Silenceo Posted January 7, 2015 Share Posted January 7, 2015 (edited) Conquest Starting Fleet: Each Faction has essentially 1,000,000 area to use. There is a limit of one ship the size of a destroyer in the beginning, but do not forget their fighters when thinking about this since they will take up space as well. Do not forget the ship penalties either. Other than that, go nuts. Movement: Movement is judged completely by the class of hyperdrive installed, as well as what region of space it is moving through. In the NPC section there is a map, which has boxes which we will be using to measure distance. 6 - Backup hyperdrive not meant for main use, only used if the main one is out of commission and it is installed. Movement: 1 space per day 5 - Most Civilian models are said to have used this rank, and while better than a backup, still not too great. Movement: 2 space per day 4 - Commercially decent hyperdrive that many would use if they were on a budget, or upgrading only slightly. Movement: 3 space per day 3 - Typical grade used by the slower military vessels. Movement: 4 space per day 2 - Average hyperdrive used by the military on large vessels such as Imperial Star Destroyer MK II's. Movement: 5 space per day 1 - Used in the extremely advanced Military and black market vessels such as by smugglers or spies. Movement: 6 space per day Other - There are gradients between the main ones, such as those bellow 1. To deal with these, they will be able to move however much through a space as that the fraction is. For example if a ship had 1.5 grade of hyperdrive, they could move halfway through a sixth space. Noting of course, that they have to end on a planet. Variables: Outer Rim + 2 Mid Rim + 1 Expansion Region + 0 Inner Rim - 1 Core - 2 Inner Core - 3 The total cost is dependent on the route taken, and the negatives effect each square individually. However, the positives add to the total. Meaning a grade 1 hyperdrive in the inner core could only travel two squares, yet in the outer rim it could go 8. Ship Production Ship Construction: Width and Length. W x L = Credits used. Metal cost = Credits x .5 With certain designs receiving discounts depending on shape. Triangle ships such as Star destroyers would receive a /2 bonus due to the area missing. So for a wedge shaped ship, it would be W x L x .5 / 2 = metal used. Now, that is just for the metal used. However, crystal is used for special modifications and weapon systems. Main Weaponry Point - 1 Light - 2 Medium - 4 Heavy - 6 single - 1 Dual - 2 Tri - 3 Quad - 4 Octo - 8 Special: Turbolaser - 0 Cannon - x.5 Ion - x.5 Disintegrator - x2 Mass Driver - 10 Long Range - 50 Super Class - 70 Leacher - 100 You count this up for all of the weapons on the ship, and then times it by 100. That would then be the cost crystal wise to adding the weapons. The credit cost already covered in the metal part. Missile weaponry Close Range - 2 Medium Range - 4 Long Range - 6 (instead of counting barrels) 1 - flak: anti-missile, light anti-fighter 2 - concussion missle: medium anti-fighter 3 - cluster: heavy anti-fighter, very light anti-capital ship 5 - proton torpedo: light anti capital ship 10 - heavy missile/heavy proton torpedo: medium anti-capital ship 20 - assault concussion missile: heavy anti-capital ship 30 - diamond baron/baradium: ultra heavy anti-capital ship To upgrade an existing system *on a capital ship, not fighters and the like* it is 1,000 crystal per upgrade. So 2 upgrades to a hyperdrive, such as lvl 4 to lvl 2, would cost 2,000. Or upgrading shields from standard to advanced being 1,000. Ship Costs Victory Class Star Destroyer - 180,000 Acclamator - 172,960 Immobilizer 418 - 90,000 (Advanced) = 99,000 Escort Carrier - 75,000 Dreadnaught-class heavy cruiser - 62,910 Carrack-class light cruiser - 25,200 Marauder-class Corvette - 4,290 Lancer-class frigate - 17,100 Crusader-class Corvette - 6250 (State of the Art) = 7,500 Stealth Ship - 897.39 (State of the Art) = 1,076.868 Tie Phantom - 51 (State of the Art) = 61.2 Venator - 311,538 Nebula-class Star Destroyer - 432,640 (State of the Art) = 519,168 Liberator Cruiser - 432,000 (State of the Art) = 518,400 Tartan class Corvette - 6250 (State of the Art) = 7,500 Strike cruiser - 40,500 Imperial Star Destroyer MK II - 640,000 (Advanced) = 704,000 Imperial Star Destroyer MK I - 640,000 Kandosii-type - 462,400 (Ancient) = 369,920 DP20 Frigate - 4,200 X-83 TwinTail starfighter - 45 (State of the Art) = 54 Scimitar Assault Bomber - 95 Skipray Blastboat - 230 MC80 Home One type - 288,000 CR90 Corvette - 7290 Nebulon-B2 Frigate - 37,397 X-Wing - 45 B-Wing - 49 H-Wing - 146 A-Wing - 62 K-wing - 160 FT-series - 45 Miy'til - 54 Majestic - 105,000 (State of the Art) = 126,000 MC40 - 54,000 Corona - 19,800 Assassin - 8,400 Warrior - 14,250 4 Agave - 14,250 Ft-7B Clarion - 45 Ft-6 Pike - 45 FT-8 Star Guard - 45 TIE Defender - 84.65 (Advanced) = 93.104 YZ-775 - 936 Vindicator - 90,000 Lucrehulk - 4,721,511.38 Bes'ulik - 60 (State of the Art) = 72 Pellaeon-class Star Destroyer - 651,315.789 (State of the Art) = 781,578.947 Nssis-class Clawcraft - 26.601 (State of the Art) = 31.921 Terminus-class Destroyer - 30,000 Mark VI Supremacy Starfighter - 24 B-28 Extinction-class bomber - 60 Harrower-class Dreadnought - 140,000 Vulture Droid Starfighter - 12.25 (Archaic) = 11.025 Keldabe-class Battleship - 588,000 (Advanced) = 646,800 Ship Penalties: Ancient: -20% Archaic: -10% Standard: 0% Advanced: +10% State of the Art: +20% Shipyards: Shipyards use slips for projects, and each slip can use build up to 10 sq meters per week, with projects overflowing making queues important. This will allow certain decisions that help regulate quantity vs quality, as well as the speed at which star fighters are produced. The larger, heavily armed ones would take longer than a smaller one. For example, a TIE Bomber would take a single day, whereas a Skipray would take three. Remember, the number used for each ship is its area, and the time to build is: Slips * 100 = per week. Area / per week = # of weeks. Two real life full day is equal to a week of In-game production. Starting fleets as well as production cost for ships, are judged on their total size, the combined length of all of the vessels that make it up including the star fighters. A good thing to note however, is that a ship can be assigned to more than one slip at a time in order to speed up the process. Each new station starts with 1,000 slips. A space station must be at least 1,000 meters, square. Which by our ratios, is 1,000,000 credits. Which then requires 500,000 metal. You can customize the weaponry, within reason. For every 10,000 (so 1,000,000/10,000=100 on standard small station) of a space station, they are allowed one weapon. From there, they are upgradable with slips, which take time to install as well as costing 1,000 credits a slip. Every 10 or so slips increase the size of the station by 10,000. Stations can also be enlarged using specific upgrades such as: - Hanger Bay: Station gains the capacity to station fighters (add 20,000 size) *Repeatable* - Control Center: The station gains a