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- Nov 27, 2005
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Because I'm behind, I thought I would just throw this out here and let it be seen faster and figured out with more input.
To start this, Let me say that I have really sat and thought this over in the off hours and reflected on alot of the past battles, and compared them to both modern navy/deployments as well as major battles in Star Wars ( clone wars has actually been useful visually for once)
1: Fleets sizes, and their deployment need to be of realistic scale: Typically any major battle, namely those seeking planets rarely utilized more than 4, or 5 ISDs during the height of the Empire. ( Battle of Endor seeming more of an exception rather than a norm. ) And once you start throwing out insane numbers too it increases the odds of ooc bickering, and or munchkin like power-play ( IE, Player goes overboard with the high and mighty, can do whatever.)
and remember too. Large capital craft " along the lines of a star destroyer or mon cal size" require around 40 thousand + people to fully operate
Major Worlds: 3-5 major cruisers + support. MAX capital craft 15
Minor Worlds 1-3 major cruisers + support . Max Capital craft 8
Major, or Minor worlds with strategic value, or highly valuable resources may have more protection however no more than 25 and known between FL's.
To start this, Let me say that I have really sat and thought this over in the off hours and reflected on alot of the past battles, and compared them to both modern navy/deployments as well as major battles in Star Wars ( clone wars has actually been useful visually for once)
1: Fleets sizes, and their deployment need to be of realistic scale: Typically any major battle, namely those seeking planets rarely utilized more than 4, or 5 ISDs during the height of the Empire. ( Battle of Endor seeming more of an exception rather than a norm. ) And once you start throwing out insane numbers too it increases the odds of ooc bickering, and or munchkin like power-play ( IE, Player goes overboard with the high and mighty, can do whatever.)
and remember too. Large capital craft " along the lines of a star destroyer or mon cal size" require around 40 thousand + people to fully operate
Star Destroyer crew size said:
- TIE/ln starfighter (48)[1]
- TIE/sa bomber (12)[1]
- TIE boarding craft (12)[1]
- Lambda-class shuttles (8)[6]
- Delta-class stormtrooper transports (15)[1]
- Assault gunboats (5)[6]
- A variable number of Skipray Blastboats
- Gamma-class assault shuttle (1+)
- Repair and recovery vehicles
- Theta-class AT-AT barges
- Sentinel-class landing craft (12)[1]
- AT-AT walkers (20)[6]
- AT-ST walkers (30)[6]
- Prefabricated garrison base (1)
So with that I propose:
Generic fleet distributions.
Planetary Defense Fleets
( Meaning the default NPC fleets naturally there before an IC deployment of more craft)
Generic fleet distributions.
- Max capital craft allowance 20 craft ( 5 cruisers max) for planetary attack
- Max capital craft Allowance of 10 ( 1-2 cruisers) for patrol fleets
- Max capital craft allowance of 5 ( 0-1 cruisers) for small outposts/fuel depots etc
Planetary Defense Fleets
( Meaning the default NPC fleets naturally there before an IC deployment of more craft)
Major Worlds: 3-5 major cruisers + support. MAX capital craft 15
Minor Worlds 1-3 major cruisers + support . Max Capital craft 8
Major, or Minor worlds with strategic value, or highly valuable resources may have more protection however no more than 25 and known between FL's.
IC/OOC Deployment
IC Battle fields should be kept open for others, however not become over saturated, and complex to read through and figure out what is involved.
Each battle may see no more than 5 individuals Per Major Faction with 1-2 persons in over all command
EXAMPLE
Also, it should be stated that players involved OOCly in Battle A- cannot jump to battle B as a commanding officer while there are OTHER OOC players available. This assures that battles do NOT become exclusive to a few individuals.
Star Fighters:
Star Fighters are Traditionally broken up as 12 fighters in a squadron, going in waves of 3 wings of 4 fighters
IC Fighter pilots may command " their" squadron.
The amount of IC squadrons may be pre-agreed on between FL's, or limited to one squadron per capital command ( IE, LT Commander Taco of Hawk squadron serves with Admiral Pants... LT Commander baldy serves under Commodore Happy shoe)
Blockades.
Blockades MUST be known to all Facton leaders before a battle happens
and must be addressed IC'ly
Most blockades can be constructed with asteroids or scrap, or other bodies of mass towed into a hyperspace lane..very very few are ever Interdictor caused. Though the tech is around, it is exceedingly rare and expensive.
