Camellia Swift
Camellia
Personally I'd love it if we took more of the invasions and overall wars between factions and made everything complicated to give it the feel of a real war.
Part of that is joking, but I would really mean it to see more realism in our efforts, and I think it could lead to more fun. So I was kind of wondering if there was anyone who would like to get together and try to test the theory out in a not canon form, where people could/would represent their factions as is on the map in a contained Roleplay Group that would work to see if applied realism would be both fun and viable to roleplay here?
Originally I made this in response to another thread just rambling so this was disjointed thoughts. The real discussion is after the spoiler rant.
What I want to do is work with a group to concoct an income system per passage of time IC/OOC based on a faction's total number of hexes and companies. I would then want to come up with the idea of production times for major products. Large Tanks and Ships or varying sizes, with company tier reducing time. To make it fair too by the way, since some factions have less hexes than others, the option to have their faction construct mining or market facilities to facilitate extra income would also be a concept to employ.
Following then would be having the group determine fair starting sizes for a few battle groups per faction, a fleet and army that would roam a sector of a faction's space, to be its invading forces when attacking and defending forces when invaded nearby them. And that would mostly be it, however actual roleplays there would just be a few things I would love people to keep track of. And that would be how they would actually get ground forces/PCs to a planet, rather than appearing in post 1 and bypassing defenses people may have worked hard on, and also to give more depth to how an invasion would actually begin. Plus it would expand ship design to keep track of dropships, landing craft, and how many troops ships actually carry on them like wookieepedia for example kept track of.
From there fights would go on as normal, but groups would have to think about their losses more and determine if when they suffer enough casualties or have too many ships/vehicles broken it would be best to retreat and surrender the planet than to suffer more losses they have to replace, even if they might win the objectives at the cost of everything else. Since they'd have to keep in mind if they have the reserve forces to cover them from retaliation while they replace damaged ships, troops, and vehicles. If they even have the finances for it saved up.
Basically, if anyone's played Empire at War, Galactic Conquest.
Heck I would even throw in a random morale factor. If one side loses often enough or loses a particularly well established planet a dice roll initiative could be implemented to determine if a random world would "rebel" prompting a 1/4 or 1/2 dominion thread to keep the world.
I believe a level of depth like this could be fun and would spice up site wars much more, and is why I would like to give it a try.
As it stands I know most people could probably agree that skirmishes and raids are pointless with no real effect on things. But if this level of depth were added in they could be really run. A faction devoting a small force to say, sabotaging another faction's production of more ships, or taking out mining/market facilities on a planet to reduce another faction's income, would give reason for people to do these types of battles. And with the risk of lost troops, ships, vehicles needing replacement a skirmish, while smaller, could still affect the outcome of a war.
So what does anyone think? Are there any members of factions out there willing to participate in a closed off version of this? It would be non-canon since I doubt in a test anyone would want to suffer from this, and it would be voluntary so real dominions and invasions can always take precedence over it, but if people want to try this out and see if its fun or makes the site's war and politics more interesting I'd be very appreciative of the help.
And I am actually mostly on the way to finishing up an income/production system so people would not be forced to help make it.
Part of that is joking, but I would really mean it to see more realism in our efforts, and I think it could lead to more fun. So I was kind of wondering if there was anyone who would like to get together and try to test the theory out in a not canon form, where people could/would represent their factions as is on the map in a contained Roleplay Group that would work to see if applied realism would be both fun and viable to roleplay here?
Originally I made this in response to another thread just rambling so this was disjointed thoughts. The real discussion is after the spoiler rant.
Armies on the ground are brought by ships of course, so rather than having boots on the ground in post 1 and bypassing a planet's defenses that were likely meant to keep those ships off the ground in the first place. Be realistic and having them have to deploy drop ships and landing craft at the start of a battle and survive getting around a fleet or through flak fire through atmo. It'd be very intense to see people writing that and it was always cool to see happen in the Clone Wars animations. It would also add layers to space combat because you then have fleets determining do they try to engage enemy landing craft and take hits from the other fleet or does the attacking fleet sacrifice itself to cover the landing crafts approach.
Taking that into account too, fleets would have to determine when to retreat as well, since an attacking fleet may be the only way for a faction's invading army to retreat so taking too many losses might mean stranding forces on an enemy planet. Not to mention I feel people don't consider alternative tactics when ships are unlimited. I would love it if factions could all agree on a fleet system so that every navy works with so many fleets that protect such and such systems, and if a ship is destroyed a faction has to worry about the finances to replace the ship and the time it would take a company to produce it. A faction's finances could be determined through taxes over how many planets/hexes they own and how many companies support them at what tier, that make them trade money. Companies tier and the size of the product could determine the time it takes to produce a ship. Whole Squadrons of fighters can be churned out quickly, but frigates and destroyers could be a different matter, and so could trying to churn out hordes of AT-ATs.
