I am profoundly ashamed to say that I bought a copy of True20 at GenCon and only opened it for the first time today! It was in my backpack and was packed away as we moved to a new house just a couple days after returning from Indianapolis. I didn't look too closely at it as I also bought M&M 2e at the convention, and that took most of my attention.
In any case, I've finally cracked the spine on the book and taken a look. WOW! It's really a heck of a lot better than plain ol' vanilla d20... but I expected no less from Steve Kenson.
Anyway, I am keen on developing a new setting using True20 as the mechanical system, but there are some aspects missing from the True20 book regarding science fiction settings. How are you folks accomplishing the addition of sci-fi aspects in your True20 setting? Are you copying stuff from d20 Future, coming up with house rules, or what?
My setting is pretty light on rules at this point, but I have about 20 pages of background (some of which I'll post here when I get to it and clean it up a bit).
So anyway, suggestions for modifying True20 for a early 22nd-century setting (humans only to start, newly developed FTL drive, two hyperpowers [China & US] vying for control of space, alien artifacts, etc.), specifically rules for ship combat.