I haven't seen all variations of YZE that are out there - far from it - but as I'm thinking about the ones I have seen to date, and thinking back to the "classic" gameplay elements I'd come to expect of Twilight: 2000, I am getting a bit curious about what a "heavily adapted" YZE core rule set might look like ... assuming that the ambition actually is to cater for what we old-timers would still recognise as "Twilight" gameplay, that is.
Elements I'm particularly thinking of might be tricky to adopt are mainly the heavily hardware-oriented aspects. Of what I've seen to date, YZE does not tend towards great detail in handling hardware.
With the fairly simple, coarsely divided weapons stats (damage value, to-hit bonus, and range bracket) and a subjective range zone based firearms combat system, I'd see that preserving e.g. the differences between an M16A1 and an M16A2 ... or between an M16A2 and an Ak 5 in the middle of deep Norrland winter! ... would become a bit difficult. I still hope they manage it, because to me, it just won't be Twilight without it...
One of the most critical strategic aspects of the classic Twilight: 2000 campaign as I seem to recall is resource management. (Exactly how many SS109 rounds do we have left ... okay ... but we have five magazines between us ... how do we divide this...?). From what I've seen, YZE games tend to gloss over ammo bookkeeping, but it's of course easy enough an element to add.
One element that YZE games seem a bit fond of is base building. That is one element of course that slots straight into my memories of Twilight: 2000 gameplay ... only, of course, that the base is mobile.
So ... what do you guys hope or expect to see from a YZE Twilight: 2000 system?
What, if any, YZE elements do you absolutely NOT want to see?