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Post by Deleted on Nov 27, 2017 6:20:20 GMT -8
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Altair Sirraf
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Post by Altair Sirraf on Nov 27, 2017 7:35:32 GMT -8
First of all let me say I think this is a good Idea and you are doing great by taking on this project.
I agree with the fact that a compliment of basic fighters should be allowed per capital ship. Of course the size of the ship should call into account how many of each fighter you get, and classes of fighters should be maintained. for instance a B-wing should still be worth more than an A-wing because of the capabilities of the ship ect. fighter compliments for the larger class capital ships are more times than not listed on Wookiee and those can be used to form an agreed upon model for how many ships per capital ship per class - then you could let the players decide which ships they want for flavor, but they would all have the same capabilities in a large scale fight. Everyone knows an x-wing is a better ship than a Tie Fighter... duh. But when it comes to a Fleet battle with dozens of capital ships and hundreds of fighters the difference between one X-wing and one Tie doesn't matter.
Also I think the rule about troop transports should be carried over *every capital ship holds transports enough to drop the troops it holds* ect
Another possible change that should be looked into is Modification points. Additional shielding could be so many points, weapons modifications, stealth tech ect. And those points COULD be different per size or not...
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I agree with getting rid of elites for ground armies. Being someone who is focusing the point of his profile on building a specialized army of 'super soldiers' I would like the ability to make all of army commando level. Under the current breakdown I can do that to a point but I also believe that droids should cost less than clones and clones should be more affective in combat than trained sentient. Being bread for the purpose of combat and battle. Under the current breakdown no distinction such as that is made.
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Post by Nicademus Delvardus IV on Nov 27, 2017 8:02:33 GMT -8
The only one I wish to argue about is the 2nd suggestion of trading fleet allowance points. I think, for this to work and not be overpowering, that there should be a limit on how many one person can give another. Such as half of the default points (so instead of the full 256, it should be a max of 128). That's more than enough to give someone an additional Imp I/Imp II Star Destroyer.
Other than that, I think this looks just fine.
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The problem with breaking down troops by type, as you suggested, Altair, is that it ensures people try to gain these means rather vigorously and it could get a bit overbearing. We haven't really had a clone army in quite some time and droids are used here and there. Since we don't have an economy (unlike 1.5), we can't really say droids cost less than clones. I think its better to not add modifiers like that cause its just more for not only the player to remember but also the moderators. And I think that can get messy in the end if we add modifiers as you suggested. Better keep it plain and simple as it is today.
On the matter of modification points, I think its better that if you wanted a modded ship, you should present how you want it set up to the RPA and they approve it or not. Modification points may make it where people can question how did you get this for your ship. After all, stealth tech isn't just everywhere and not really easy to come by. Nic had to send people to Maw to retrieve the blueprints of the SSD, Night/Knight Hammer, to gain access to stealth plating.
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The Sable Count
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Post by The Sable Count on Nov 27, 2017 8:23:38 GMT -8
We need this
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Altair Sirraf
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Post by Altair Sirraf on Nov 27, 2017 9:26:13 GMT -8
I am in the process of building my own Clone army - basically from scratch. I've got RP's in the works and in planning to gain all the technology I will be using to do it, and by the time I finish even half the RP's required to even start I'll still need to give it time for them to grow - which is why I am planning an RP to steal or otherwise "aquire" chiss cloning pods, because Thrawn developed tech that could grow soldiers faster to man his warships - at the expense of the half life of the clone's usability. I am going to balance that with the tech im altering their DNA with... Basically its going to be several dozen over arcing story lines to give me a somewhat sizable fighting force of Commando troopers. "super soldiers" as I mentioned earlier.
Instead of just popping up somewhere on a new profile and saying yea... I've got 50,000 of these guys with no RP back ground of where they came from, how I got them, ect. I don't want an army... I want a story. And I would like rules to be flexible enough to allow both for people that don't want to work so hard to get a fighting force right off the bat. But still For the people that wish to dedicate the time energy and effort into creating a story where an army like the one I am planning will be formed I believe the rules should allow for that as well. Otherwise whats to stop people from saying yea I've got 50k dudes... I throw them at you... ok half die. Next RP they're replaced. Boom... done.
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The Sable Count
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Post by The Sable Count on Nov 27, 2017 10:21:52 GMT -8
I have a friend who is a Chiss. Depending on who you side with, he might be convinced to just give them to you. Also if you want a faction, consider siding with us. We need people
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Xakire
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Post by Xakire on Nov 27, 2017 12:52:09 GMT -8
I really like the idea of having starfighters not count towards the fleet point limit. I've always found it a bit silly and hard to justify IC why a fleet with multiple carriers has no starfighters so I support that idea.
