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Capital Ship Construction:
Building capital warships is
a relatively easy concept. The construction must be done at a shipyard.
Each faction begins with 8 shipyards, 6 of which are 1000 meters long and
2 of which are 2000 meters long. The yards are shaped something like the
skeleton of a snake - a long "backbone" with "ribs" coming down the sides,
which assist the droid and people who do the construction. Very little
sentient labor is required, and that usually only near the final phases
of construction. Construction takes a different amount of time for each
ship, as shown below. The time category is the length of time required
to build a 1000 meter section of the ship. The 2000 meter shipyards are
therefoer capable of working on two sections at once, dramatically reducing
the total time of construction.
Ship Class |
Length |
Construction Time |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
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Capital Ship Repair:
In the course of action,
capital ships are invariably damaged. All repairs need to be posted on
the boards, to allow the GameMasters to verify that repairs have been made.
If they are not posted before the next battle, the GameMasters will be
forced to assume that no repairs took place and that the player is entering
combat with a damaged vessel.
Damage done to shields
will automatically recharge to 100% of their capacity in two days. Damaged
done to systems will also be automatically repaired within two days (weapons)
or four days (if the ship was completely disabled). Damage done to the
hull will have to be repaired at a shipyard. The chart below lists the
time to repair 10% of the hull (or any fraction thereof) from various damage
classifications. Remember that the length of the shipyard will increase
this time just like for building ships.
Damage Rating |
Hull Status |
Repair Time |
Light Damage |
Hull > 60% |
6 hours |
Heavy Damage |
Hull > 30% |
12 hours |
Disabled |
Hull > 0% |
24 hours |
Starfighter Construction:
A 1000m shipyard
is capable of manufacturing 4 squad of fighters at a time. An unlimited
number of fighters can be held in reserve, awaiting assignments. As with
ship repairs, forgetting to replace fighters may mean that you enter combat
with fewer fighters than you are supposed to have. Make sure to requisition
the replacements and post picking them up. The construction time for each
fighter varies, depending on its stats, and is listed below, along with
prices for characters who might be interested in purchasing one for themselves.
Fighter Type |
Construction Time |
Cost in Faction Credits |
Alpha Fighter |
15 days |
Not decided yet. |
Beta Fighter |
14 days |
Not decided yet. |
Naboo Fighter |
12 days |
Not decided yet. |
Z-95 Headhunter |
12 days |
Not decided yet. |
Sith Interceptor |
15 days |
Not decided yet. |
Sith Bomber |
12 days |
Not decided yet. |
Sith Defender |
10 days |
Not decided yet. |
Ground Unit Construction:
To further simplify
things, for the sake of the sim, we are going to assume that each faction
has an unlimited number of ground based military troops in reserve.
However, no more can be take out of reserve than to replenish a ships losses
as needed or to replenish losses at a planetary garrison. This will
be closely monitored by the Sim Leaders.
Planetary Defenses Construction
and Repair:
Planetary defense forces
(PDFs) represent a very wide range of defensive measures. Military installations
of all types are all included. For the moment though, our sole concerns
will be the garrison present on each planet, and ground based weaponry,
the Protector-Class Defence Platforms.
Systems get a System
Defence Rating (SDR), which is a nubmer, 1-6. The higher the number
the more defence, both space based, and ground based an attacking force
will encounter. A level six will only be found at a faction capital
however. A system can only hold as many troops as its SDR says it
can, until a faction decides to upgrade its SDR, which cost will vary,
and it is up to the counil of Sim Leaders. However, prices are listed
here, for replacement and construction of PDF systems:
PDF System |
Cost in Faction Credits |
Protector-Class I Defence Platform |
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Protector-Class II Defence Platform |
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Planetary Command Center |
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Power Generator |
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Bunker |
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Shield Generator |
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Personal Finance:
For the moment, personal
finance is going to stay extremely simple. You get a paycheck at the end
of every month for a certain amount of money (check your faction's pages
for the amount) and you can save that money to be spend later, on personal
ships, or to hire Mercenaries.
Your character's current
savings will be listed with the weekly updates for experience on the News
Boards. If you make any purchases or transfers of money, the GMs must be
notified for it to take effect. Please note: all transfers of money must
be in exchange for goods or services offered from one character to another.
No recruiting your friends to simply sit there and give you all their money.
Mercenaries however
do not get a paycheck, they must EARN their money by doing odd jobs, posted
on the Merenary Job Board. But, when joining a Mercenary does start
with 2000 Common Cdredits.
Buying Items and Vehicles:
When a character has
enough money saved, he can buy something with it. The first question we
frequently get is always "Why do I want to spend my money on things I have
on my ship already?" The answer varies a little depending on what the item
is, but the best reason in general is that the military will strongly frown
on you taking an official shuttle off on vacation, and they would be even
more upset if you use an official military units to go settle a childhood
vendetta against schoolyard bullies, even if you don't break any laws.
If the item were your personal possession, then no one can complain. Also,
when we get into the areas of covert ops, smuggling and mercenaries, some
characters will be required to buy everything they use.
Prices for vehicles
and other good can be found on the Mercenary pages. However, if you
wish to design your own personal craft, here are the rules for that:
The system used to decide
how much a ship will cost, is determined by number of days of construction.
You can have a craft be as large as you like, but remember, the larger
it gets, the higher the price goes up. To find the total cost of
a ship, add up the days of construction, square it then mutiply by 100.
Modification |
Additional Days |
Size |
1 per 10 meters |
Real Space Drive |
.5 |
Basic Sensors |
.5 |
Advanced Sensors |
1 |
Capital Class Sensors |
2 |
Life Support |
.5 |
Hyperdrive |
1 |
Shields |
1 |
Luxury Accomodations |
0-3 (variable) |
Turbolaser Battery |
4 |
Turbolaser Cannon |
3 |
Ion Cannon |
2 |
Quad Laser Cannon |
1 |
Concussion Missile Launcher |
1 |
Star Fighter Laser |
.5 |
Gravity Well Generator |
5 |
*Vehicles are permitted a number of weapons equal
to size+1 free of this charge. To cram additional systems into a small
space requires extra effort, hence this penalty.
For the begining of the sim, these rules are subject to change, just
so we can get an idea of what people can build with these rules if they
desire. If ships become to powerful and to cheap, these rules WILL
change! |
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