Posting Times
There are threedifferent rules on the lenght of time you must wait between each of your posts. If you are posting in a non-battle situation, storylines mostly, or OOC posts, you may post as frequently as you wish, there are no restrictions. In Naval Combat you must wait a total of six (6) hours between each post in the battle. In Ground Combat, you must only wait until the opposing ground commander takes his turn. IF the opposing ground commander fails to take his turn within 24 hours of your last post, you may post again.
Post Content
To keep the sim running smoothly, every post
needs to be more-or-less uniform with certain information, depending on
what type of post it is. While not conforming to this rule will not get
your posts deleted by the Sim GM, it will make life harder for everyone
and will no doubt earn you some un-needed problems from the Faction Leaders.
To keep things simple, every post should include your character name, email
where you can always be reached, location and all relevant actions that
other players need to take notice of. Below is an example of a post.
Name: Commander Everyday Guy
Email: Contact@Email.com
Subject: This should can be whatever you wish to call it, but should go
along with the rest of your post.
Task Force: My Fleet
System: Coruscant
Sector: Sesswenna
Range: Short Range
Storyline Section: Here is where you write the story of what your character
and or characters are doing in the post, this SHOULD but does not have
to include dialogue between characters, and details on your characters
actions.
Summary Section: This is where all the important material goes. Any actions
that your character took within the span of this post MUST be listed here.
This includes damage to other vessels, range changes and movements, fighter
launches and anything that would affect another player's posts. Bascially
in a few words, what did you do, in a fact readout?
Movement Rules
In the Star Wars Universe, there are two main
modes of travel through space: sublight and hyperspace speeds. While travel
at sublight speeds can be attained by any space going vessel, hypserspace
travel is far more complex and requires the use of a device called a hyperdrive
motivator. There are rules governming the movement of vessel both in normal
space and in hyperspace.
Sublight Travel
Though it is possible to travel literally
anywhere in space, most space travel is confined to the bounds of the star
systems throughout the galaxy. This takes place within the system map found
in the Space Combat section of the rules. Because of the great distances
involved, vessels may only ever traverse ONE range zone per posting round.
Fighter craft, being smaller and more agile, can traverse TWO range zones
per posting round. Battlestations and other orbting defense installations
may never exit Short Range as they are without propulsion systems and are
held in place by massive tractor beams.
You are also permitted to move from system to system
or sector to sector using Sublight travel, although it is discouraged,
due to the incredible ammount of time it would take. But if one MUST
use the sublight drives for this type of travle it will take 5 days to
reach a system within the sector you are located and 15 days to move to
a sector bordering the one you are currently in.
Hyperspace Travel
The main method used by most vessels to traverse
the stars, hyperspace travel allows a craft to cross thousands of spacial
miles in a matter of seconds. However, travelling through hyperspace can
be treacherous due to the unpredictable nature of some hyperspace courses,
gravity wells created by spacial bodies and many other factors. To make
the dangers less likely, vessels enter in a set course through hyperspace
which they must follow once they engage. This is both a boon and a handicap
as it allows any friendly craft to know the whereabouts of your vessel,
but if the enemy find out the course of your ship, they might be able to
intercept your craft and destroy it.
Vessels in hyperspace have the ability to
transit from one star system to another in a relatively short amount of
time. Simply put, a vessel transitting from one system to another within
the same sector of space takes six hours. When crossing a sector boundary
indicated by a black line on the Galactic Map, another six hours of travel
time are added. Therefore, a vessel wishing to cross two sector boundaries
takes eighteen hours to complete its voyage. A vessel may remain in hyperspace
for another twenty-four hours after the normal drop-put time has passed,
but any longer will result in the vessel being returned to its point of
origin.
If you notice on the Galactic Map, the Sith
Home Sectors are located a a great distance from the rest of the Known
Galaxy. Becaus of this, hyperspace routes TO the Sith Home Sectors,
may ONLY be plotted from the Outer Rim Sectors. Travel from one of
the Outer Rim Sectors to either Sith Home Sector will take 36 hours.
When entering hyperspace FROM the Sith Home Sectors, you may enter to any
destination in the Known Galaxy, not just the Outer Rim. It takes
the standard 36 hours to reach the outer rim, then the standard ammount
of time from the outer rim to wherever your destination is.
When charting a course in hyperspace, a vessel
must follow the navigation beacons planeted in hyperspace. Each beacon
represents the hyperspace intersection with a planetary system. By charting
a string of nav beacons, a vessel can thread its way through hyperspace
with very little chance of getting lost. Also, if for any reason the vessel
needs to make a premature exit from hyperspace, it can do so without fear
of being stranded in deep space.
The applicable side of a charted hyperspace
course is this. When you elect to enter hyperspace, you MUST send an email
to both your faction leaders giving the courses for every vessel
within your command that will be travelling through hyperspace. The course
must state your point of entry, point of exit and one planet per sector
that you will be travelling through. This allows both persons to be able
to coordinate events as well as keeping everyone honest as to where they
are going. Note that your do not need to state your destination(s) in your
post, only in the email.
When entering and exiting hyperspace, your
vessel(s) MUST be in a range zone not occupied by a gravity well, either
one created by a planet or created by a warship. If a system that the vessel
is traversing is occupied by a gravity well produced by a warship, the
vessel will be forced to exit in Long Range to recalculate a hyperspace
course.
Gravity Wells
As has been mentioned previously, a vessel
cannot activate or operate a hyperdrive motivator in a gravity well, either
naturally or artificially created, due to the effect it has on the contours
of hyperspace. Of course, gravity wells that are naturally created differ
slightly in effect from those created by warships carrying gravwell generators.
Natural gravity wells only ever occur around
large spacial bodies such as stars, blackholes, nebulae and planets. As
it pertains to combat and space travel, a natural gravity well will ever
only occur in Short Range and will never extend beyond this. Natural gravity
wells simply prevent hyperspace travel in Short Range.
Artificial gravity wells, because of the way
they are intended to act, are more powerful and long-ranging than those
seen naturally occuring. Becuase of this, the rules governing such warships
are a bit more complicated. Basically, when a warship with an active gravwell
generator is in a range zone, all hyperspace travel within that range zone
is prevented. On top of this, hyperspace travel one range zone inward and
one range zone outward is also prevented.
Example: An Republic Grav Cruiser is in Long Range in Sector B with its gravwell generators activated. No vessels may enter hyperspace in Medium B, Long B, or Extreme B.
More importantly than this, an active artificial gravity well in a star system changes the system's profile in hyperspace and fouls up the plotted course of any vessel passing through that system. Because of this, any vessel passing through a system occupied by an warship with active gravwell generators MUST drop out of hyperspace in one of the Long Range zones and recalculate for a reentry into hyperspace.