I agree with Altair that some fighters should be worth more than others. Perhaps we could have a trading system for fighter points like the troops? So say for example a Victory-II has 24 TIE Fighters (according to Wookipedia). TIE Fighters are in the cheapest class of fighters so maybe 2 TIE Fighters could get me a First Order Special Forces TIE Fighter so I can have 12 Special Forces TIE Fighters instead of 24 regular ones. Each ship can have their own 'points' based on how many fighters Wookiepedia says they carry. If its not stated on Wookiepedia the RP Advisors can rule on each ship how many fighter points it can have based on the ships size and roles in relation to other similar cannon ships. Thats my idea anyway.
For giving people fleet points, I agree with Nic that it should be half not the full ammount and it should also be specified that of course you can't have an alt account give one of your other accounts more fleet points.
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Post by Deleted on Nov 27, 2017 13:18:28 GMT -8
I feel like it would be a little excessive to designate starfighter points per ship. I mean, a TIE/sf and a TIE/LN take up the same amount of space on a ship. You’d just have to be a bit more careful about ships of differing shape and size (say, putting X-wings on a ship that usually varies TIE fighters).
As for trading points. The rules already forbid you using alt accounts to help each other. If you have one alt at a fight, you can’t bring in another one with a full sized fleet to aide you. Any specific reason though, why you would only want to allow people to give half their points to someone else? And not the full lot? I mean, having another 128 points is pretty decent. But having the full lot could let factions where characters that are less militarily inclined can give their points to someone who is more militarily inclined (as is, for 10 writers, the FO has like, what, 9 full fleets, if not more, whereas the GA has like 4 full fleets over the same amount of writers.)
There are some pretty points here that are good and that I want to talk about, but just wanted to address those ones for now.
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Altair Sirraf
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Post by Altair Sirraf on Nov 27, 2017 14:45:41 GMT -8
Problem with this line of thinking is it heavily favors the imperials. Their cruisers and mid sized ships have hanger bays of all sizes. Most republic design models - and especially the rebel designs for the mid to cruiser type ships don't have hanger bays, which is why their fighters are all equip with hyperdrive, and the ties are not.
Thats why I think it should be broken down by size. Therefor even if you pick a model of a certain size that doesn't have a hanger bay, you can say that it pops out of hyperspace with a squad or two of fighters serving as escorts.
128 size gets 4 squadrons 64 size gets 3 squadrons 32 size gets 2 squadrons 16 size gets 1 squadron 4 dont get any cause you suck thats why.
something like that.
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Post by Nicademus Delvardus IV on Nov 27, 2017 20:04:37 GMT -8
Honestly, I just calculate the full capacity of each of my vessels in terms of starfighters. And go with that and I think that is pretty fair. However, Altair, I have to say that that is a false statement to say it heavily favors the Imperials. There are plenty of ships, of Republic and Galactic Alliance design, with excellent starfighter capacity. The Endurance-class Carrier can have 60 starfighters. MC80 Command Cruiser could hold 120 starfighters (that's almost twice more than an Imp I and II!), Scythe-class Main Battlecruisers could hold 48, Republic-class SD has 72. Trust me, you guys on the GA side have plenty of starcraft with starfighter capacity to match an Imp I/II and exceed them. Plus, you guys can easily make Imperial vessels to bolster your fleets. Nothing and no one is gonna stop you after all... unless it involves FO exclusive stuff But if you feel it heavily favors the Imperials, then use their own ships against them! Just like the canon New Republic and Galactic Alliance did.
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Xakire
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Post by Xakire on Nov 28, 2017 0:34:02 GMT -8
I see what you're saying and I agree. It probably will be best to just work out what your ship would realisticly carry. Hopefully everyone can be fair and responsible with this.
My thoughts about just have 128 points was because it just gives a person a way bigger fleet, literally double the regular. I feel one player having a fleet twice as big as another could be unfair if they end up battling against someone who just has their own points in their fleet. 128 isn't as decisive advantage as a full 256. Still a big advantage, but not as huge. Perhaps a good solution is you can only give a total of 128 to one player BUT you can give another 128 to a different player. This stops single players getting huge fleets but still means that factions with less millitary writers still get their points worth. Oh and one more thing, I think that in the fleet section of your profile you should be required to state who gave you points (and how many). Just to make it super clear where you're getting it from.
