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Darth Viscera
Dec 14th, 2001, 04:41:49 PM
Can someone please point me in the direction of the 250m/day fleet rules document?

Varlon Konrad
Dec 14th, 2001, 04:54:23 PM
Isn't there such a thing as the "search" option, Viscera?

TheHolo.Net
Dec 14th, 2001, 05:28:48 PM
No document that I know of in existance, but I found this bit in several posts via use of the search feature:

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.

Darth Viscera
Dec 14th, 2001, 05:50:42 PM
Thank you very much :)

*Notes the location of the search button for future reference*

Khan Surak
Dec 14th, 2001, 07:38:44 PM
I was wondering if perhaps there was an officialy list of rules for land battles. Just anything and everything that the Fleet battles dictate and any other issues like troop movements, lines of operation, flanking manuevers, oblique order, fixed fortifications, and terrain. I have searched this and I found no definite list of guidelines. I'd like to get this cleared up before the TGE war starts because it is likely the superpowers are going to duke it out on a planet to take it over instead of 32 thousand kliks away from it in space :D

Admiral Lebron
Dec 16th, 2001, 03:42:45 PM
But why should we get our little boots dirty when we can just bombard the planet with laser beams?

Varlon Konrad
Dec 16th, 2001, 05:02:54 PM
Originally posted by Admiral Lebron
But why should we get our little boots dirty when we can just bombard the planet with laser beams?
That way you don't accidentally blow off the face of that world that nice little weapons facility you wanted to capture.

Khan Surak
Dec 16th, 2001, 08:09:00 PM
Look at Hoth, Lebron. They had to "capture" the rebels and all that crap. Also, it'd be insane to have your armed forces consisting of a huge navy and no army o_O . As well, it'd be cowardice to bombard every single planet that rises against you or is held by the enemy. It'd be effective, but it would still be cowardice. Then again, if that's how TGE wants to present itself, it can go right ahead and massacre millions of people. But then again, isn't that how the Empire acted in the movies? :\

That brings me to another thing. Perhaps there should be more cruelty in this war. TGE should live up to it's name and land shuttles on protesting citizens! They should test their superweapons on the planets that built them! They should kill their prisoners and reincarnate them and kill them again! :crack But hey, the Empire recognized the need for ground forces, why shouldn't this one? :D

Darth Viscera
Dec 16th, 2001, 08:13:23 PM
Don't worry, TGE has ground forces. If the Imperial Army was a cup of coffee from Starbucks, it would be mucho grande sized!

Khan Surak
Dec 17th, 2001, 06:03:00 PM
Thanks for the assurance Viscera. I was trying to get Lebron over there to recognize the need for ground forces as well. So, back to my main question, is there a complete and official list of rules for Ground Battles?

TheHolo.Net
Dec 17th, 2001, 06:14:42 PM
1 - No killing player characters without permission.

2 - No godmoding.

3 - No maiming player characters without permission. IE: removing limbs.

Khan Surak
Dec 17th, 2001, 06:29:01 PM
Thanks for that but ah, I've been talking about armies and the rules for land battles that include them. :)

TheHolo.Net
Dec 17th, 2001, 06:34:06 PM
Same rules apply.

TSO Naval Officer
Dec 17th, 2001, 06:35:43 PM
In that case, there are no existing ground battle rules like there are fleet rules.

Khan Surak
Dec 17th, 2001, 06:54:26 PM
Same Rules Apply


Alright, the fighter rule can apply. There will almost always be air cover and air support in a modern land battle or a SW land battle. These rules also include rules for Construction Yards, unless the Shipyard rules apply there as well. There are completely different units in a ground battle. The same rules can not apply. What about Tanks, infantry, artillery, speeder troops, assault platforms, heavy assault vehicles? Like How many enemy troops can die in a post, how many tanks, how far can infantry charge in a post, artillery shelling/laser bolts hitting. Maybe I'm overeacting but the same rules can't apply. Do we just do like the old days and "use our own judgement"?