Post by AtraVentus on May 15, 2011 19:35:25 GMT -5
Summary of Current Planned New Fleet Rules
1 – Starfighter Squadron (Poor): very cheap fighters with poor pilots
Example: a Z-95 squadron or worse with untrained recruits
2 – Starfighter Squadron (Average): cheap fighters with normal pilots (or vice versa)
Example: a Z-95 squadron, a TIE fighter squadron
3 – Starfighter Squadron (Good): normal fighters with normal pilots
Example: an X-wing or TIE Interceptor squadron
3 - Diamond Boron Missile
5 – Starfighter Squadron (Great): advanced fighters with normal pilots (or vice versa)
Example: an E-wing or TIE Defender squadron, Rogue Squadron, Imperial 181st
5 – Light capital ship, weak
Example: Corellian Corvette (not modified for combat)
6 – Starfighter Squadron (Elite): advanced fighters with expert pilots
Example: an elite squadron of TIE defenders or E-wings
9 - Tiny Hangar (supports 1 squadron)
10 – Starfighter Squadron (Hardcore): hardcore fighters with expert pilots
Example: theoretical über-fighter squadron flown by expert pilots
12 – Light capital ship, Corvette Analog
Example: Corellian Gunship, Marauder Corvette
20 – Light capital ship, Normal
Example: Carrack cruiser, Lancer Frigate, Star Galleon
45 – Light capital ship, Upgraded
Example: beefed up Lancer
50 - Light Hangar (supports 6 squadrons [1 wing])
72 – Medium capital ship, Weak
90 - Medium Hangar (supports 2 wings)
100 – Cloaking Device (per km)
100 - Thin Minefield
125 - Large Hangar (supports 3 wings)
150 – Medium capital ship, Normal
200 - Light Minefield
200 - Orbital Dockyard (like a maintenance garage)
225 – Medium capital ship, Upgraded
300 – Medium capital ship, Advanced
400 - Normal Minefield
400 – Heavy capital ship, Weak
400 - Planetary Ion Cannon
500 – Heavy Capital ship, Normal
500 - Planetary Turbolaser
500 – Crystal Gravfield Trap
500 - Light Factory
600 – Heavy capital ship, Strong
Example: Imperial I star destroyer
700 - Dense Minefield
750 – Heavy capital ship, Enhanced
Example: Imperial II star destroyer
750 - Planetary Shield (1/4)
900 – Heavy capital ship, Advanced
Example: Imperial III star destroyer
1000 - Heavy Factory
1100 – Heavy capital ship, Elite
1300 – Heavy capital ship, Gross
2000 - Light Shipyard
2000 – Super class, Simple
2500 – Low-level Superweapon
Example: “light” superlaser
3000 – Super class, Advanced
Example: Executor
4000 – Super class, Extreme
Example: Eclipse (note that it would not include light superlaser)
5000 - Heavy Shipyard
Defense Platform Costs:
Golan I: 500 FCs
Golan II: 700 FCs
Golan III: 1000 FCs
Bavos I: 600 FCs
Bavos II: 750 FCs
Starting FC Allotments:
Major Groups: 60,000
Large Groups: 35,000
Minor Groups: 20,000
Shipbuilding Corps: 20,000 (max 5,000 for fleets)
Generic Corporations: 15,000 (max 5,000 for fleets)
Pirates: 4,000
This is for canon groups. Non-canon groups must start from scratch and earn their FCs through reasonable and comprehensive roleplaying.
For shipbuilding, the following size definitions are used:
Light: 100-400 m
Medium: 401-800 m
Heavy: 801-2500 m
Super Heavy: 2501 m - 17500 m
No ships can exceed 17,500 m (size of the Eclipse).
Regular Shipyard: Takes 1 week to build. Capacity to build 1 light and 1 medium simultaneously.
Heavy Shipyard: Takes 2 weeks to build. Capacity to build 1 light, 1 medium, 1 heavy, and 1 super heavy simultaneously.
You can only construct 1 shipyard at a time, regardless of where the shipyards are located. You can also spend 1 week upgrading a regular shipyard to a heavy shipyard. However, all construction at that shipyard stops while it is upgrading.
