Klesta
The King of Ergonomic Assessments
Image Source: N/A
Intent: To provide a fleeting game within Chaos
Development Thread: N/A
Manufacturer: Sith Inquisitor
Model: Galaxy of Fleeters naval wargame
Affiliation: Open Market
Modularity: Yes: can add custom ships, ship components and scenarios
Production: Mass-Produced.
Material: Computer software
Strengths:
Description: Galaxy of Fleeters was a project bought from a failing gaming studio, whereby it was saved from development hell spanning six years. It was finally released during the Galactic Alliance-First Order conflict, where the general public became aware of the strategic importance of fleeting in warfare, whereas a new system called Omega was implemented for the combat aspect, which allowed ships to fire batteries at any number of targets as requested in a tridimensional arena, and allowed speed and to be fully resolved. Of course, there are asteroid fields, nebulae, dust clouds, planets, moons, stars and other astronomical objects in play in each mission. Additional patches, regularly produced, allow players to have access to new components as they are released in the greater galaxy. As for the game itself, it allows to follow the careers of fleeters from their humble beginnings as command-level officers. Players' characters can be customized and evolve with the player; some traits affect the performance of ships under the character's command while others (especially the Force-user one) affect the missions the factional higher-ups assign the characters to, as well as the repercussions of success and failure for the character.
In career mode, some factions seem to favor Force-users (especially the Jedi/Sith-led factions) over NFU characters, while other factions tend to prefer those who perform well in a specific type of mission: policing, privateering being common, early in the game, Jedi factions prefer planetary defense specialists in the mid and late game. Many ships are faction-restricted or even faction-specific. Also, players can effect refits on their ships, replenish crew, and several types of resources are to be kept track of by players: credits, crew, fuel, ammunition, attack craft. That said, regardless of the faction, players gain access to "meterage points" if they successfully embark on certain missions, which is the yardstick used for protocol and promotion/demotion. The total number of meters a character is allowed at a given stage of the game is the number of meterage points the character holds. There are three commonly recognized stages in the career mode of the game:
In multiplayer mode, while the allowed meterage and terrain is often set by the host, in practice, most players choose to go on engagements where the allowed meterage for a player is 5000m and above.
Primary Source: Starfleet Command (a conceptually similar real-world game)
Intent: To provide a fleeting game within Chaos
Development Thread: N/A
Manufacturer: Sith Inquisitor
Model: Galaxy of Fleeters naval wargame
Affiliation: Open Market
Modularity: Yes: can add custom ships, ship components and scenarios
Production: Mass-Produced.
Material: Computer software
Strengths:
- Provides players with an immersive experience of fleeting
- Makes an effort to incorporate several aspects of fleeting (tactics, logistics, grand strategy)
- Difficult to properly balance ship components and ships
- Players need to take into account a lot of parameters
Description: Galaxy of Fleeters was a project bought from a failing gaming studio, whereby it was saved from development hell spanning six years. It was finally released during the Galactic Alliance-First Order conflict, where the general public became aware of the strategic importance of fleeting in warfare, whereas a new system called Omega was implemented for the combat aspect, which allowed ships to fire batteries at any number of targets as requested in a tridimensional arena, and allowed speed and to be fully resolved. Of course, there are asteroid fields, nebulae, dust clouds, planets, moons, stars and other astronomical objects in play in each mission. Additional patches, regularly produced, allow players to have access to new components as they are released in the greater galaxy. As for the game itself, it allows to follow the careers of fleeters from their humble beginnings as command-level officers. Players' characters can be customized and evolve with the player; some traits affect the performance of ships under the character's command while others (especially the Force-user one) affect the missions the factional higher-ups assign the characters to, as well as the repercussions of success and failure for the character.
In career mode, some factions seem to favor Force-users (especially the Jedi/Sith-led factions) over NFU characters, while other factions tend to prefer those who perform well in a specific type of mission: policing, privateering being common, early in the game, Jedi factions prefer planetary defense specialists in the mid and late game. Many ships are faction-restricted or even faction-specific. Also, players can effect refits on their ships, replenish crew, and several types of resources are to be kept track of by players: credits, crew, fuel, ammunition, attack craft. That said, regardless of the faction, players gain access to "meterage points" if they successfully embark on certain missions, which is the yardstick used for protocol and promotion/demotion. The total number of meters a character is allowed at a given stage of the game is the number of meterage points the character holds. There are three commonly recognized stages in the career mode of the game:
- Commander/Captain (where the players are allowed ships up to 1000m in length and up to a total of 2500 meters), known as the line stage
- Commodore/rear admiral/vice admiral (where the players are allowed ships up to 2000m in length and up to a total of 5000 meters), known as the squadron stage
- Admiral/fleet admiral/grand admiral (where the players are allowed ships up to 3000m in length), known as the fleet stage
In multiplayer mode, while the allowed meterage and terrain is often set by the host, in practice, most players choose to go on engagements where the allowed meterage for a player is 5000m and above.
Primary Source: Starfleet Command (a conceptually similar real-world game)