comms network that allows it to uplink with the rest of the galaxy (10,000 size) - Repair Equipment: Allows repairs to go smoothly at a increased rate (30,000 size) *Repeatable* - Refueling Equipment: Allows ships that visit to gain a temporary +2 to movement (only one movement bonus allowed at a time) (30,000 size) - Battle Station: Change ratio from 10,000 for a weapon, to 1,000. (100,000 size) Unit Production Below are the details and bits that you will use to comprise your units, essentially mixing and matching them as you see fit. You will then 'name' that configuration and I will save it in a file, so that when you say you want more of that configuration, I merely consult the entry in that file. Meaning you do not need to go exceedingly specific every time. It also will lead to much diversification in name of ground units, which, in Star Wars there has tended to be quite a variety indeed. Though, for XP to be recorded on the unit level, they MUST be organized into specific groups that stay together, but the most important part is tracking the groups officers and LT's. Unit Costs Organic Infantry: Time x 2 = Food cost per unit Mechanical: Laborer droids - 1 Metal cost per unit Defense droids - 2 Metal cost per unit Battle droids - 3 Metal cost per unit Large droids - 10 Metal cost per unit Bikes - 4 Metal cost per unit Light vehicle - 100 Metal cost per unit Medium vehicle - 200 Metal cost per unit Heavy vehicle - 500 Metal cost per unit Clones: Time x 4 = Food cost per unit Vehicular Modifications: Bikes - 2 Crystal cost per unit Light - 10 Crystal cost per unit Medium - 100 Crystal cost per unit Heavy - 300 Crystal cost per unit Vehicular Cost Modifiers: Ancient -50% Archaic -30% Standard 0% Advanced +30% State of the Art +50% Infantry Training Times Militia - 1 week Soldier - 2 weeks Specialist - 4 weeks Veteran - 8 weeks Professional - 16 weeks War Hero - 32 weeks Crew Training Times Ensign - 1 Week Marine - 2 Weeks Pilot - 3 Weeks Technician - 4 Weeks Mechanical Build Times Laborer droids - 1 Week Defense droids - 1 Week Battle droids - 1 Weeks Large droids - 2 Weeks Bikes - 1 Week Light vehicle - 2 Weeks Medium vehicle - 3 Weeks Heavy vehicle - 5 Weeks Unit Load Out And Skills Training/Programming - Loyalty - 1 Week per Level - Efficiency - 2 Weeks per Level - Demolitions - 1 Week per Level - High Altitude - 1 Week per Level - Air Drop - 1 Week per Level - Covert - 2 Weeks per Level - Formations - 1 Week per Level - Maneuvers - 2 Weeks per Level - Siege - 1 Week per Level - Skirmish - 1 Week per Level - CQC - 1 Week per Level - Medic - 1 Week per Level - Assault - 1 Week per Level - Peace Keeping - 1 Week per Level - Field - 1 Week per Level - Gunnery - 1 Week per Level - Starship Piloting - 1 Week per Level - Engineering - 1 Week per Level - Vehicle Piloting - 1 Week per Level - Range - 1 Week per Level -- Close -- Medium -- Long Important things to note: Organic - Effectiveness of training is quadrupled Organic - Experience gain normal Droid - Programming/Build time cut in half Droid - Experience gain 1/2 of organics Clones - 1/2 Training Time Clones - Experience gain normal Gadgets Grappling Gun - 1 credit - 1 week training False Identification - 1 credit Poison - 1 credit Spike - 1 credit Smoke Pellet - 1 credit Utility Belt - 5 credits Lockpick - 1 credit Limited Use Stealth Belt - 100 credits - 1 week training Holo-Disguise - 10 credits Ice Breaker (Rare, single use) - 100 credits Limited Use Zip Line - 5 credits Sensor Scrambler - 5 credits Climbing Claws - 1 credit Frequency Monitor - 3 credits Fusion Cutter - 1 credit Dart Launcher - 10 credits Wrist-Cord - 10 credits Jetpack - 40 credits - 1 week training Crush Gauntlets - 50 credits Long range communication equipment - 10 credits Medical equipment - 10 credits Additional supplies for extended operations - 5 credits Surveillance drones - 10 credits - 1 week training (not needed if you train Spy as well) Spy Drones - 10 credits - 1 week training (not needed if you train Surveillance as well) Portable Shield Generator - 100 credits - 1 week training Truth Serum - 100 credits Drugs - 10 credits Macrobinoculars - 1 Credit Glowrod - 1 Credit Repair Equipment - 2 Credits Built in - 5 Credits Laser Cutters - 5 Credits Techniques Mutilations - 1 week training Public Displays - 1 week training Intimidation - 1 week training Executions - 1 week training Abduction - 1 week training Ransom - 1 week training Silent Kill - 1 week training Bribery - 1 week training Take-Down's - 1 week training Quieted Movement - 1 week training Scouting - 1 week training Breaching / Explosives handling - 1 week training Zero-G training - 2 weeks training (Requires Zero-G chamber) Jedi / Force user Killing - 3 weeks training (Requires previous encounters with force users) Frontal Assault - 1 week training Flanking and Surrounding - 1 week training Weapons Sniper - 10 credits - 1 week training Carbine - 3 credits Rifle - 5 credits Rocket Launcher - 10 credits Pistol - 2 credits Knives - 1 credit Vibrosword - 5 credits - 1 week training Slug Thrower - 5 credits EMP Gun - 10 credits Stun Baton - 5 credits Explosives - 10 credits - 1 week training Minigun - 10 credits Gas Grenade (Toxic/Knockout) - 5 credits Thermal Detonator - 20 credits Wrist-Lasers - 10 credits Wrist-Cannons - 20 Credits Concussion grenade - 5 credits Flame thrower - 10 credits Carbonite grenades - 5 credits Grenade Launcher - 10 credits Scatter gun - 3 credits Automated turret - 20 credits - 1 week training Force pike - 5 credits - 1 week training Sonic weapons - 7 credits Arch caster - 7 credits Miniature Torpedo Launcher - 50 Credits Lightsaber - 10,000 Credits Armor Uniform - 1 credit Light Armor - 5 credits Medium Armor - 10 credits Heavy Armor - 100 credits Reflec Plating - 1,000 credits Disguises - 10 credits Personal Shielding - 100 credits Regenerative Armor - 1,000 Grouping Outline The division could be as simple as: "Legion 1" "Legion 2" ect ect. The main part that would need to be done, is for each of you to setup your standard Legion/platoon/company/group/orwhateveryouwanttocallit size and setup. For example, their command structure officer wise, how many vehicles they typically have, specialty units *such as jet troopers*. With that done, it actually is quite easy to make new groups or manage existing ones, since casualties/changes merely means I have to open up their specific file within the factions sub-folder, and add the injuries/deaths/changes/experience. For an example, on a totally random number... Legion C-30 10,000 units - 1 Commander - 2 Lt. - 1,997 Squad Captains (squads of 5) - 8,000 Soldiers -- 2,000 Heavy Weapons Specialists -- 2,000 Scout Troopers -- 4,000 Standard Vehicles: - 100 AT-ST - 300 IDT - 1,000 Speeder Bikes Expiernce: - Assault: L3 - CQC: L5 - Coordination: L10 - Loyalty: L20 The total size and such is up to you, though starting legions (or whatever you decide to call it) would be restricted to the basics equipment wise. So they wouldn't be armed with disintegrators or Beskar right out of the gate. Economy: Planets To start, I will explain how much each planet generates