Force Master Hunter
Oct 8th, 2001, 11:31:11 PM
See what you think. I have run this by the proposed Fleet forum moderators of Pierce and Sanis, generally they agreed to most points.
See what you think
Swfans.net Fleet Rules and guidelines – 10-10-2001
All ships built up to today and proved are hereby acknowledged and fall outside of these guidelines. All further production must adhere to the guidelines.
Shipyards
All shipyards are structures that are 40km in length. Design and look may vary. A yard takes 40 days to become active. Yards may be moved, this takes them out of production for 20 days. All yards may not possess offensive weaponry, but may have defensive shields and defensive weaponry. Yards are also not allowed to manouver except as above.
The absolute maximum capacity of a shipyard is 250 meters / day of production.
Specific minimum / maximum run built times
(Explanation – there is a set minimum time to produce a specific craft. However, if done in a production run, multiple craft may be built, up to specified maximum in the same time as a single craft. A full production run uses your yard to capacity)
Fighter class = 5 days per fighter, 24 per built run maximum.
Up to 100 meters = 10 days per craft, 12 per production run
Up to 250 meters = 15 days min per craft, 6 max production run
Up to 500 meters = 15 days min, 3 per production run
Up to VSD size = 15 days min, 1 per production run
Up to ISD size = 20 days min, 1 per production run
Up to 3000 meters = 35 days, 1 per production run
Anything beyond 3000 meters falls under the 90 day special ship RP rules
Note: - Capital ships that can hangar fighters and other ships do not have those other craft built at the same time. They must all be built separately.
Number of yards per faction:
New Rep: 5
Greater Jedi Order: Conceded yard allowance, Customer yard only
NR Special Forces: Conceded yard allowance, Maintenance / R&D / Ground Force production facility only
Galactic Empire: 4
Imperial Intelligence Headquarters: 1 (By allowance)
The Sith Empire: 4
The Sith Order: 3
Other Groups: 2 -- Given at least 5 active members and possession of a valid planet
The Cizerack:1 5km yard (by allowance)
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 guidelines. In addition, every group is allowed one civilian-run 40km shipyard which they can use to sell star ships to potential customers. It is illegal to use these customer shipyards for the military gain of your group.
Special Projects / New Technology
No super laser-wielding ships allowed except by 90 day production rule. If you wish to have a star ship with an onboard super laser, you must RP it, and there will be a 90 day construction period that will take your total full all yard capacity for that time. World Devastators require an RP, and take 90 days for 3 units, which will take entire full yard capacity. No ships bigger than 3000 unless you RP it and wait 90 days – this takes one yard 90 days, a group may only build one at a time, maximum length is SSD. Death Stars take 180 days and you must RP it and take full all yard capacity. Star Crushers are explicitly banned.
All ships under 2000m that are comparable 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. Radical technology that is approved must take 90 days to research.
Battle Rules
You must allow your enemy 36 hours to reply to your posts.
NPC ships can be destroyed by vastly overwhelming firepower (ie, SSD vs X-Wing). PC ships are disabled and characters given chance to respond. Otherwise, use common sense as to damage inflicted. It is encouraged combatants negotiate and discuss a fight. It is noted a large ship may miss smaller ones. Again, use fairplay as a guide
.
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
The guiding rules of all roleplay must be followed ie :-
No God Mode
No Killing
No Maiming
Appropriate use of Common Sense and Fair Play
A sense of openness and a willingness to discuss and negotiate.
The three strike rule
Outright cheating or excessive disobedience to guidelines will be punished, first time by warning, second by loss of a yard, third by outright loss of allowance to fleet roleplay.
Administrator ruling are final
Resources.
A group must possess a valid planet to be allowed shipyards. A planet may be taken over by acceptable means, in a role-play no shorter than 25 acceptable size posts. This is negotiable.
No group with less than 5 planets is allowed a special fleet project. Special technology is allowed from time of first planet acquisition and not before.
Fleet size will be subjective. If a group is a major government / faction, allowance for that fact will be given. A small group in size and influence will not be allowed an absurd amount of ships, maximum is 10 capital ships per planet. It is hoped that good play would lead to a reward of a larger fleet allowance. Allowances are at the discretion of the moderators, except the explicitly stated groups at present
The New Republic
The Galactic Empire
The Sith Empire
The Sith Order
These groups are simply requested to use their own judgement as to an appropriate fleet size and are allowed this because either they are a Galatic government, or a very long established role play group. The Greater Jedi Order and the New Republic Special Forces have conditionally given up their rights to yards. The Cizerack Pride has been allocated a fleet without build proof, as they have given up the right to expand their fleet or to conquest. Imperial Intelligence has been allowed a small fleet due to continuous good roleplay.