Construction Time:
Light: 1 week (for a 400 m vessel)
Medium: 2 weeks (for an 800 m vessel)
Heavy: 3 weeks (for a 2500 m vessel)
Super Heavy: 4 weeks (for a 17,500 m vessel)
If vessel is light: Length / 400 * 7 (Round up to next full day)
If vessel is medium: [ (Length - 400) / 400 ] * 7 + 7 (Round up to next full day)
If vessel is heavy: [ (Length - 800) / 1500 ] * 7 + 14 (Round up to next full day)
If vessel is super: [ (Length - 2500) / 15,000 ] * 7 + 21 (Round up to next full day)
In this way a 12,500 m ship could be built in 26 days, rather than 28, a modest saving.
Likewise an ISD could be built in 18 days rather than 21, again, perhaps not worth the trouble to many casual players.
1 week to build - Orbital Dockyard: fighters (can be built in a medium size or larger ship, replacing 6 squadrons of fighters or 6000 tons of cargo space, or a combination thereof)
1 week to build - Light Factory: fighters (and ground forces--see below)
2 weeks to build - Heavy Factory: fighters, light ships
1 week to build - Light Shipyard: light ships, medium ships, heavy ships
2 weeks to build - Heavy Shipyard: medium ships, heavy ships, super-class ships
Orbital Dockyards can produce a new fighter every day, and can also repair most damage to fighters and small ships.
Dedicated light factories can produce a new squadron of fighters (12) every week. Heavy factories produce two and a half times that many (30).
Light and Heavy Factories are typically built on a planet's surface. For an additional 50 FCs (for a light factory, or 100 FCs for a heavy) a factory can be maintained orbiting a planet instead. Note, however, that material, personnel, and products would then have to be transferred to and from the factory regularly via starship in order for the factory to remain functional.
Planetary Defenses:
Thin Minefield: 1 hour to deploy, prevents super ships from passing, threatens heavy ships
Light Minefield: 1 day to deploy, prevents heavy and super ships from passing, threatens medium ships
Normal Minefield: 3 days to deploy, prevents medium, heavy, and super ships from passing, threatens light ships
Dense Minefield: 1 week to deploy, prevents all capital ships from passing, threatens starfighters
If a ship is prevented from passing, it simply means that it cannot pass through the minefield without encountering mines. A ship can willfully pass through the minefield anyway, taking damage. The damage dealt is as follows:
Thin Light Normal Dense
Fighter - - - *
Light - 500 SBD 1000 RU
Medium - 500 SBD 1000 RU 1500 RU
Heavy 500 SBD 1000 RU 1500 RU 2000 RU
Super 1/4 Hull 1/3 Hull 1/2 Hull 2/3 Hull
*An individual starfighter may be able to maneuver a dense minefield successfully. When a number of starfighters are attempting to pass through a dense minefield, and whenever NPC fighters are attempting to pass through a dense minefield, they take a loss of about 1/(FC value of individual fighter squadron) their total, rounded up. Thus, a squadron of 12 TIE fighters would be reduced by 1/2 (-6 fighters), whereas a squadron of 12 X-wings would only be reduced by 1/3 (-4 fighters).
It takes 2 weeks to build partial shield or planetary turbolaser.
Planetary Turbolasers destroy 400m of ship/shot
Planetary Ion Cannons disable 800m of ship/shot
If half a ship is disabled/destroyed it cannot battle any more. It may still be limpingly mobile.
It takes 75 heavy ship/posts to destroy a planetary turbolaser, ion cannon, or shield. To find the number of posts necessary for your particular fleet, take 75, and divide by the number of ships either heavy class or greater. Round up. Turbolasers modify this when they put heavy ships out of commission.
