Well, I don't believe that they will be left "without the option of armor", but rather "with lighter armor options".</font>[/QUOTE]According to Supplement 7 [Traders and Gunboats], the Type S Scout/Courier is one of the most common starships within the Imperium and has a cargo capacity of 3 tons. If spaceman Spiff wanted to buy a brand new 100 dTon TL 15 Type S courier with 1 point of armor, High Guard would require him to sacrifice 2% of the ship (2 dTons) to armor. This would reduce his cargo capacity to only 1 dTon, but Spiff could do it. In fact, he could even uparmor his ship to armor factor 2 by sacrificing all 3 dTons of cargo.Originally posted by Imix:
</font><blockquote>quote:</font><hr />Originally posted by atpollard:
From a strict game balance perspective, can a 100 or 200 dTon ship (like most players have) afford yet another space penalty in their over crowded hulls. Since most small starships cannot operate at a profit with their current passenger/cargo capacity, the real game effect will be to push ships further into the red or leave them without the option of armor.
If I understand your rules correctly, YOU would require Spiff to sacrifice 2.15 times 2 dTons (4.3 dTons) for factor 1 armor. Since Spiff cannot give up 5 dTons without removing some critical component (fuel, drives, crew capacity, etc.), this would appear leave spiff with three options:
remove the cargo and one stateroom
reduce the ship to jump 1
abandon the option of armor.
Have I misunderstood something?
Is it really such a game imbalance for a scout ship have one point of armor to defend itself?