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Thread: Snubfighter pilots, space, and the Galactic Civil War
Basics
In order to institute control over space and initiate planetary blockades, either the Empire or the Rebel Alliance needs to move capital ships into position to interdict freighter traffic. Without a fleet in place, neither side truly controls space. Space is too large to be patrolled only by starfighters, especially considering those same snubfighters need to be serviced, refueled, and rearmed.
Of course, capital ships, despite the vast numbers of ships the Empire can field and the mobility of the Alliance fleet, are spread thin throughout the thousands of planets in the galaxy. The only reason either side would commit vessels into a war zone would be to gain a tactical advantage. Larger ships naturally are worth more and go further towards shifting a conflict to either faction's advantage. Of course, for warships to be committed into such a zone is to risk their destruction. Thus, only individuals who have high standing in either the Alliance or the Empire could successfully request the intervention of capital vessels. Such a standing in SWG is denotated by an individual's rank and accumulated prestige.
Several classes of capital ships would be instituted to create blockades and fleets.
- Gunships: The smallest ship called a capital-class vessel, gunships are cheap and widely used by both sides. Capable of defending themselves from starfighter aggression and useful for interdicting smugglers, gunships are fairly easy to requisition into a war zone. Requirements: rank of sergeant, cost of 50,000 pilot prestige.
- Light Warship: Heavily shielded and armored, light warships are in use by various factions throughout the galaxy. While heavily outgunned by most military capital ships, light warships see use by local security forces and pirates throughout the galaxy. The major factions in the galaxy also make use of these ships, but generally delegate them to lighter duty in systems which are at best lightly contested. According to rumor, one of these warships has been sighted in the Dathomir system under the command of pirate or Dathomir Nightsisters. Requirements: rank of master sergeant, cost of 250,000 pilot prestige.
- Corvettes: Fielded by the Empire and the Rebellion alike, these ships are generally escorted by several gunships and a group of starfighters. More than capable of defending themselves against aggression, they are extremely effective at stopping incoming freighters and smugglers. However, their increased effectiveness in combat comes at a much higher cost in terms of simple maintenance and fuel, not to mention crew and the base cost of the vessel. Requirements: rank of First Lieutenant, cost of 5,000,000 pilot prestige.
- Frigates: Perhaps the most common true warship in the galaxy, the frigate is a blend of affordability and firepower. While certainly not as well-armed or heavily shielded as Imperial Star Destroyers or Mon Calamari Star Cruisers, frigates are more than capable of fighting off pirates and privateers who would make off with convoys' cargo. The Nebulon-B Escort Frigate in particular is heavily used by both sides in the war. Heavily armed and armored, only a well-trained group of bomber pilots would dare launch an assault on a vessel of such a scale. Requirements: rank of Colonel, cost of 15,000,000 pilot prestige.
The Blockade
After warships have been requisitioned into a conflicted star system, they take up position on the edges of the sector. Vessels called to the Naboo system will attempt to shift the balance of power on both Naboo and Rori towards its side. Of course, Imperial captains fear reprisal by the Dark Lord of the Sith, Darth Vader, and do not dare attack vessels except those broadcasting an Alliance affiliation. Rebel commanders, on the other hand, are moralistic and will only chose Imperial targets that are broadcasting a clear IFF signal. Neither side wants to inflict casualties on civilians, local security forces, or vessels whose origin is unclear. Similarly, ships not broadcasting an affiliation will be unable to do much against such a target.
The Balance of Power
The presence of vessels from both sides of the conflict will result in a standoff. Neither side dares directly engage the other unless direct orders come from Vader himself, but both sides will attempt to shift the balance of power in their favor. Naturally, a larger and better-armed armada will be able to control system traffic far more effectively than a smaller task force composed of lighter ships. Furthermore, the longer a vessel is in-system, the more effective it becomes as its captain and crew becomes familiar with the sector of space.
Value for control of space:
- Gunship:10 points, +1 for each day in system.
- Light warship: 30 points, +1 for each day in system.
- Corvettes:150 points, +3 for every three days in system.
- Frigates: 500 points, +3 for every three days in system.