before variables such as type come into play, thinking of course that these are the profits each planet would give after costs are dealt with. Meaning that the players don't have to worry about upkeep. The amounts you see, are the credits, metal, crystal, and food you get per day before variables. Each planet will have different variables for each of those categories after examination of the planet and its history. But first the base planet stats: Base: +100 credits, +100 food, +100 crystal, +100 metal Then there are these variables that must be taken into account depending on each of the four variables individually: Rich: 10,000 Profitable: 5,000 Average: 2,500 Hard Living: 1,250 Bankrupt: 625 Keep in mind that these factors can change over time if the economy is improved/upgraded. Next up, are the planet types which give bonuses of their own. Volcanic: + 100 metal, -50 food, treacherous land scape which is hard for land bound invaders. Snow: +100 crystal, - 50 food, visibility and temperature plummet if caught in harsh weather. Water: +50 crystal, + 50 metal, very little land to be had but is more versatile than the others. Terrain: +100 food, +25 metal, +25 crystal, much like Earth this type of planet has a little bit of everything, and is some of the top notch out there. Desert: +75 metal, +25 crystal, -25 food, while the majority of the planet is a wasteland, beneath the sands there are deposits of materials well worth excavating. Gas: +100 credits, - 50 food, while it does not have much resource wise to harvest, tibian gas is quite profitable. Asteroid: +50 ? -50 food, There are many kinds of asteroids, so it would be a case by case basis. City: +1000 credits, -100 food, they have many citizens which leads to the increase of credits given, but so many mouths to feed causes the decrease. The last variable to consider, is one of crime rate: Just: +10% to all Fair: +5% to all Average: +0% to all Lawbreakers: -20% to all Scum and Villainy: -50% to all Hyperlanes (trade routes): Major: +20% all Minor: +10% all None: +0% Pirates: -10% all Outlaw Territory: -20% all Cargo Space Costs Additional Troops Cargo Costs: Light Battle Droid: .5 Ton Battle Droid: 2 Ton Heavy Battle Droid: 4 Tons Light Soldier: .5 Ton Soldier: 1 Ton Heavy Soldier: 2 Ton Vehicle Cargo Costs: Speeder Bike: 1 Ton Light Recon-Vehicle: 10 Tons Light Transport-Vehicle: 40 Tons Light Skirmisher-Vehicle: 50 Tons Light Combat-Vehicle: 70 Tons Medium Multirole-Vehicle: 100 Tons Medium Transport-Vehicle: 200 Tons Medium Combat-Vehicle: 300 Tons Medium Artillery-Vehicle: 300 (Ammunition) Heavy Transport-Vehicle: 400 Tons Heavy Combat Vehicle: 600 Tons Heavy Artillery-Vehicle: 1,000 Tons (Ammunition) Consumables: .01 Ton Per organic, per day on-board .2 Ton Per Droid, spare parts 1 Ton Per light vehicle, for extra ordnance 2 Ton Per medium vehicle, for extra ordnance 3 Ton Per heavy vehicle, for extra ordnance Repair - Needs a station/shipyard - Ships being repaired take the same time it would take for a ship to be built - Repair is 100% free, only taking time - Ships being repaired are considered ancient (so -20% to time spent vs building a new ship) - Just damaged ships only take half the time. (so -20% then /2) - Crippled ships take the full time. (So just the -20%) - How long it will take has to do with how many slips are used (slips each do 10x10 meters daily.) - Repair time is rounded down, so if a ship takes 2.2 days to repair, it only takes 2 days. - Days refer to RL days, which is a week in-game Buildings The cost of the initial building, and expanding/upgrading it is the same as well as same time required to do so. Upgrading facilities basically make them much more effective. For example, adding certain types of areas to an Academy will allow certain skills to be improved. Such as a zero-G training facility would give new soldiers experience in fighting in zero-g environments. Upgrading/Expanding production facilities also increase how many units can be trained at once. Embassy - 20,000 credits 4,000 metal 4,000 crystal 2,000 food - 2 Weeks Diplomatic Training Institution - 10,000 Credits 2,000 metal 2,000 crystal 1,000 food - 1 Week - 100 trainable at once Hypervelocity Gun - 1,000,000 credits 100,000 metal - 3 Weeks Planetary Shield Generator - 10,000,000 credits 200,000 metal - 10 Weeks Base Shield Generator - 1,000,000 credits 20,000 metal - 1 Week Research Center - 10,000 credits 1,000 food 1,000 metal 1,000 crystal - 1 Week - 1 trainable at once Academy - 10,000 credits 2,000 metal 2,000 crystal 1,000 food - 1 Week - 1,000 trainable at once. Factory - 10,000 credits 2,000 metal 2,000 crystal 1,000 food - 1 Week - 10,000 buildable at once (In ascending order laborer droids 1, defense droids 2, battle droids 3, large droids 4, bikes 5, light vehicle 20, medium vehicle 50, heavy vehicle 100) Heavily Defended Head Quarters - 100,000 credits, 50,000 metal, 10,000 food, and 20,000 crystal - 2 Weeks Intelligence Headquarters - 100,000 credits 10,000 metal 10,000 crystal 5,000 food - 3 Weeks Planetary Ion Cannon - 1,000,000 credits 50,000 metal 50,000 crystal - 3 Weeks Turbolaser Emplacement - 10,000 credits 5,000 metal 5,000 crystal - 1 Week Artillery Emplacement - 20,000 credits 5,000 metal 5,000 crystal - 1 Week AA Emplacement - 10,000 credits 5,000 metal 5,000 crystal - 1 Week Fortifications - 5,000 credits 1,000 metal 1,000 crystal 1,000 food - 1 Week Intelligence Outpost - 15,000 credits 2,000 metal 1,000 crystal 1,000 food - 1 Week Military Outpost - 15,000 credits 2,000 metal 1,000 crystal 1,000 food - 1 Week Spartii Cloning Cylinders - 1,000,000 Credits 20,000 metal 100,000 food 200,000 crystal - 3 Weeks - 10,000 Capacity - Training time is 1/4 instead of 1/2 like most clones. Needs 1 week after each batch for maintenance. Requires Academy to train. Cloning Facilities - 10,000,000 Credits 200,000 metal 1,000,000 food 500,000 crystal - 5 Weeks - 100,000 Capacity - Standard clones, but can be run none stop. Training Facilities can be added to improve quality. Resource Conversion Ratio's Credits - 1 Food - 2 Metal - 3 Crystal - 4 Rules For the most part, this game does not have arbitrary limitations, HOWEVER, logic and reason must be followed. Most decisions will be over viewed by the Galactic Overlord, which will NOT be allowed to participate with their own faction for fairness sake. They will not interfere in most cases, and will update the faction as the player asks without take backs, so choose carefully. If something should prove a problem however, they will speak up. In regards to what is being updated, the OP of the thread will be updated with the current goings on of each factions public details. Behind the scenes however would be a private database that is only discussed via PM's and is governed by Intel agencies regarding what each player knows. The public decisions can be discussed freely within the thread, but the private ones must be kept private. If a player has not acted by the time the 24 hours are up for the day, he will perform manage-mental duties to ensure it does not fall into disrepair, not making changes unless the