I liked the Commando, Elite, Standard system, personally. I thought that the elites were a nice bridge to commandos which I see as full on special forces and just your regular chumps. I use (or will use) Commados for more small unit things and the sort of things the real life SAS or SEALS while I see standard troops as just volunteers or conscripts but elites as veteran and highly competent soldiers. I was building my army to be mostly highly trained veteran stormtroopers with some special forces, rather than a large number of just expendable stormtroopers. I think for the GA this would make a lot of sense as well. They don't have thousands of stormtroopers to throw at their enemies, they have determined volunteers who fight to the end. One rebel solider dying is a bigger deal than a stormtrooper because there are far less of them. I also think the NPC Force User thing should also be amended so that you can trade them all down becasue not every wants (and for most it makes little realistic sense) to have Jedi or Sith or whatever and having it so you can only trade some of these down kinda disadvantages those who just want more soldiers.
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Krennel Gulch
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Post by Krennel Gulch on Nov 28, 2017 9:52:14 GMT -8
Getting rid of elite troops doesn't make sense. There were plenty of units that were elite but not Commandos. From the clones: the 501st. 212th. 187th.
The B2 and B3 Battle Droids were elite, but they weren't commando Droids.
Twilight Company for the Rebel Alliance.
As for fighter compliments, why not just give them their natural fighter compliment. For example, a Venator hold around four hundred Fighters, a combination of Actis Interceptors, Arc 170s etc. It would also carry the exact same amount of X wings and A wings and Y wings. Typically, you'd get around two TIEs to a X Wing in terms of size, so it's not difficult to mix and match.
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The Sable Count
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Post by The Sable Count on Nov 28, 2017 10:05:55 GMT -8
Well it makes sense in theory, but it starts getting dicy for Separatist ships (important to you and I). Remember they had carrying of some number of starfighters depending on the ship, but you could hang a crap ton of them on the outside of the ship.
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Krennel Gulch
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Post by Krennel Gulch on Nov 28, 2017 10:36:18 GMT -8
It's not dicey. Ignore that and simply use the hangers. Their natural compliment was huge even without hanging on the outside.
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Post by Deleted on Nov 28, 2017 11:22:47 GMT -8
That's a fair point Xakire. Not exactly a situation I had considered. Though, in such a situation, even with an extra 128 points. Perhaps it should/could be that the writers would have to agree on whether the person with the extra ship allotment is allowed to make use of them in that battle or not? But I do agree that if points are trade-able/transferable, that you and the person you are giving them to, will need to make a note of it in the fleet section. Just so that it shows both parties were willing to do it and you don't have several people trying to cheat the system by saying the same person game them 128 points.
Alternatively... what about this as an idea: If it was possible to trade 256 points over. You can only match the oppositions point total. Take this for example: FO Admiral John has 256 points for his fleet. GA Admiral Tim has 512 points for his fleet. 256 for his own allotment, and another 256 from GA Senator Bob. Now, if John and Tim had a fight, they would both only be allowed a total of 256 points worth of ships. However, if FO Admiral Kek had been somewhere with John, then Tim would be allowed to being his full 512 points worth of ships. It's pretty much just a "you can only match your opponent fleet for fleet", at least as far as total points are concerned.
As for starfighters. As Nic mentioned, there are a number of GA/Republic ships that have hangar bays. For those that don't, they don't get a compliment of fighters. It just means you either have to re-adjust your fleet to allow for fighters. Or you have to work alongside another writer that has a fleet with a large starfighter compliment. At best, it allows for a diversity of fleet make ups and encourages people to work together. At worst, people just follow a very similar fleet make up.
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Mike Frantz
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Post by Mike Frantz on Nov 28, 2017 13:10:29 GMT -8
I would like to throw a random thought in here. There is a small potential for abuse here in the fact that some ships carry an over abundance of fighters that could quickly overbalance a fight (like the earlier mentioned Venator) what if each grade of ship had a max cap of starfighters that they can have and if you want more you can trade points to add them to that ship (assuming it has space for them) it's one way we could head off potential abuse of the new rule. Just a thought.