Factory Production Tables:
Hvy Factory ITTB*
Light
Medium
Heavy
Basic
2 hrs 300/day 125/day 50/day
Simple
4 hrs 300/day 125/day 50/day
Normal
6 hrs 300/day 125/day 50/day
Complex I
12 hrs 300/day 125/day 50/day
Complex II
1 day
-
125/day 50/day
Complex III
2 days -
-
50/day
Light Factory ITTB*
Light
Medium
Heavy
Basic
2 hrs 125/day 50/day 25/day
Simple
4 hrs
125/day
50/day 25/day
Normal
6 hrs 125/day 50/day 25/day
Complex I
12 hrs 125/day 50/day 25/day
Complex II
1 day
-
50/day 25/day
Complex III
2 days -
-
25/day
*ITTB = Initial Time To Build
Examples
Light
Medium Heavy
Basic Sword or Spear Vibroblade Mastercraft Forcepike
Simple Blaster Pistols & Rifles Repeating Blasters & Blaster Cannons Portable Missile Launchers
Normal MSE droid Binary Loadlifter Racing Swoop
Complex I Typical Battledroid Droideka Assassin Droid
Complex II
---
AT-PT AT-ST, Tank
Complex III
---
---
AT-AT
ACs or Army Credits work nearly identically to Fleet Credits, only they are used for buying ground forces. Note that factories and planetary defenses are still maintained by Fleet Credits, not Army Credits.
Cost/Unit
1 Infantry
2 Heavy/Specialized Infantry
3 Elite Infantry
6 Personal Vehicles (speeder bikes, STAPs)
20 Light Vehicles (armed land-speeders)
50 Medium Vehicles (combat airspeeders and cloud cars, AT-PTs)
100 Heavy Vehicles (AT-STs, Tanks)
500 Assault Vehicles (AT-ATs, Blaster Artilleries)
AC Allotments:
Major Groups: 10,000,000
Large Groups: 5,750,000
Minor Groups: 3,500,000
Corporations: 175,000
Pirates: 140,000
Conversion Factors
Allotted FCs to Extra ACs: 1 FC = 75 ACs
Allotted ACs to Extra FCs: 400 ACs = 1 FC
Thus, a major group could ignore its armies for an additional 25,000 FCs, or ignore its fleets for an additional 4,500,000 ACs. Either way, it gains slightly less than half its previous total of forces.
1 – Starfighter Squadron (Poor): very cheap fighters with poor pilots
Example: a Z-95 squadron or worse with untrained recruits
2 – Starfighter Squadron (Average): cheap fighters with normal pilots (or vice versa)
Example: a Z-95 squadron, a TIE fighter squadron
3 – Starfighter Squadron (Good): normal fighters with normal pilots
Example: an X-wing or TIE Interceptor squadron
3 - Diamond Boron Missile
5 – Starfighter Squadron (Great): advanced fighters with normal pilots (or vice versa)
Example: an E-wing or TIE Defender squadron, Rogue Squadron, Imperial 181st
5 – Light capital ship, weak
Example: Corellian Corvette (not modified for combat)
6 – Starfighter Squadron (Elite): advanced fighters with expert pilots
Example: an elite squadron of TIE defenders or E-wings
9 - Tiny Hangar (supports 1 squadron)
10 – Starfighter Squadron (Hardcore): hardcore fighters with expert pilots
Example: theoretical über-fighter squadron flown by expert pilots
12 – Light capital ship, Corvette Analog
Example: Corellian Gunship, Marauder Corvette
20 – Light capital ship, Normal
Example: Carrack cruiser, Lancer Frigate, Star Galleon
45 – Light capital ship, Upgraded
Example: beefed up Lancer
50 - Light Hangar (supports 6 squadrons [1 wing])
72 – Medium capital ship, Weak
90 - Medium Hangar (supports 2 wings)
100 – Cloaking Device (per km)
100 - Thin Minefield
125 - Large Hangar (supports 3 wings)
150 – Medium capital ship, Normal
200 - Light Minefield
200 - Orbital Dockyard (like a maintenance garage)
225 – Medium capital ship, Upgraded
300 – Medium capital ship, Advanced
400 - Normal Minefield
400 – Heavy capital ship, Weak
400 - Planetary Ion Cannon
500 – Heavy Capital ship, Normal
500 - Planetary Turbolaser