faction leader has asked him to in his absence or such. If a player is attacked and they do not respond by the end of the 24 hours, the Overlord will ensure the situation is dealt with fairly. All requests and such are considered. Battle This part will largely be a debate that lasts for the day after the units were moved into the area and no longer. They will prove quick and final. Each unit will have unique stats depending on how they were built and such, as well as how damaged they are. Before each battle the Overlord will list each sides forces and state certain variables before debating begins. Tactics will be included in the future tech tree section. NPC's Are coordinated by the Galactic Overlord, but are not intended to use player info against them performing standard duties with only basic threats. However, if the NPC's are ignored, the Overlord has every right to make them a pain to deal with. In essence, they will be carefully managed as to prove as an obstacle, not a death laser. NPC Factions Sorted by approximate strength: 1. Galactic Empire 2. Sith Empire 3. Old Republic 4. Republic 5. Chiss Ascendancy 6. Confederacy of Independent Systems 7. Revan's Empire 8. Mandlorian Space 9. Yuuzhan Vong 10. Rebel Space 11. Zann Consortium (Not on the map, heavy presence in CIS and Hutt space) 12. Black Sun (Not on the map, controls the Underworld) 13. Hutt Empire 14. Hapes Consortium 15. Pirate Forces (Not on the map, mostly Outer Rim) Starting NPC Territorial Map Half a Year Later Map Character Skill Tree's For the General tree's the cost is equal to the tier level. For the force users there are examples to use to get the prices for abilities. General Quick thing to go over before the trees and such, is that I am testing out the multi-tiered piece from the other proposed system to see how well it works with the changes. Meaning that each ability cost their tier x rank. The rank is the stage that the ability is at, going up every 10 levels. So a rank 3 star fighter commander with level 5, would mean essentially that they have 25 levels in star fighter, but each rank has different costs. So for star fighter all rank 1 upgrades cost 1, rank 2's cost 2, rank 3's cost 3. For a higher tier ability, it goes by the same ratio. So if they had rank 6 Discipline, level 2, that means that the rank changes would cost: rank 1, 2 points, rank 2, 4 points, rank 3, 6 points, rank 4, 8 points, rank 5, 10 points, and rank 6, 12 points. The ranks however, help simplify the cost and make it easy to keep track of the level and cost of the abilities. This also allows learning things to be easy early on, but later on it gets increasingly difficult. Space Tactics: Tier 1 - Star Fighters - Capital Ships - Skirmish - Positioning Tier 2 - Discipline - Deception Tier 3 - Campaign (Requires all 4 T1 abilities to be rank 2 at least) Tier 4 - Exotic (Requires all 4 T1 abilities to be rank 3 at least) Ground Tactics: Tier 1 - Siege - Field - Air - Skirmish Tier 2 - Logistics (Requires Skirmish to be rank 2 at least) - Terrain Tier 3 - Campaign (Requires all 4 T1 abilities to be rank 2 at least) Tier 4 - Exotic (Requires all 4 T1 abilities to be rank 3 at least) Diplomacy: Tier 1 - Reading Others - Doctrines - Agreements - Cease Fire - Deals Tier 2 - Peace - Exchanges Tier 3 - Allies Espionage: Tier 1 - Intel - Bribe - Sabotage (Requires rank 2 intel) Tier 2 - Assassination - Infiltration Tier 4 - Conversion Research: Tier 1 - Repair - Medical Training - Modification - Schematics Tier 3 - Reverse Engineer Tier 4 - Abstract Projects (Requires all 4 T1 abilities to be rank 2 at least) Trade: Tier 1 - Resources - Credits - Gift - Trade Agreements - Cooperation Tier 2 - Black Market Expertise - Fencers - Specialty Dealers (requires Credits to be rank 2 at least) - Information Brokers Tier 3 - Smuggling (Requires all T1 skills to be rank 2 at least) Combat: Tier 1 - Dirty Fighting - Physicality - Agility - Environment - Ingenuity Tier 2 - Martial Arts - Melee Weaponry (beyond basic) - Ranged Weaponry (beyond basic) - Gadgets (Requires Ingenuity to be rank 2 at least) Tier 3 - Piloting (beyond basic) - Field Medic (Requires Medical Training to be at least rank 2) Tier 4 - Anti-force user melee techniques (Requires either martial arts or melee weaponry to be rank 3) - Anti-force user ranged techniques (Requires ranged weaponry to be rank 3) - Anti-force user gadgets (Requires Gadgets to be rank 3) Force User Lightsaber Forms T1 Form I - Shii Cho** Form VI- Niman* Sokan T2 -Form II- Makashi* -Form III- Soresu* -Form IV- Ataru* -Form V- Shien / Djem So* (each is leveled independently. 2 levels in one automatically give 1 level in the other.) T3 --Form VII- Juyo -- Jar'Kai T4 --- Tràkata --- Trispzest Core T1 Force speed* Force cloak* Force stealth* (Also known as Force concealment) Force sight* Farseeing* Force empathy* Telepathy* Telekinesis* Force Jump/Leap* Force Pull/Push* Used With a Lightsaber T1 Lightsaber throw* (with proper level of TK) T2 -Alter Damage -Saber barrier* (with Rank 3 Form 3 or Rank 4 Form 5) T3 --Dun Moch Universal T1 Force Sense Breath Control Force Bellow Force Body Force Listening Force Throw* (once achieved appropriate TK level) Force Wave* (once achieved appropriate Force Push) Force Whisper* (with appropriate Telepathy lvl) Psychometry Detoxify poison Flashburn Force confusion* (with appropriate Affect mind or Force slow levels) Prereq with out affect mind or dom mind requires Master Telepathy and proper level with Projected Telepathy lvl not free with just Telepathy prerequisites. Prerequisites Not required if have affect mind or Dominate mind at appropriate level Projected Telepathy* (with appropriate Telepathy level) Precognition Force barrier Tutaminis* T2 -Art Of small -Comprehend Speech -Force Deflection* (once reached the proper level of Tutaminis) -Force Flash -Force Meld* (Battle meditation pre-req) -Force Suppression -Force Whirlwind (requires a level of Force push) -Force Repulse*(once achieved Appropriate wave) -Force Weapon -Tapas -Shadow Vision* (with appropriate lvl of Force sight) -Alter image -Pyrokinesis -Mechu-deru* (With appropriate lvl of Force Sense) T3 --Force Breach* (advanced version of Force Suppression) --Conceal Other* (once reached the appropriate Force illusion +Force cloak or art of small) Light T1 Force Persuasion* T2 - Hibernation trance - Levitation* - Mind Trick* (Requires Lvl 2 Force Persuasion) - Force Calm* (Requires Lvl 3 Force Persuasion) - Droid Disable - Force Blinding - Force Orb - Force Projection* - Force Protection* (Requires level 3 Tutaminis) - Force Stun - Plant Surge - Precognition T3 -- Alter Environment -- Animal friendship -- Force defend* -- Force Stasis* (Requires Lvl 2 Force Stun) -- Force valor -- Cleanse mind* T4 --- Combustion --- Crucitorn --- Force Healing --- Force absorb* (pre-req Force Protection M2) --- Protection bubble* (pre-req Force Protection M3) --- Malacia --- Revitalize --- Moving Meditation* --- Center of being* T5 ---- Force Stasis Field* (Requires M3 Force Stasis) Dark T1 Force lightning (Organic limbs & extremities required) Force rage* Force scream* Force