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View Full Version : Current ship/yard building rules



Lord Gue
Sep 9th, 2001, 06:53:45 PM
What are they now, and are they standard or are they still debatable?

Jeseth Cloak
Sep 9th, 2001, 08:31:29 PM
The current fleet rules were previously hosted at Viscera's web server, but apparently they've shut down his account, so here is a copy of the rules in their entirity:
Shipyards

All shipyards are 40km

Shipyards build 250 meters / day
Example: .25 KM x 4 days = 1 KM.

Number of yards per faction:

New Rep: 5
Greater Jedi Order: 1
New Jedi Council: 1

Galactic Empire: 4
Imperial Intelligence Headquarters: 1
Sovereign Imperial Navy: 3

The Sith Empire: 4
The Sith Order: 3
Other Groups: 2 -- Given at least 4 members.

These shipyards are representative of a group's total shipbuilding capacity. They are non-transferable. Details like planet location and number of yards in orbit is just for story material and do not impact these OOC rules. In addition, every group is allowed one civilian-run 40km shipyard which they can use to sell starships to potential customers. It is illegal to use these customer shipyards for the military gain of your group.

Special Projects / New Technology

No superlaser-wielding ships allowed (i.e. NSD's ASD's etc. are out). If you wish to have a starship with an onboard superlaser, you must RP it, and there will be a 90 day construction period. World Devastators require an RP, and take 90 days for 3 units. No ships bigger than an SSD unless you RP it and wait 90 days. Death Stars take 90 days and you must RP it. Galaxy Guns take 90 days, and you must RP it. Each 90-day project uses 1 shipyard for those 90 days, so you cannot use it that 1 shipyard to build anything else during that time.

All ships under 2000m (I assume the exception to this is SSDs-DV) that are comperable to those that already exist are legally allowed to be developed without having an RP thread. Simply announce the specs to SWFans for review and you should be okay. Just as the major projects listed above, any innovative or radical tech is subject to the scrutiny and approval or disapproval of your fellow fleet RPers, group leaders, and moderators.

Battle Rules

You must allow your enemy 36 hours to reply to your posts.

You must first weaken a ships shields/hull over 4 posts before being able to destroy it.

You can not destroy a starfighter unless agreed by both parties whether it is a dogfight or run against a capital ship. You are allowed to disable over 2 posts if the owner of the starfighter does not respond to save it.

* Note if a fighter is a fighter pilot character it may not be destroyed but only disabled unless both parties agree on the kill.

Other

You can never destroy a planet.

Use your own judgment when role playing. These rules are not set in stone nor are meant to stifle your creative freedom.

Have fun. Winning isn't everything

Downsizing

You must downsize your navy 60%. In order to do this, multiply each type of ship owned by your group by .4. You must do this for all ship types, and then submit it to Swfans.net for approval.

EXAMPLE:
Before Downsizing:
18 ISDs
31 VSDs

After Downsizing:
7 ISDs
12 VSDs

ROUND DOWN!

All ships larger than 2,000m will no longer exist. However, for every 10 downsized 1,400-2,000m starships in your group's possession, you will be given an SSD. All SSDs are 12.8km. Exceptions to this rule will be made for those who profess to have a special case in order to maintain fairness.


Misc:

1) The only existing tech that will be scrapped are the ships which are over 2km, and unlicensed SSDs. The exception is if you built a special project for 90 days, and did so after 1/1/01, like the Titan SD. As for ships which are under 2km, you can use them so long as they aren't too radical, and are realistic, like just advanced or modified forms of existing SW ships.

2) A 10km station should take about 5 weeks to produce using one yard. A 2km station, one week. However, if you believe that these are not actual starships and therefore subject to being built by construction yards rather than shipyards, you can use the construction yards to construct them, within reason, and it won't come out of your shipyards. Too, small ships which are 5 meters and under (tugs, trade federation droid fighters) may be constructed at construction yards rather than shipyards, for they are of negligable size and not worth the worry of having to categorize and arrange craft of their meager size, so long as they are not of radical design. Anything which fits into this category of 5 meters and under should be fodder-like.

3) The 3 shipyards means you have 3 40km shipyards. You can put them wherever you'd like, and it takes 10 days to move a shipyard. During those 10 days, nothing may be constructed by the shipyard that is being moved. You can put all 3 of them at one planet, or you can spread them out.Keep in mind that while these rules are adheared to by all groups which RP here at SWFans.net, and usually upheld by the Mods and Admins, they are not included in the SWFans.net FAQ, and not considered official in such an aspect.

Lord Gue
Sep 9th, 2001, 09:18:42 PM
how many ships can a 40Km shipyard build at one time, and what about groups building shipyards for the first time, do they start out with an upper limit on how many they can have? BTW, how can I contact you Jes?

Jeseth Cloak
Sep 10th, 2001, 12:58:13 AM
A shipyard can build up to 250 meters daily, meaning that you'd have to know the size of your ship in meters to figure out how long it would take.

Yes, all groups with at least 5 members get one shipyard, and an additional customer shipyard.

If you need to contact me about anything drop me a PM, or AIM me at BinaryCloak, or if you want I also use MSN as binarycloak@msn.com.