Proposed Addendum to Rules
Posts: 4025
  • Posted On: Sep 10 2004 3:30am
Something I've been thinking of. At our current state of rules, powerful ships in small displacements cannot be approved no matter what. That's because for building such a small amount of meterage, and taking up such a small amount of meterage, they are extremley powerful. The chief one I want to point out, is the Liberator cruiser. But there are others too. I propose, a somewhat simple solution to take care of this. Based on the game Star Wars Rebellion, I propose that every ship has a certain build cost in the form of refined materiels, or whatnot. Something simple, and a simple solution to come to the build cost. For example:

The base value of a ship is that it's length is converted automatically to the cost. So a three hundred meter ship automatically has a build cost of 300 refined materiels. Add into account weapons, say maybe for every light weapon emplacement, such as a laser cannon, is 1 point, every medium emplacement, such as a turbolaser or ion cannon, is 2 points, and every heavy weapon, is 3 points, and depending on how powerful it is, R&Ded weapons are 1-5 points. So a ship that has, say, 20 turbolaser cannons, medium, would = 40 points additionally. Propulsion, say maybe, for 1 MGLT of speed would = 5 points of refined materiel would be needed to produce the propulsion systems needed to push the ship 1 MGLT. Shields, for every, 25 SBD or so, would = 1 point. These are just suggestions or ideas. Feel free to make your own proposals. And you would only need to expend these resources once, as the upfront price of paying for it, while the mantienence provides for the rest of it.

This would be for capital ships, starfighters, stations, everything.

Now, here is my proposal for how to collect on these resources. As a base value, every planet conquered provides 100 RMs a day. Planets with nautral resources, say Bespin, Thyferra, Kessel, may recieve a bonus of an additional 50 RMs a day. Also, using the construction yard, build combination mines/refineries that provide an additional amount of resources per a day, say maybe make it 1,000 meters, that does not count against your mantinence, that provides you with additional RMs. Also, with the shipyards, build civilian and commerce ships like Bulk Freighters, Bulk Cruisers, that, when traveled from one world to another, provide 25% of their length as RMs to the Faction. Maybe set up a convoy system. Also, build ore haulers or whatnot that produce a smaller percentage of RMs a day just by hanging out around the planet, and doing local mining/refining work.

Now, let's look at some of the advantages of setting up such a system. Obviously, you can build you more powerful ships, but at a cost of RMs, this brings civilian traffic and otherwise useless ships into play with good reason in a Star Wars RPing board, and sets up whole new tatics, and warfare, such as resource raids, convoy interdiction, etc, and adds another level of realism.

The main downside to this is everyone having to micromanage their resources, etc.
Posts: 7745
  • Posted On: Sep 12 2004 12:16am
This will be partly addressed with the new R&D rules. There have also been instances in the past where small, but powerful ships have been approved, with additional build time. I have a 300 meter stealthship that takes 6 days to build, for example.
Posts: 2462
  • Posted On: Sep 12 2004 12:27am
Way to complicated for RPG. Rebellion is a video game, where the cost is already defined and all the math is done by computer. Most TRF fleeters are "weekend warriors" - lacking the time or energy to micromanage and calculate resources to such an extent. The original system was designed for sheer simplicity. The current system is likewise designed to be simple, but with more realism.

There is no solution that can give one without losing the other. The current system is a fair balance between realistic and simple.

That being said, a trade system would be awesome for TRF to adopt. And it would give groups like Vinda-Corp some real weight in the galaxy, and encourage others to build Corporate Empires instead of only War Empires.

If such a system could be put into place, it would be terrific. And, I believe, quite an achievment for SWRP... I don't know of any forums with a real trade system...
Posts: 4025
  • Posted On: Sep 12 2004 1:06am
A Trade System would need to have advantages as well as dis-advantages, and would need to have an impact on something OOC as well as IC wise. I mean, we trade ships and planets occasionally, but what about resources? I'm going to give some thought to this.
Posts: 4291
  • Posted On: Sep 12 2004 2:07am
I agree with Demonsethes, I think we really shouldn't spend too much time focussing on the details of balance and fleeting, when roleplaying is available. Admittedly, a fair and balanced system for when fleeting occurs would be nice, but simplicity is important because we're here to Role Play, and that should be the deciding factor in a battle, not a more complicated fleet.
Posts: 699
  • Posted On: Sep 12 2004 3:45am
I tried to implement the same damn system when the rules were revamped the first time. I was mocked.
Posts: 2462
  • Posted On: Sep 12 2004 4:13am
To be fair, though, you're always being mocked...
Posts: 4291
  • Posted On: Sep 12 2004 11:34am
Don't mock Kyric, he's like Patton in Space. You'll regret it.
Posts: 2377
  • Posted On: Sep 12 2004 3:23pm
Kyric, you were mocked because this idea is stupid. It is boring, time consuming, over-complicated, and adds nothing to the game. And even if none of those things were true, it would remain a stupid idea.

The only difference is that TRF is now run primarily by people who are here to play with calculators, whereas Hex, Hyfe and I were here to write.
Posts: 666
  • Posted On: Sep 12 2004 3:43pm
Theren Gevel
The only difference is that TRF is now run primarily by people who are here to play with calculators,

Park Kraken
blah blah fleeting blah blah bean counting


alas poor TRF :(