In reply to Robject:
As a "new" forum attendeee and a (very) old traveller player / GM I'd have to say that the FF&S (original) ship design was one of the better ones for customizability / realism. (thus far I'm unimpressed with FF&S - T4)
The summary of this post is "a complex system like FF&S with enough "modular" components to allow non-gearheads to mix and match pieces and get a reasonable level of customization."
Okay, now I'm going to turn the tables on everyone.
What in your opinion would be the best thing for T5 ship construction? Say what you think would be best. Pick a context, assume anything you like about the rules. You choose. Just throw in your opinions.
Imagine this.
I mail you the T5 book that has the shipbuilding rules in it. You crack it open.
You say "oh my dear God!"
"I can't believe they did it!"
"how did they DO that??"
"now THAT's Traveller"
What do you see?
With FF&S I cranked out a pile of generic systems for various tech levels for my game, since it was WAY easier for players to say "we want to upgrade the sensor systems" and be given a set of choices and decide what they were going to remove and how much "upgrade" did they need. As an example:
Are you willing to lose some manuever drive capability when the sensors are on, or sacrifice the captains ready room to convert it into an auxilary reactor room to power the new EMS system? By the way, Option 1 will cost 6 MCr less and be FAR less likely to arouse the suspicions of a customs inspector...
FF&S did give you the flexibility to build "modular" components, but GDW said "here's some standard turrets" and left it at that. To me the most obvious "combat" upgrade was a turret with a built-in MFD. I was a bit peeved that the Zhodani DDE didn't have *any* MFD's and was thus vastly outclassed by the Imperial close escort. Solution? design a standard 3T turret (with X-ray laser) and include an MFD and crewstation. as long as the total input power was less than the original (crappy optical) laser and the volume fit inside the socket, this was an easy switch. Change the turrets, significantly increase the aggravation levels of imperial forces (as they realize that the Zhodani DDE can now actually intercept incoming missiles at more than 3 hex range) and no need to rewrite ANY of the rest of the ship specs. While the loss of a turret would result in the loss of an MFD, if you lost a turret you didn't really need that MFD anymore...
The easy thing for GDW to have done with FF&S (FF&S "lite"?) would have been to have assembled tables of "stock" components. A concrete example would be to list Passive sensors as a unit including the tech-appropriate array, processors etc and allowed players to just add the array instead of calculating all of the sub-components. I'm sure that GDW knows how to build spreadsheets...
This gives the hardcore "tinkers" (like me) access to the deep dark "guts" of the system, "intermediate" designers (who loved High guard) the ability to plug together "mostly" custom ships, and the folks who liked book-2 can pull a "stock" hull off the shelf and modify it appropriately.
Note that it is fairly easy for a referee to build a "Book 2 style" ship design sequence for their players since civilian designs under 5 Ktons will almost never have any constraint on their available surface area (especially if they don't have access to "military" sensors, so no PEMS with more than a 4 hex range...) and the simplification of "1 ton displacement = 10 metric tonnes" makes thrust easy to calculate (is there anyone here who can't run the numbers for 1-6G on a 100T "scout" hull in less than 10 minutes? jump drives are almost as trivial, and most players can figure out how much power their final design needs and plug in an appropriate power plant)
Scott Martin