* proposed allowance of Interdictors to 10 Faction wide can be used and moved ( BETWEEN BATTLES) and no more can be given, once they are wiped out, they are gone. ( this also offers a nice " secondary objective" to players. )
It is also expected too that FL's be mature about considering how Blockades work, and the vast amounts of effort needed with them. You cannot blockade EVERY system. Boarders and vital worlds in contested areas may see them, but they are less likely deeper into ones own territory unless it's risking being a contested area.
Hyperspace and back up:
In this era Hyperspace still depends on hyperspace beacons. Long trips require a ship to drop into real space every few markers to re-calculate
making it impossible to go from point A, to point C in one shot without stopping at B for 10, 15 min.
Hyperspace is done on known networks of routes. Traveling " off road" has been attempted, but have very very low success/survival rates without much time and effort to map the area and manually input it into a ships nav-computer.
Bringing in back up would also be limited: no more " count bulbous coming in from 10 systems away with 80000 ships" or "Admiral buck and her 20000" ships going to Mannan, from Corellia.
" incoming back up" should be limited to systems less than an hour away."
It should be noted however that build ups, and entrenching should be fine if it's stated OOCly first. such as " Republic are massing themselves around the Hutt planet ______ " Hutts are able to relocate forces in that time as well to match the enemy.
just once a battle starts. it's more or less locked in.
IC Battle fields should be kept open for others, however not become over saturated, and complex to read through and figure out what is involved.
Each battle may see no more than 5 individuals Per Major Faction with 1-2 persons in over all command
EXAMPLE
Republic fleet said:Admiral McPants is commanding the 28th fleet... though commodore happyshoe has a small task force present in orbit.... Lt commanders taco and baldy commanding hawk and viper squadrons
Bringing the Republic OOC total to 4 individuals
Also, it should be stated that players involved OOCly in Battle A- cannot jump to battle B as a commanding officer while there are OTHER OOC players available. This assures that battles do NOT become exclusive to a few individuals.
Star Fighters:
Star Fighters are Traditionally broken up as 12 fighters in a squadron, going in waves of 3 wings of 4 fighters
IC Fighter pilots may command " their" squadron.
The amount of IC squadrons may be pre-agreed on between FL's, or limited to one squadron per capital command ( IE, LT Commander Taco of Hawk squadron serves with Admiral Pants... LT Commander baldy serves under Commodore Happy shoe)
Blockades.
Blockades MUST be known to all Facton leaders before a battle happens
and must be addressed IC'ly
Most blockades can be constructed with asteroids or scrap, or other bodies of mass towed into a hyperspace lane..very very few are ever Interdictor caused. Though the tech is around, it is exceedingly rare and expensive.
* proposed allowance of Interdictors to 10 Faction wide can be used and moved ( BETWEEN BATTLES) and no more can be given, once they are wiped out, they are gone. ( this also offers a nice " secondary objective" to players. )
It is also expected too that FL's be mature about considering how Blockades work, and the vast amounts of effort needed with them. You cannot blockade EVERY system. Boarders and vital worlds in contested areas may see them, but they are less likely deeper into ones own territory unless it's risking being a contested area.
Hyperspace and back up:
In this era Hyperspace still depends on hyperspace beacons. Long trips require a ship to drop into real space every few markers to re-calculate
making it impossible to go from point A, to point C in one shot without stopping at B for 10, 15 min.
Hyperspace is done on known networks of routes. Traveling " off road" has been attempted, but have very very low success/survival rates without much time and effort to map the area and manually input it into a ships nav-computer.
Bringing in back up would also be limited: no more " count bulbous coming in from 10 systems away with 80000 ships" or "Admiral buck and her 20000" ships going to Mannan, from Corellia.
" incoming back up" should be limited to systems less than an hour away."
It should be noted however that build ups, and entrenching should be fine if it's stated OOCly first. such as " Republic are massing themselves around the Hutt planet ______ " Hutts are able to relocate forces in that time as well to match the enemy.
just once a battle starts. it's more or less locked in.
This is just a quick throw together, I can clarify better, and alter things, but this I believe offers a much more realistic scale, should cut back on OOC bitchfests, and open the doors for more people to participate in different things.