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Makhai Winters
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Post by Makhai Winters on Dec 2, 2017 4:52:54 GMT -8
First off you would HAVE to have some sort of limits on fighters, because yes otherwise the only thing you're going to see are Venators and Lucrehulks. But in the current system the power of Carriers are SEVERELY underrated. Carriers have always been a major threat in naval warfare/spae warfare. The question is balance. Honestly I think a special rules needs to be in place to allow Carrier class ships to haul more fighters as it does pose an entirely different threat, but I would think that Carriers should be a faction ship as the cost of maintaining carriers, plus their fighters is very expensive and carriers are usually only employed in larger factional type conflicts. Just my thoughts
now on fleet sharing, thats a very tricky subject for me. On old JvS I lent a fleet to a fellow writer, and he then in turn lent it to others, next thing I know my "fleet" is on four different planets as planetary defensive fleets. I realize thats an extreme out there circumstance, BUT it shows me that very strict rules would have to be in play to make sure that fleets don't multiply and get missused or missallocated.
TL;DR I support limited fighter compliments for capitol ships Carriers should be a faction thing only with larger figher compliments than standard rules lending fleets is a grey area and would need special considerations to prevent abuse
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Xakire
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Post by Xakire on Dec 3, 2017 3:55:29 GMT -8
I don't think carriers are that powerful. But if people I have a few ideas to mitigate the impact of some ships with a huge complement, which I'll get to in moment.
First off, I'd like to point out that the Lurehulks are over 3000 meters and as such cost 256 points meaning thats all a player gets, no support ships. I can say with confidence that my fleet and I'm sure most others fleets would easily beat a lone Lurehulk. Without support ships, larger ships could just focus on the ship while my fighters (which are much stronger than Vulture droids) and anti-fighter screening ships deals with the Vulture droids. Support ships are really important, a lone carrier is not very helpful. Besides, its not like only a few players get to use a Venator or Lurehulk. Everyone can use any ship they want, so no one has a distinct advantage.
That being said, however, some ships like you mentioned do have much larger fighter wings so there should be stuff to counter large fighter wings. For example, we could say that the Vulture Droids and the fighters carried by the Venator, for example are now obsolete designs who's weapons struggle to penetrate newer ships and fighters shields and armour while at the same time their own shields are easily penetrated by newer weapons. At the same time, upgraded or newer fighters can't be carried on such large scale for a number of reasons including that they are far more expensive to build, take more to maintain (including space required for various maintenance facilities on board a carrier), are larger and/or of different proportions to older designs meaning they can't fit as many new ships. As such, some larger carriers (like the Venator and Lucrehulk) may choose to carry large numbers of fighters BUT these fighters are very weak and easily shot down by other fighters and capital ships/line ships OR they can carry newer, but fewer ships. Quality or Quantity.
We can also reasonably say that carriers (by this I mean things like a Venator that are dedicated to carrying fighters, not something like an Imperial-II) are noticeably weaker than other ships of similar size due to having to have much of their space reserved for hangers and support equipment. As such they are vulnerable to larger capital ships or even smaller ships or fighters with heavier, anti-capital ship weapons. Because of this, carriers must rely upon other ships to support and screen to protect themselves (this makes a Lucrehulk a horrible idea and balances things like a Venator). People can bring ships dedicated to carrying lots of fighters but they should be prepared to accept that without support ships, they'll probably die quickly.
Having carriers restricted to faction ships, I think is a terrible idea. Carriers and fighters in space battles have always been important in Star Wars battles, they aren't some super powerful but rare ship type, they're fairly common and have advantages, disadvantages and counters like any other ship.
As for giving fleets points, I covered this in a previous post’s suggestion which our esteemed Chiss RP Advisor (who's name I can neither spell nor copy and paste right now as I'm on my old crappy phone. Sorry) agreed with: people must specify in their profile whose fleet they're getting how many points from AND (I can't remember if I said this in my earlier post or if I've only just thought of this) the person giving their fleet away must also specify in their profile who they give how many points to. Both must be specified for the points to be valid.
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Post by Deleted on Dec 17, 2017 23:15:20 GMT -8
You can just call me Rebecca (or Zion).
I also agree with Xakire. Carriers are not that powerful, that we would need to limit them to faction fleets alone. Most of the time, they have fewer guns than other ships, or lack shielding in a certain area, or their armour is weaker. There is always a draw back to a carrier. On JvS, it can be their size.
You can also design your fleet for anti-starfighter screening, or match it with your own starfighters. But they are not going to suddenly dominate the fleet scene. Closed RP let’s you use what ever you want. No one has ever made a Fleet with purely carriers to get entire fleets worth of Starfighters.
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Post by Zion Morviael [RETIRED] on Jan 25, 2018 23:12:45 GMT -8
Are there any further questions, thoughts, etc that anyone would like to add towards this?
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