500 – Crystal Gravfield Trap
500 - Light Factory
600 – Heavy capital ship, Strong
Example: Imperial I star destroyer
700 - Dense Minefield
750 – Heavy capital ship, Enhanced
Example: Imperial II star destroyer
750 - Planetary Shield (1/4)
900 – Heavy capital ship, Advanced
Example: Imperial III star destroyer
1000 - Heavy Factory
1100 – Heavy capital ship, Elite
1300 – Heavy capital ship, Gross
2000 - Light Shipyard
2000 – Super class, Simple
2500 – Low-level Superweapon
Example: “light” superlaser
3000 – Super class, Advanced
Example: Executor
4000 – Super class, Extreme
Example: Eclipse (note that it would not include light superlaser)
5000 - Heavy Shipyard
Defense Platform Costs:
Golan I: 500 FCs
Golan II: 700 FCs
Golan III: 1000 FCs
Bavos I: 600 FCs
Bavos II: 750 FCs
Starting FC Allotments:
Major Groups: 60,000
Large Groups: 35,000
Minor Groups: 20,000
Shipbuilding Corps: 20,000 (max 5,000 for fleets)
Generic Corporations: 15,000 (max 5,000 for fleets)
Pirates: 4,000
This is for canon groups. Non-canon groups must start from scratch and earn their FCs through reasonable and comprehensive roleplaying.
For shipbuilding, the following size definitions are used:
Light: 100-400 m
Medium: 401-800 m
Heavy: 801-2500 m
Super Heavy: 2501 m - 17500 m
No ships can exceed 17,500 m (size of the Eclipse).
Regular Shipyard: Takes 1 week to build. Capacity to build 1 light and 1 medium simultaneously.
Heavy Shipyard: Takes 2 weeks to build. Capacity to build 1 light, 1 medium, 1 heavy, and 1 super heavy simultaneously.
You can only construct 1 shipyard at a time, regardless of where the shipyards are located. You can also spend 1 week upgrading a regular shipyard to a heavy shipyard. However, all construction at that shipyard stops while it is upgrading.
Construction Time:
Light: 1 week (for a 400 m vessel)
Medium: 2 weeks (for an 800 m vessel)
Heavy: 3 weeks (for a 2500 m vessel)
Super Heavy: 4 weeks (for a 17,500 m vessel)
If vessel is light: Length / 400 * 7 (Round up to next full day)
If vessel is medium: [ (Length - 400) / 400 ] * 7 + 7 (Round up to next full day)
If vessel is heavy: [ (Length - 800) / 1500 ] * 7 + 14 (Round up to next full day)
If vessel is super: [ (Length - 2500) / 15,000 ] * 7 + 21 (Round up to next full day)
In this way a 12,500 m ship could be built in 26 days, rather than 28, a modest saving.
Likewise an ISD could be built in 18 days rather than 21, again, perhaps not worth the trouble to many casual players.
1 week to build - Orbital Dockyard: fighters (can be built in a medium size or larger ship, replacing 6 squadrons of fighters or 6000 tons of cargo space, or a combination thereof)
1 week to build - Light Factory: fighters (and ground forces--see below)
2 weeks to build - Heavy Factory: fighters, light ships
1 week to build - Light Shipyard: light ships, medium ships, heavy ships
2 weeks to build - Heavy Shipyard: medium ships, heavy ships, super-class ships
Orbital Dockyards can produce a new fighter every day, and can also repair most damage to fighters and small ships.
Dedicated light factories can produce a new squadron of fighters (12) every week. Heavy factories produce two and a half times that many (30).
Light and Heavy Factories are typically built on a planet's surface. For an additional 50 FCs (for a light factory, or 100 FCs for a heavy) a factory can be maintained orbiting a planet instead. Note, however, that material, personnel, and products would then have to be transferred to and from the factory regularly via starship in order for the factory to remain functional.
