I think we should also set up a system of ship repair. Don't actually tie up any shipyards for repairs, but, say that a ship repairs itself at a rate of 100 meters a day, or 500 meters a day if you insist on using a shipyard for the repairs. A 1000 meter ship with 50% hull damage needs 500 meters of her hull repaired, so she either spends five days off alone repairing herslef, or puts in at a shipyard for 1 day, OOC of course.
Ralen's idea is good, but needs some rearranging. Each group should set up a list, but keep it to themselves. If someone launches an attack, or probing assault on said system or world, group simply retrieves list, and sees what ships are where. And everyone in the said faction should see it, in the belief that there is at least one (no offense meant) honorable person in the faction who would inform someone if the deployment list was edited/altered when said other person launches assault.
We already have a rule about this; groups must keep a complete and updated manifest. If someone is blatantly in an infraction of that rule, with no good excuse, a punishment will be meted out.
Hmm, like, a table that would show exactly how much damage a turbolaser does? But if we have a system showing how much damage individual weapons will do, it will turn into a calculator game, and we’ll have fights over who’s calculations are correct.
This could have merit, possibly.
Heh heh, like, building ‘loyalty’ and ‘fervor’ and ‘combat skills’, traits which would apply to your NPC’s? I like this idea, very much like AoE or RoN. A new ‘yard’ that could build traits for the civilians and troops on a planet... could be interesting. This, I would like to see discussed more.
The first one, we’ve already dealt with. One set of reinforcements, realistic exceptions worked out beforehand with the Staff. It’s not counted as a reinforcement if its mentioned before hand in a manner such as ‘Alpha group will go in first, beta and zeta will soon follow’.
Yep, we’ve got this one.
Good idea.
We thought over the idea of gridding out a map, and saying that it’ll take so-and-so many hours to get here from here, but the idea was scrapped. Too much trouble to update the bugger, or keep a synchronized planets list. We decided to go with the common sense rule, in that a fleet will not be able to jump from one battle to the next to the next, etc.
There was a ruling on this subject a while ago. Shipyards under attack may continue to build, but a separate manifest must be kept, and the ships built may not be used in any other engagements until the fate of the yard has been determined. If the yard is destroyed, the ships in the separate manifest are scrapped.
So, in effect, the method by which damage is meted out. I think the current manner would be, I do my post and post damage for your ships, if you have a problem we work it out in the OOC forum. I’m unsure if this is the best way to go, however, as it doesn’t give much room for the attacker to react - discuss...
This is the Staff’s job. It wouldn’t reduce the number of rules, such a council would only enforce the rules, not make them up as they please.
The problem of a huge fleet waiting can be overcome with a little scheming and plotting, the reinforcement rules will also greatly aid this. And Ceros does have a point, there would be a lot of complaining about the Staff cheating...
Gue brought this up a while ago, and the idea kind of stalled. Right now there are no repair times. In the past the Staff has issued time for some ships, but currently nothing is happening.
I most definitely want KISS -- keep it simple stupid. A rule concerning how ships need to be repaired in a shipyard after a battle would be better than creating new yards.
My previous repair idea was that a new system of Repair yards be made, with their own build times and a system to repair ships as well...
I say we give a listing, say:
Minor Damage Major Damage Crippled Disabled
Then assign modifier for each status:
Minor Damage - .1 Major Damage - .3 Disabled - .5 Crippled - .7
These modifiers represt the portion of the ships build time it must spend in a repair yard in order to reach full status again.
Ex: A Star Destroyer just escapes a major fleet engagement with Major Damamge. Now, a new Star Destroyer takes 16 days to build, but since what weve got here is a finished Star Destroyer but damaged so extensively parts of it require rebuilding and replacement. This is represented with a 5 day repair yard time (1600*.3 -rounded up-) to fix whats been wronged with the ship.
It's much easier to correct math than interpret nonexistent rules. And with the first we'd be left with a single, indisputable ruling in most cases; one not a product of the Staff's variable standards of judgment (with no fault to it).
Math and roleplaying may be considered a bad mix, but, as a competitive game without many rules, fleeting is no more than a test to see which side can fill its writing with the most bullshit before making its efforts obvious.
Well, perhaps for the Grand Master of Bullshit. I find it hard to believe that the OOC arguments that complement the method are the "laughs and giggles" for everyone else that they are for you.
Also keep in mind that, for certain reasons, the above "bullshit threshold" can vary between factions and roleplayers, whether or not the degree is arguable.
With damage counts predictable by both sides given the circumstances, sound strategy would become all the more important, anyway.
*Bows to Ceros* *Bows to all members of ORS while he is at it*
Calculator damage. That takes so much out of Fleet RPing, that you may not call it Fleet RPing at all anymore. This is very comparable to ramming.
Hey, I've got a bigger ship than you. I win automatically because I have a calculator.
I say, the only way we use a calculator is if there is a hot dispute in damages, then a staff member comes in, with a chart, and calculates the best damage.