I've been working on my own system for microspace for some time and the above few posts are essentially what I've run into. In fact, you get this in most game design. I wonder if I should say all game design but since I've not designed every game ever, I can't say for sure. Design philosophy, approach, should be directing your rules decisions. That overall result produces the kinds of experiences players tend to have when playing with your ruleset. I find that MicroSpace is highly polarized in this regard. Players seem to want either extreme realism or extreme fantasy. And, as usual, both stances tend to ignore the blatant fact that each intrudes upon the other. Unless you're Michio Kaku, a real life rocket scientist, or have actually driven an honest to god starship, your best guess as to what it would be like to fly a capital ship or starfighter is probably just that, a wild conjecture. Enough of us are smart enough or nerdy enough to piece together a decent picture but its pure arrogance or pure silliness to assume we've got it nailed because we watched a bunch of Star Trek or whatever. And on the other hand, part of the reason we like space stuff has to do with realism, with the scientific aspect of it. If it were just like a battle on the water, we wouldn't give as much of a shit. Much as we might romanticize it, we like things like zero-g and the implications of celestial phenomena.
Which is why I think
pkbrennan wrote:space combat IRL would be totally different to naval or aerial combat,
is a great starting place, design wise. We know that we want to make it different, to make it stand out somehow. Now, the normal BrikWars rules can rightfully handle space combat all on their own...no extra MS rules needed, just a simple statement of scale readjustment. BW is not solely focused on space combat though and must remain versatile to many concepts/genres. That's its design philosophy. So by making this statement of intent, that space combat should be significantly different, we're also effectively saying we want to create a game system that focuses only on this one aspect. And the only reason this is a subgame instead of a full on different game is because we're lazy and Mike has already done so much of the work for us. Let's abscond with his creation and modify it some. Don't know how he's going to feel about that though...
In any case, I think this
Arkbrik wrote:But that's just how I roll you do what you want
is the best approach. My own system is an exercise in moderation between the two extremes. Its an attempt to balance the tension building realistic aspects and exciting dramatic aspects. Its not for everyone but I like it and my players like it so far, so that's what we'll use.