This is a critical point. Good roleplay will bring relaxations of guidelines, this is hoped to encourage fair play.
See what you think
Swfans.net Fleet Rules and guidelines – 10-10-2001
All ships built up to today and proved are hereby acknowledged and fall outside of these guidelines. All further production must adhere to the guidelines.
Shipyards
All shipyards are structures that are 40km in length. Design and look may vary. A yard takes 40 days to become active. Yards may be moved, this takes them out of production for 20 days. All yards may not possess offensive weaponry, but may have defensive shields and defensive weaponry. Yards are also not allowed to manouver except as above.
The absolute maximum capacity of a shipyard is 250 meters / day of production.
Specific minimum / maximum run built times
(Explanation – there is a set minimum time to produce a specific craft. However, if done in a production run, multiple craft may be built, up to specified maximum in the same time as a single craft. A full production run uses your yard to capacity)
Fighter class = 5 days per fighter, 24 per built run maximum.
Up to 100 meters = 10 days per craft, 12 per production run
Up to 250 meters = 15 days min per craft, 6 max production run
Up to 500 meters = 15 days min, 3 per production run
Up to VSD size = 15 days min, 1 per production run
Up to ISD size = 20 days min, 1 per production run
Up to 3000 meters = 35 days, 1 per production run
Anything beyond 3000 meters falls under the 90 day special ship RP rules
Note: - Capital ships that can hangar fighters and other ships do not have those other craft built at the same time. They must all be built separately.
Number of yards per faction:
New Rep: 5
Greater Jedi Order: Conceded yard allowance, Customer yard only
NR Special Forces: Conceded yard allowance, Maintenance / R&D / Ground Force production facility only
Galactic Empire: 4
Imperial Intelligence Headquarters: 1 (By allowance)
The Sith Empire: 4
The Sith Order: 3
Other Groups: 2 -- Given at least 5 active members and possession of a valid planet
The Cizerack:1 5km yard (by allowance)
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 guidelines. In addition, every group is allowed one civilian-run 40km shipyard which they can use to sell star ships to potential customers. It is illegal to use these customer shipyards for the military gain of your group.
Special Projects / New Technology
No super laser-wielding ships allowed except by 90 day production rule. If you wish to have a star ship with an onboard super laser, you must RP it, and there will be a 90 day construction period that will take your total full all yard capacity for that time. World Devastators require an RP, and take 90 days for 3 units, which will take entire full yard capacity. No ships bigger than 3000 unless you RP it and wait 90 days – this takes one yard 90 days, a group may only build one at a time, maximum length is SSD. Death Stars take 180 days and you must RP it and take full all yard capacity. Star Crushers are explicitly banned.
All ships under 2000m that are comparable 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. Radical technology that is approved must take 90 days to research.
Battle Rules
You must allow your enemy 36 hours to reply to your posts.
NPC ships can be destroyed by vastly overwhelming firepower (ie, SSD vs X-Wing). PC ships are disabled and characters given chance to respond. Otherwise, use common sense as to damage inflicted. It is encouraged combatants negotiate and discuss a fight. It is noted a large ship may miss smaller ones. Again, use fairplay as a guide
.
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
The guiding rules of all roleplay must be followed ie :-
No God Mode
No Killing
No Maiming
Appropriate use of Common Sense and Fair Play
A sense of openness and a willingness to discuss and negotiate.
The three strike rule
Outright cheating or excessive disobedience to guidelines will be punished, first time by warning, second by loss of a yard, third by outright loss of allowance to fleet roleplay.
Administrator ruling are final
Resources.
A group must possess a valid planet to be allowed shipyards. A planet may be taken over by acceptable means, in a role-play no shorter than 25 acceptable size posts. This is negotiable.
No group with less than 5 planets is allowed a special fleet project. Special technology is allowed from time of first planet acquisition and not before.
Fleet size will be subjective. If a group is a major government / faction, allowance for that fact will be given. A small group in size and influence will not be allowed an absurd amount of ships, maximum is 10 capital ships per planet. It is hoped that good play would lead to a reward of a larger fleet allowance. Allowances are at the discretion of the moderators, except the explicitly stated groups at present
The New Republic
The Galactic Empire
The Sith Empire
The Sith Order
These groups are simply requested to use their own judgement as to an appropriate fleet size and are allowed this because either they are a Galatic government, or a very long established role play group. The Greater Jedi Order and the New Republic Special Forces have conditionally given up their rights to yards. The Cizerack Pride has been allocated a fleet without build proof, as they have given up the right to expand their fleet or to conquest. Imperial Intelligence has been allowed a small fleet due to continuous good roleplay.
This is a critical point. Good roleplay will bring relaxations of guidelines, this is hoped to encourage fair play.