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.
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.