Slow* Force wound* T2 - Drain Knowledge (Requires Telepathy) - Force grip (pre-req lvl 1 Force Wound) - Force Fear* (Requires Telepathy) - Force Affliction variation of Force Slow - Chain lightning variation of Force lightning (Requires Force Lightning) - Force shock variation of Force lightning* (pre-req force lightning M2) T3 -- Force choke* (pre-req lvl 2 Force Grip) -- Force Horror advanced version of Force Fear (Requires Fear) -- Force storm (lightning) advanced version of Force lightning (Requires Chain Lightning) T4 --- Force Maelstrom* (Pre-req's: Mastered Force Whirlwind and M2 Force Lightning and M2 Force Barrier) --- Force Sphere --- Force crush (pre-req M3 Force Choke) T5 ---- Force Destruction (Requires M5 Force Push and Force Wave) ---- Force phantom* (Pre-req Force Illusion) Tier Costs Per level: * means the First level is free. Lvl's 1-5: Minor, Moderate, Expert, Major, Master. Tier 1: Lvl 1 - 1 point, Lvl 2 - 2 points, Lvl 3 - 3 points. Lvl 4 - 4 points, Lvl 5 - 5 points. Mastery - 15 points -Tier 2: Lvl 1 - 2 points, Lvl 2 - 4 points, Lvl 3 - 6 points. Lvl 4 - 8 points, Lvl 5 - 10 points. Mastery - 30 points --Tier 3: Lvl 1 - 3 points, Lvl 2 - 6 points, Lvl 3 - 9 points. Lvl 4 - 12 points, Lvl 5 - 15 points. Mastery - 45 points ---Tier 4: Lvl 1 - 4 points, Lvl 2 - 8 points, Lvl 3 - 12 points, Lvl 4 - 16 points, Lvl 5 - 20 points. Mastery - 60 points ----Tier 5: Lvl 1 - 5 points, Lvl 2 - 10 points, Lvl 3, 15 points, Lvl 4 - 20 points, Lvl 5 - 25 points. Mastery - 95 points. Mastery is when an ability or form is completely maxed out, and the total cost to achieve such a thing on that Tier. If the first rank is free, (Marked by the * ) then the first Level cost you pay for that ability/form is that of the Level 2. Only applies for Mastery level 1. Mastery: Every 5 levels of a force ability or saber form, you will hit a wall until you can advance to the next level of Mastery and unlock more levels. In order to get past it, you must perform one of two tasks with that character/unit. Train for a week: Either 1 saber form, or 3 related force powers can have their mastery level increased by one, but they must first be at level 5 of their current mastery level. Difficult Mission: This is IC and while it doesn't take a week, it is much riskier. It can increase more than one saber form at once if the mission demands it, as well as force abilities that are not related. With a mastery increase, the mastery will go up one and the levels will reset to level 1. Push, Pull, Wave. Mind Trick, Persuasion, Beast Trick. ect The Mastery Levels where the cost multiplier increases. Standard, it is 1x. M3 = 2x M5 = 3x M8 = 4x M10 = 5x Faction Experience Faction Experience Categories Economy - Trading - Buying/Selling - Construction - Contracts - Underworld - Monetary Incentive - Influence Production - Infantry -- Organic -- Mechanical - Vehicles -- Manned -- Automated - Weaponry - Equipment - Star Ships Military - Special Forces - Operations - Logistics - History - Scenarios - Bombardment - Organic Quality -- Soldier -- Pilot -- Crew -- Engineer -- Scientist -- Agent -- Assassin - Droid Quality -- Soldier -- Pilot -- Crew -- Engineer -- Vehicular -- Spy -- Assassin - Space -- Capital Ships -- Star Fighters -- Boarding -- Blockade Running -- Blockade -- Escort -- Skirmish - Ground -- Siege -- Escort -- Skirmish -- Vehicles --- Close Range --- Medium Range --- Long Range - Scale -- Ground --- Small --- Medium --- Large -- Space --- Small --- Medium --- Large Organization - Armed Forces - Civilian Duty's - Companies - Fleet Personal - Cooperation - Deployment - Wounded - Recruitment Diplomacy - Treaties - Agreements - Truces - Negotiations - Appeasement - Sanctions - Aggressive Negotiations - Foreign Affairs - Mediation Science - Advanced Weaponry - Advanced Defenses - Innovations - Research and Development - Testing - Experimentation - Alterations - Biological Tampering - Microscopic Advancements Training/Programming - Loyalty - Efficiency - Demolitions - High Altitude - Air Drop - Covert - Formations - Maneuvers - Siege - Skirmish - CQC - Medic - Assault - Peace Keeping - Field - Range -- Close -- Medium -- Long Intelligence - Infiltration - Intel - Espionage - Sabotage - Impersonation - Assassination - Counter-Intel - Counter-Infiltration - Counter-Espionage - Counter-Sabotage - Counter-Impersonation - Counter-Assassination Faction's "Salty's" Freighter's and Soldiers Co. The Galactic Inquisition Mando Werda X Exiles of the Void The Farewell Coalition Rising Republic Ordo Kote Independent Republic Ambassadors Shadow Alignment X Empire of the Blade Unique Design Outlines Capital Ship - Class: length: Width: Armaments Hyperdrive: Shielding: Armor: Compliment: Special: Crew: Troops: Cargo: Speed: Cost: Star Fighter - Role: Length: Width: Armaments Hyperdrive: Shielding: Armor: Maneuverability: Special: Pilots: Speed: Cost: Vehicle - Class: Role: Armaments Shielding: Armor: Speed: Capacity: Crew: Special: Cost: Weapon - Role: Type: Ordnance: Bulk: RPM: Magazine: Special: Cost: Space Weaponry - Role: Type: Ordnance: RPM: Special: Size: Cost: Company - Name: Location: Facilities: Service: Products: Deals: Contract: Agenda Outline Please format it all similar to this: "On Coruscant I am going to be going through some expanded methods of law enforcement, as well as ordering more 501-Z Police droids to help combat the underworld elements. I also will be switching out the fleets so that it is in fact Fleet A over head instead of Fleet C, which would be moving to Byss. Though I am going to be wanting to up my production, so I will be upgrading the factories and academies, but I will also need to make a contract with Kuat for some new arms that would be fundamental in the fight on crime." - Enhance law enforcement - (How many) 501-Z Police Droids produced - Fleet A to Coruscant - Fleet C to Byss - Upgrade Academy - Upgrade Factory - Diplomatic Envoy to Kuat Essentially the Paragraph will be the incredibly detailed section. The bullet points, are like the summery and brief overview of what was discussed. With this change, it will become MUCH easier and more importantly, FASTER to do each agenda. Do note, I will be verifying the data that would be changed every time to ensure consistency. Agenda Week #: Faction Name (for mail name) Re-cap: - Items completed last week - Out comes I gave you - Changes to persons, places, or things due to last week agenda - Over all, all that happened in regards to what you did last week - Helps me to keep everything straight and get into the right frame of mind each and every week Completion: Planet 1 - Training - Construction - ect Planet 2 - Training - Construction - ect Planet 3 - Training - Construction - ect ect Training and Construction: Planet 1 - Training - Construction - ect Planet 1 - Training - Construction - ect Planet 1 - Training - Construction - ect Tech: - Military - Research - Intelligence Order is to keep it easy to follow and update Movement: - Fleet 1 moves from x to y + Distance (in squares) + Territory? - Fleet 2 unmoved + Where? + Territory? - Fleet 3 Repair/Action + What? + Where? + Territory? Purchases: - Item X103-B from planet Q + How many? + From who? + Offered cost (will help with the real cost, call it haggling) - Item X103-B from planet Q + How many? + From who? + Attempted Theft - Item X103-B from planet Q + How many? + From who? + Covert Espionage Intel: Planet - What are you looking for? - How many agents? - Past experience on planet? - How long have they been digging? - Who are you trying to get it from? - Objective? - Ect Scouts: - Planet name - Number of ships - Course taken - Tech used - Crew used - Looking for anything specific? Military Actions: - Location - Intent - Proposed Opponent - Special Details - Force Details - Route Taken - Why? - When? - How? Diplomacy: - Planet - Faction - Who is your negotiator? (standard soldier, diplomat, a char, a droid? ect) - Starting terms - Potential benefits for either side - Additional Details Espionage: (Yes, it is much different from Intel) - Location - Objective - Duration - Authorizations - Cover (time helps) - Lethality - Agent # - Opposition (Or thought opposition) Economy: - Income from planets - Add to last weeks total then - Expenses from other categories go here - Brief details concerning all expenses Total Credits # Food # Metal # Crystal # Faction's Outline It goes hereArbiter Empire Style: Imperial, Militaristic, and Heavy use of Droids. Influenced By: Galactic Empire, Sith Empire, and the CIS. Starting Location: Coruscant (No changing it once stated here unless Arbiter orders it) Faction Trait 1: Due to the focus on the military and the excessive use of droids, they have developed incredibly advanced AI. Increase Overall Droid Effectiveness. Faction Trait 2: While no military is perfect, after many years of turmoil and conflict, all of its soldiers have become extremely disciplined and trust their commanders with their lives. Increased Loyalty to the Faction, and Discipline. Faction Trait 3: Having achieved control of the Galaxy, the Arbiter Empire has managed to enforce a monopoly on tech beyond most other factions. Increased Technology Effectiveness. Bio: Details, details, details! They rule the galaxy. All is proceeding as I have foreseen... Faction Goals: 1. Maintain control of the Galaxy. 2. Influence the lesser factions. 3. Ensure no one boards their Flagship. Starting Fleet: Link Starting Units: Link Starting Leader: Link Faction Experience It goes here Legion Format 10,000 units - 1 Commander - 2 Lt. - 1,997 Squad Captains (squads of 5) - 8,000 Soldiers -- 2,000 Heavy Weapons Specialists -- 2,000 Scout Troopers -- 4,000 Standard Vehicles: - 100 AT-ST - 300 IDT - 1,000 Speeder Bikes Remember, this is all meant to be fun and while I know the numbers might complicate it a bit, it is better for balance without having to preset values to every planet in the galaxy. Suggestions, opinions, feedback and such are all welcome and encouraged. Now, how much interest is there in such a game on these forums...? Side Note: Edited starting allotted area to compensate for math mistake. (I'm tired, okay? ) I also fixed a mistake in the economy section where I forgot to put the baseline for planets before the variables. I had also forgot to add weapon costs and gradiants so I added that into the construction section as well. I also fixed a typo that was present in the starting ship section so that was present. Edited September 9, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 (edited) I will argue, depending on the "volcanic" level of the planet, food should be AMAZING there since Volcanic soil is fertile. There are several other areas that should probably give "extra food" Will try to make a fleet and such here soon see how it goes. Also crime can be just as much a boon to economy, depending on how honestly. Edited January 7, 2015 by tunewalker Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) I will argue, depending on the "volcanic" level of the planet, food should be AMAZING there since Volcanic soil is fertile. There are several other areas that should probably give "extra food" Will try to make a fleet and such here soon see how it goes. Aye, that is something I kept tossing back and forth myself, but I settled that since the majority of planets classified as volcanic would have enormous amounts of volcanic activity that could harm crops and livestock. Though adding gradients of each planet might be too complicated... The planet section needs much refinement as is though, so feel free to share all thoughts there. As for the fleet, I left out height due to... inflation... That, and most ships tend not to have that much in it anyways. The ones that do... Will be dealt with in a case by case basis. Side Note: In regard to crime, that is true, another one of the things I believe needs to be discussed here. After Thought: An example of planets classifiable as Volcanic would be places such as Mustafar. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 Aye, that is something I kept tossing back and forth myself, but I settled that since the majority of planets classified as volcanic would have enormous amounts of volcanic activity that could harm crops and livestock. Though adding gradients of each planet might be too complicated... The planet section needs much refinement as is though, so feel free to share all thoughts there. As for the fleet, I left out height due to... inflation... That, and most ships tend not to have that much in it anyways. The ones that do... Will be dealt with in a case by case basis. Side Note: In regard to crime, that is true, another one of the things I believe needs to be discussed here. For other "extra food" areas you should probably look at things like "temperate" for good stuff. even "oceanic" could have good food stuff. Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 (edited) So wait a minute, are we including ground units in a complex manner? Are we going to designate any crews or the like? Edited January 7, 2015 by LadyKulvax Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Mock fleet example: Imperial Star Destroyer MK II: 640,000 x 1.1 = 704,000 (10% for being the advanced version of the MK I) 1,000,000 - 704,000 = 296,000 left. 10 tartans: 250 length. About 5 times longer than width... 250x25 = 6250 yet it is state of the art due to the sensors, targeting computer, and engines among other components. 6250x1.2=7500 per tartan All 10 would cost 75,000. 296,000 - 75,000 = 221,000 4 Strike cruiser: 450x90 = 40500 Systems have some advances, but also drawbacks, equating into standard or no change. All 4 would cost 162,000. 221,000 - 162,000 = 59,000 That would leave fighters with 59,000 area to work with, keeping in mind that only so many can fit onto the ships, so keep hyperdrives in mind. Side Note: There are indeed ground forces, but they depend on the ships you chose and their carrying capacity for troops. When crafting a faction, you will decide defining characteristics such as basic troops, style, ect. So if it was a pirate faction, you would start with mercenaries. Or if it was Galactic Empire based it would have Imperial Soldiers. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 (edited) And I am extremely interested in seeing this go forward, I always thought WOTDT had unlimited potential, complexity should not scare us. I shall begin designing my fleet immediately. Edited January 7, 2015 by LadyKulvax Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) And I am extremely interested in seeing this go forward, I always thought WOTDT had unlimited potential, complexity should not scare us. You have no idea how happy that makes me. That said, I am open to expanding and exploring other systems or such, perhaps even more involved ground troop variables and such. By myself I could only go so far, yet within such a short time of posting this, there are already great suggestions rolling in! Like I said when this started, while I will be doing a lot of thinking and such on it, this is ultimately a community project. One person can not do it all, and the more input there is, the greater it can become. :eek: :eek: Side Note: If you need help with how advanced ships would be classified or such, feel free to ask. Though, I am sure that you can figure it out for the most part. Probably should include a *tech is universal* rule so that it is only the quality that changes *in terms of archaic and such*. Though, that would mean the ranking would have more to do with how up-to-date the ships tech is than anything else... Another topic I am sure we can tackle. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 Can't find any source on the width of my ship. Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 Can't find any source on the width of my ship. Rough estimate will do then, sadly this is the case with many ships such as the tartan. One thing you could do is compare the narrow part of the ship and compare it to the overall length, getting a fairly rough estimate like I did with the Tartan. However, if the ship is circular like many mon cal designs or the Strike class, it is fine to use the height/depth if no width is listed, since as a circle, it is the same thing basically. What ship are you looking for though? Perhaps I can help? Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 Sith Interdictor Cruisers. Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Sith Interdictor Cruisers. Tricky one indeed. However, if we go by the pictures we have of it, we can get a rough estimate since its length is 600. For example, this picture shows the wedge of the rear of the vessel where it is widest, as well as a the length in front. From that picture I would estimate that it is about half as wide as it is long, 1/3 at the shortest. Much like how it actually doesn't list the width of a ISD, but due to angles and such I went with 1/2. It seems fairly accurate when judging wedge shaped ships so far. So for the Sith Interdictor Cruiser, it would be 600 x 300 / 2 to begin. Hope I was helpful. Another picture that shows good dimensions is this one. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 Most excellent, thank you. Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 Most excellent, thank you. Looking forward to what you come up with. Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 Looking forward to what you come up with. Would you say the Majestic is about 700 x 200, or 700 x 350 or what do you think??? Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Would you say the Majestic is about 700 x 200, or 700 x 350 or what do you think??? Difficult to say due to those wings it has and so few pictures. Hmm... Due to its skeletal appearance and the fact that the wings do not align with the rest of the vessel, I am tempted to say it would be closer to 700 x 200. While with the wings it would be 700 x 350, the fact that the wings are out by themselves cuts off a lot of the area. Of course, a rough estimate only. Though, due to all of its systems, it might be classifiable as state of the art. At worst advanced. Side Note: If you look closely you can see that the main engines are in fact a square, and use that to compare length vs width. So since it is 700, the engine looks to be about 1/5 or so, coming out to around 140. HOWEVER, you have to add in the wings as well, so it would come back to above 200. Curse them wings! Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 (edited) Difficult to say due to those wings it has and so few pictures. Hmm... Due to its skeletal appearance and the fact that the wings do not align with the rest of the vessel, I am tempted to say it would be closer to 700 x 200. While with the wings it would be 700 x 350, the fact that the wings are out by themselves cuts off a lot of the area. Of course, a rough estimate only. Though, due to all of its systems, it might be classifiable as state of the art. At worst advanced. Ya I was thinking it was likely "state of the art" when looking at it... still I want the ship... every one KNEW this ship would be on my roster... I'll do worst case scenario.... Going to find some Corvette's and the like to support it later.... something fast . take advantage of those 90 second spin up times.... and Class 1 Hyperdrives.... Edit: what do you think the size of a Liberator Cruiser is... it doesnt specify anything.... to the afterthough.... ya my thoughts exactly that thing has A LOT of advanced systems.... Edited January 7, 2015 by tunewalker Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Ya I was thinking it was likely "state of the art" when looking at it... still I want the ship... every one KNEW this ship would be on my roster... I'll do worst case scenario.... Going to find some Corvette's and the like to support it later.... something fast . take advantage of those 90 second spin up times.... and Class 1 Hyperdrives.... Just noticed its backup is class 10... Going by how this games hypderdrive's are judged, you are lucky i designated all backups to 6. Otherwise it would take more time to travel using that, than to stop and repair in the midst of space. Becuase if 6 is one... 7 would be .5, 8 would be .25, 9 would bet .125 and 10 would be .0625 of a space moved per day... Even worse in the core! So yeah... THAT is limping... Oh, and added a side note to my last post regarding the Majestic. Side Note: Aye, I knew you would have those somewhere, though I do wonder what other ones you will make use of, even more so which fighters/bombers. After Thought: After a little more thought, Majectic would be classified as State of the Art due to how advanced all of its systems are. Fair is fair Tune. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 Just noticed its backup is class 10... Going by how this games hypderdrive's are judged, you are lucky i designated all backups to 6. Otherwise it would take more time to travel using that, than to stop and repair in the midst of space. Becuase if 6 is one... 7 would be .5, 8 would be .25, 9 would bet .125 and 10 would be .0625 of a space moved per day... Even worse in the core! So yeah... THAT is limping... Oh, and added a side note to my last post regarding the Majestic. Side Note: Aye, I knew you would have those somewhere, though I do wonder what other ones you will make use of, even more so which fighters/bombers. Most probably know what a majority of my bombers are going to be honestly....... havent quite figured out all my ships yet myself... I am like a kid in a candy store . Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Most probably know what a majority of my bombers are going to be honestly....... havent quite figured out all my ships yet myself... I am like a kid in a candy store . Customization is the name of the game, though likely won't be seen terribly much until everyone is setup decently. Gotta figure out how to handle designs and blueprints. Can't just let people have all the epic stuff available right off the bat. Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 (edited) Customization is the name of the game, though likely won't be seen terribly much until everyone is setup decently. Gotta figure out how to handle designs and blueprints. Can't just let people have all the epic stuff available right off the bat. MAYBE.. I will tempt fate and choose some Hapan craft.... I KNOW... the Miy'til fighters... and K-wings.... Ok so majestic, Miy'til, K-wings.... Going to remember that... I need a Frigate at least 1, and at least a couple corvettes if I can fit them... do the math later. See what space I have left.... Edit: with the Miy'til's can I have hte command Varient..... if I take a hit to "size".... Also.... Liberator cruiser??? http://starwars.wikia.com/wiki/Liberator_Cruiser any estimate on size... they call it "diminuitive".... Edited January 7, 2015 by tunewalker Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) MAYBE.. I will tempt fate and choose some Hapan craft.... I KNOW... the Miy'til fighters... and K-wings.... Ok so majestic, Miy'til, K-wings.... Going to remember that... I need a Frigate at least 1, and at least a couple corvettes if I can fit them... do the math later. See what space I have left.... Edit: with the Miy'til's can I have hte command Varient..... if I take a hit to "size".... Well, at what level tech wise are the average Miy'til's? You could take a hit size wise by moving them to the next tier, but for a starting force I would not recommend it due to such limited forces. Frankly, I do not think the hapan fighters are too bad. Mostly just their larger ships that can hold more than a squad of people. As for the K-Wing.... Called it... Side Note: By epic stuff I mean all the advanced tech such as stealth for ships, additional troops training/schematics, and blue prints or some such for extra lethal ships such as an Executor. Gotta find a way to manage that. Otherwise people might try and make Dark Troopers on day 1. (I wish, it won't work people!) After Thought: Examined the Miy'til star fighter briefly, and the command variant is a HUGE upgrade. That being said, the standard Miy I would likely classify as standard with no bonus or penalty, but the command variant likely pushing state of the art since it more than doubles its armament. Open to debate from all, of course. Update: Not a clue on the Liberator, though judging by its armament and compliment, definitely larger than a Majectic. Perhaps it just means diminutive compared to its armament compared to others with similar load outs. That said, it most definitely is state of the art. It even says so! Edited January 7, 2015 by Silenceo Link to comment Share on other sites More sharing options...
tunewalker Posted January 7, 2015 Share Posted January 7, 2015 (edited) Well, at what level tech wise are the average Miy'til's? You could take a hit size wise by moving them to the next tier, but for a starting force I would not recommend it due to such limited forces. Frankly, I do not think the hapan fighters are too bad. Mostly just their larger ships that can hold more than a squad of people. As for the K-Wing.... Called it... Side Note: By epic stuff I mean all the advanced tech such as stealth for ships, additional troops training/schematics, and blue prints or some such for extra lethal ships such as an Executor. Gotta find a way to manage that. Otherwise people might try and make Dark Troopers on day 1. (I wish, it won't work people!) After Thought: Examined the Miy'til star fighter briefly, and the command variant is a HUGE upgrade. That being said, the standard Miy I would likely classify as standard with no bonus or penalty, but the command variant likely pushing state of the art since it more than doubles its armament. Open to debate from all, of course. To the after thought... thats what I figured.. I will see, but it will depend on how much "space" i have left over... but I like the Miy'til's... I think they are going to work for the way I want it. Edit: State of the Art.... everything . But "compared to its contemporaries" I would think would be around Imp Star destroyers. considering the time it was used. Considering its also a "cruiser" I would think it would be at least 800x600 or so.... before State of the Art is added.... maybe I will stay away from it just to make your life easier . Edited January 7, 2015 by tunewalker Link to comment Share on other sites More sharing options...
Silenceo Posted January 7, 2015 Author Share Posted January 7, 2015 To the after thought... thats what I figured.. I will see, but it will depend on how much "space" i have left over... but I like the Miy'til's... I think they are going to work for the way I want it. Edit: State of the Art.... everything . But "compared to its contemporaries" I would think would be around Imp Star destroyers. considering the time it was used. Considering its also a "cruiser" I would think it would be at least 800x600 or so.... before State of the Art is added.... maybe I will stay away from it just to make your life easier . You and the Hapans. While that means higher quality, it essentially means 20% less force which can be pivotal when first starting out. Hmm, with state of the art on the Liberator it comes out to 576,000. Do note that it would count as your flagship/destroyer. Though, I advise staying away from it since we do not have a length or width to start judging it on and since it is not a triangle, it would end up being ridiculously close to a ISD MK I in area used since triangles get that nifty formula that makes so that despite their length, they are narrow and have great strength. Another reason for the Empire to be proclaimed as EPIC! Link to comment Share on other sites More sharing options...
LadyKulvax Posted January 7, 2015 Share Posted January 7, 2015 (edited) The Math: MC90 Star Cruiser = 380,000 Strike-class medium Cruiser = 40,500 × 2 Assault Frigate Mark I = 70,000 × 2 Nebulon-B2 Frigate = 37,397 × 3 Bothan Assault Cruiser = 55,250(Advanced) - 60,775 × 3 EF76 Nebulon-B Escort Frigate = 21,600 × 3 YT-2400 light Freighter = 531.525(Rounding up, 532) YT-2000 light Freighter = 635 BTS-A2 Long-Range Strike Fighter/Bomber = 146 × 60 A/SF-01 B-Wing Starfighter = 49 × 120 T-65AC4 X-Wing Starfighter = 45 × 340 Total Area Used: 991,422.525 Edited February 5, 2015 by LadyKulvax Link to comment Share on other sites More sharing options...
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