Hi - bit of an old traveller hand trying to get back into it - and so take both Anthony's and thrash's points of view
- (Anthony's side) With the mass populations and commensurate shipping of the 3I, I can't see small armed merchant ships. I have always associated 17th piracy or armed merchants with remote locations (the new world, barbery pirates, africa, south east asia) or areas in civil war (china) and not in organized heavily populated areas or areas with a close, large naval presence. While looking at
http://www.grandsurvey.com/map.html I was amazed to see how populated the known universe was. The bulk of the heavy population centers in the 3I seem to be only two weeks away by a decent jump ship. Too many people - no frontier. Think if one wants few, small craft playing a major role one needs to thin out the sector a bit to a few billion or by about 90 percent.
- (Thrash's side), I've always wanted less scalability in the ship designs. Being a bit of a gearhead, I like FF&S2, but the system favors large ships as most items scale linearly with volume with the notable exceptions of fixed size items (overhead: sensors, C2, comms) or components that scale sub-linearly (power plants and armor). This makes big ships faster and more maneuverable than smaller ones - something I find a bit awkward in MTU. My approach is to place a negative scaling factor in the drives so big ships are slower. For FF&S2 gearheads, this might be exemplified by either:
1) putting a scale factor like power efficiency on drives but make it scale less than one (instead of logarithmic, I would make it geometric) or
2) to my more complicated liking - putting a surface area restriction on drives, upping the area of drives per kN of thrust and lastly placing a thrust penalty if the area to thrust ratio is off (still working out the details).
Either would create fast, small ships and slow, big ships - making all sizes possible and small quick merchants useful in big populated areas like the 3I.