Similar to the ground system, the strength of the entire armada is added together and compared to the strength of the opposing armada. For an armada to gain control over a system, however, it has to have more than a simple higher number. Instead, for a fleet to gain control, it must be at least 150% of the opposing fleet's force.
For example, the Rebels and the Imperials on Starsider are in conflict over the Corellian shipyards. Both sides have deployed fleets to the Corellian system in an attempt to secure the shipyards and gain a long-term strategic value of control over capital ship production.
The Alliance fleet dispatched to the system includes a frigate, three corvettes, six light warships, and six gunships. Immediately upon arrival, the Alliance fleet has a value of 500+450+180+60 for a total of 1190.
The Imperial navy task force sent to the system consists of four corvettes and ten gunships. Upon arriving, the Imperial fleet has a value of 600+600 for a total of 1200.
While the Empire has a slight advantage, it is not enough to gain control over the system. However, the 121st Imperial Fighter group launches a massive assault on the Rebel fleet immediately and knocks out two of the Rebel corvettes. The Rebel fleet's overall strength drops to 890. However, the Alliance fleet is still strong enough to prevent the Imperial fleet from taking control of the system...until a follow-up raid knocks out three light warships, dropping the Alliance fleet's strength to 800. The Empire has a 150% advantage and has control of the system, although the destruction of even a single gunship by Rebel forces will be enough to upset the Empire's delicate superiority.
Effects of control over local space
Blockading a planet has one major effect: it cuts off freighter traffic. An Imperial-held planet blockaded by the Alliance fleet will find itself rapidly short on supplies, causing prices to skyrocket. Similarly, the Alliance forces still on the planet will be bolstered by fresh arrivals off the Fleet and will rise in strength.
Therefore...
A planet controlled by one faction but blockaded by the other:
- Has no faction perk discount for either side, as the winning side's supply lines are cut.
- Losing faction on-planet gains a +100 advantage as long as the blockade remains in place.
- Winning faction on-planet suffers a -100 disadvantage as long as the blockade remains in place.
A planet controlled by one faction and protected by its fleet:
- Winning faction has an additional 10% discount on faction perks, as the fleet's presence means a greater number of freighters already coming in-system to supply the fleet.
- Winning faction has a +100 advantage on-planet as long as its fleet remains dominant.
- Losing faction suffers a -100 disadvantage on-planet as long as the enemy fleet remains in place, as supply lines are cut.
Capital Ship Assault
Capital ship assault is a dangerous task for even the most experienced of starfighter pilots. Large groups are recommended.
Attackers must be broadcasting their affiliation in order to assault a capital ship. A capital ship under attack will both throw its starfighter defenses at an attacker and broadcast a distress call to all factional players in the system.
Light warships and gunships are always vulnerable to starfighter attack. Their systems are simply too light to fend off a determined starfighter pilot, though their gunners are deadly accurate and their fighter escorts are well-trained and armed.
Heavy capital ships are usually too heavily shielded and armored for even a well-armed group of starfighter to attack successfully. However, once every two days, a capital ship's shield generators need to switch to a lower-powered mode to be serviced, as maintaining high-power mode stresses ship systems over a long period of time. During this time, there is a two-hour window of opportunity for starfighter pilots to attack and destroy heavy capital ships.
Thoughts? Questions? Comments?
-FLagship: When the fleet is assembled, one ship in the formation is designated the flagship. This ship grants a command conus to the AI of that fleet due to it's command & control facilities. This could also translate into some kind of bonus for the PC pilots. If the flagship is destroyed, the fleet will suffer a penalty until another flagship is chosen, as it takes time for the command staff to be moved over.
-Ship sub-commands: The one who requisitioned the ship can fly over to it and using the comm ysstem, configure how the ship will behave. Sort of like how faction bases have terminals, just more focused. THe ships can be set to one of several roles, such as anti-fighter, anti-ship (assuming the enemy fleets ever engage each other), defend (target ship), etc.
droid327 wrote:
I think this would give too much advantage to the Rebels.....Imperials dont have nearly the range of quality bombers that Rebels do. A couple of good pilots with B-wings with Mk II SBs could basically clear a blockade, its what the B is designed to do. Really, only an RSF pilot in a Krayt or other neutral heavy fighter could match up to that.
