T4 rules system), and the fourth is arguably an OTU-specific feature. I would argue that if QSDS is to be an upgrade path, it needs explicit support of hardpoints.