Planetary Defenses:
Thin Minefield: 1 hour to deploy, prevents super ships from passing, threatens heavy ships
Light Minefield: 1 day to deploy, prevents heavy and super ships from passing, threatens medium ships
Normal Minefield: 3 days to deploy, prevents medium, heavy, and super ships from passing, threatens light ships
Dense Minefield: 1 week to deploy, prevents all capital ships from passing, threatens starfighters
If a ship is prevented from passing, it simply means that it cannot pass through the minefield without encountering mines. A ship can willfully pass through the minefield anyway, taking damage. The damage dealt is as follows:
Thin Light Normal Dense
Fighter - - - *
Light - 500 SBD 1000 RU
Medium - 500 SBD 1000 RU 1500 RU
Heavy 500 SBD 1000 RU 1500 RU 2000 RU
Super 1/4 Hull 1/3 Hull 1/2 Hull 2/3 Hull
*An individual starfighter may be able to maneuver a dense minefield successfully. When a number of starfighters are attempting to pass through a dense minefield, and whenever NPC fighters are attempting to pass through a dense minefield, they take a loss of about 1/(FC value of individual fighter squadron) their total, rounded up. Thus, a squadron of 12 TIE fighters would be reduced by 1/2 (-6 fighters), whereas a squadron of 12 X-wings would only be reduced by 1/3 (-4 fighters).
It takes 2 weeks to build partial shield or planetary turbolaser.
Planetary Turbolasers destroy 400m of ship/shot
Planetary Ion Cannons disable 800m of ship/shot
If half a ship is disabled/destroyed it cannot battle any more. It may still be limpingly mobile.
It takes 75 heavy ship/posts to destroy a planetary turbolaser, ion cannon, or shield. To find the number of posts necessary for your particular fleet, take 75, and divide by the number of ships either heavy class or greater. Round up. Turbolasers modify this when they put heavy ships out of commission.
Factory Production Tables:
Hvy Factory ITTB*
Light
Medium
Heavy
Basic
2 hrs 300/day 125/day 50/day
Simple
4 hrs 300/day 125/day 50/day
Normal
6 hrs 300/day 125/day 50/day
Complex I
12 hrs 300/day 125/day 50/day
Complex II
1 day
-
125/day 50/day
Complex III
2 days -
-
50/day
Light Factory ITTB*
Light
Medium
Heavy
Basic
2 hrs 125/day 50/day 25/day
Simple
4 hrs
125/day
50/day 25/day
Normal
6 hrs 125/day 50/day 25/day
Complex I
12 hrs 125/day 50/day 25/day
Complex II
1 day
-
50/day 25/day
Complex III
2 days -
-
25/day
*ITTB = Initial Time To Build
Examples
Light
Medium Heavy
Basic Sword or Spear Vibroblade Mastercraft Forcepike
Simple Blaster Pistols & Rifles Repeating Blasters & Blaster Cannons Portable Missile Launchers
Normal MSE droid Binary Loadlifter Racing Swoop
Complex I Typical Battledroid Droideka Assassin Droid
Complex II
---
AT-PT AT-ST, Tank
Complex III
---
---
AT-AT
ACs or Army Credits work nearly identically to Fleet Credits, only they are used for buying ground forces. Note that factories and planetary defenses are still maintained by Fleet Credits, not Army Credits.
Cost/Unit
1 Infantry
2 Heavy/Specialized Infantry
3 Elite Infantry
6 Personal Vehicles (speeder bikes, STAPs)
20 Light Vehicles (armed land-speeders)
50 Medium Vehicles (combat airspeeders and cloud cars, AT-PTs)
100 Heavy Vehicles (AT-STs, Tanks)
500 Assault Vehicles (AT-ATs, Blaster Artilleries)
AC Allotments:
Major Groups: 10,000,000
Large Groups: 5,750,000
Minor Groups: 3,500,000
Corporations: 175,000
Pirates: 140,000
Conversion Factors
Allotted FCs to Extra ACs: 1 FC = 75 ACs
Allotted ACs to Extra FCs: 400 ACs = 1 FC
Thus, a major group could ignore its armies for an additional 25,000 FCs, or ignore its fleets for an additional 4,500,000 ACs. Either way, it gains slightly less than half its previous total of forces.