Of course, since you have to be declared in order to attack a blockade ship, B-wings are at a distinct disadvantage as well. Ever tried to handle one of those damned things?
I like the idea of capital ships being basically "bases in space." and allowing us to call them in as necessary and tying it into the ground war I think is the biggest perk that we could hope for. I know when I've done ground raids that I would rather be in space assutling a space base or installation or something and actually have an affect on what is going on in that system and what is going on in the ground war.
I'd also suggest having the faction in control of space at the time do inspections or patrols. Similar to what happens on the ground you have a chance of being found out as a Rebel or Imperial. Perhaps depending on if you're carrying legal or illegal cargo that would also increase the likely hood that you would be detected and other things similar to that.
EchoLeader wrote:
Very well thought out and documented. It's good you didn't immediately suggestusing large capital-class ships like the ISD or MC class cruisers. The smaller fleet ships are a much more realistic approach as neither side has limitless heavy ships to commit. I do have a couple suggestions to add.
-FLagship: When the fleet is assembled, one ship in the formation is designated the flagship. This ship grants a command conus to the AI of that fleet due to it's command & control facilities. This could also translate into some kind of bonus for the PC pilots. If the flagship is destroyed, the fleet will suffer a penalty until another flagship is chosen, as it takes time for the command staff to be moved over.
-Ship sub-commands: The one who requisitioned the ship can fly over to it and using the comm ysstem, configure how the ship will behave. Sort of like how faction bases have terminals, just more focused. THe ships can be set to one of several roles, such as anti-fighter, anti-ship (assuming the enemy fleets ever engage each other), defend (target ship), etc.
I really never envisioned enemy fleets engaging each other. The idea behind control of space is to encourage PvP and provide some master-level content. I do like the concept of a flagship granting bonuses for player pilots and the fleet.
I always had the idea that requesting ships for the system would add them to the existing Rebel or Imperial fleet in the system. Those fleets would circle the edges of the system, always staying apart from each other. The center of the formation would be the frigates, with corvettes slightly further out, and the light warships and gunships on the edge of the formation. Again, the only way to attack these ships is for overt players to launch an attack, so the ships themselves would always be pretty much on anti-fighter duty. The overlapping fields of fire of the fleet would also prevent an easy attack and would force tactical decisions on the players' part.
But your suggestions are sound. If we ever see this, we don't know precisely how the devs would encorporate it.
Well, a large part of the idea is to encourage and focus PvP in a system.
Fallout-Boy wrote:
I definatley would love to see something like this implemented. It would also aid in space events and other things that could be put together and would change for us on starsider the way alliance starfighter command and the imperials fight in a system.
Yeah, I pretty much took a lot of what I liked about planetary bases, like vulnerability windows, and adapted it for a space and twitch setting. I like thinking we can affect the ground war if we really establish dominance, but we don't necessarily trump the ground pounders. We're more of another layer in the wider GCW.
Fallout-Boy wrote:
I like the idea of capital ships being basically "bases in space." and allowing us to call them in as necessary and tying it into the ground war I think is the biggest perk that we could hope for. I know when I've done ground raids that I would rather be in space assutling a space base or installation or something and actually have an affect on what is going on in that system and what is going on in the ground war.
I think this would be great for smugglers...but beyond that, probably not. How do you force a ship to stop or be destroyed? Unlike ground conditions, it's really easy to shoot up a patrol ship if you have any idea what you're doing. Freighters with EO3 could easily outrun most NPCs, even Tier 5s...plus you run into the problem of introducing high levelPvE and low-level pilots in some really nasty situations if they're even accidently carrying something illegal on a starfighter.
Fallout-Boy wrote:
I'd also suggest having the faction in control of space at the time do inspections or patrols. Similar to what happens on the ground you have a chance of being found out as a Rebel or Imperial. Perhaps depending on if you're carrying legal or illegal cargo that would also increase the likely hood that you would be detected and other things similar to that.
Message Edited by LCable on 04-28-2005 11:05 AM