It would really effect fights all around since it makes retreat a viable option rather than forcing fights to drag on until staff determines if someone comes out ahead. Plus it would be nice if ground battles didn't just turn into PvP with background noise. Geonosis showed that even Jedi could be beat by numbers so not actively or accurately having a force on the planet to aid them or assert control makes no sense from a realism standpoint which is mostly where I'm coming from envisioning a more realistic warfare. Heck random morale factors would be cool too, roll a dice after a particularly bad battle and see if you get yourself a revolt, if a random planet rebels then do a quarter or half dominion to keep it.
Travel would also be cool to keep track of, by hex you could make it take x time to reach a place, again adding more depth. If 2 factions want to invade each other at the same time, where are their invasion force their moving to attack kept? Who would reach their target destination, and start the invasion of a planet, first?
It would also be cool if sign ups were limited to for attacking/defending forces. Since not everyone would be at both battles at the same time, and no one faction would commit every PC realistically to the same battle at the same time or coordinate that.
Taking that into account too, fleets would have to determine when to retreat as well, since an attacking fleet may be the only way for a faction's invading army to retreat so taking too many losses might mean stranding forces on an enemy planet. Not to mention I feel people don't consider alternative tactics when ships are unlimited. I would love it if factions could all agree on a fleet system so that every navy works with so many fleets that protect such and such systems, and if a ship is destroyed a faction has to worry about the finances to replace the ship and the time it would take a company to produce it. A faction's finances could be determined through taxes over how many planets/hexes they own and how many companies support them at what tier, that make them trade money. Companies tier and the size of the product could determine the time it takes to produce a ship. Whole Squadrons of fighters can be churned out quickly, but frigates and destroyers could be a different matter, and so could trying to churn out hordes of AT-ATs.
It would really effect fights all around since it makes retreat a viable option rather than forcing fights to drag on until staff determines if someone comes out ahead. Plus it would be nice if ground battles didn't just turn into PvP with background noise. Geonosis showed that even Jedi could be beat by numbers so not actively or accurately having a force on the planet to aid them or assert control makes no sense from a realism standpoint which is mostly where I'm coming from envisioning a more realistic warfare. Heck random morale factors would be cool too, roll a dice after a particularly bad battle and see if you get yourself a revolt, if a random planet rebels then do a quarter or half dominion to keep it.
Travel would also be cool to keep track of, by hex you could make it take x time to reach a place, again adding more depth. If 2 factions want to invade each other at the same time, where are their invasion force their moving to attack kept? Who would reach their target destination, and start the invasion of a planet, first?
It would also be cool if sign ups were limited to for attacking/defending forces. Since not everyone would be at both battles at the same time, and no one faction would commit every PC realistically to the same battle at the same time or coordinate that.
What I want to do is work with a group to concoct an income system per passage of time IC/OOC based on a faction's total number of hexes and companies. I would then want to come up with the idea of production times for major products. Large Tanks and Ships or varying sizes, with company tier reducing time. To make it fair too by the way, since some factions have less hexes than others, the option to have their faction construct mining or market facilities to facilitate extra income would also be a concept to employ.
Following then would be having the group determine fair starting sizes for a few battle groups per faction, a fleet and army that would roam a sector of a faction's space, to be its invading forces when attacking and defending forces when invaded nearby them. And that would mostly be it, however actual roleplays there would just be a few things I would love people to keep track of. And that would be how they would actually get ground forces/PCs to a planet, rather than appearing in post 1 and bypassing defenses people may have worked hard on, and also to give more depth to how an invasion would actually begin. Plus it would expand ship design to keep track of dropships, landing craft, and how many troops ships actually carry on them like wookieepedia for example kept track of.
From there fights would go on as normal, but groups would have to think about their losses more and determine if when they suffer enough casualties or have too many ships/vehicles broken it would be best to retreat and surrender the planet than to suffer more losses they have to replace, even if they might win the objectives at the cost of everything else. Since they'd have to keep in mind if they have the reserve forces to cover them from retaliation while they replace damaged ships, troops, and vehicles. If they even have the finances for it saved up.
Basically, if anyone's played Empire at War, Galactic Conquest.
Heck I would even throw in a random morale factor. If one side loses often enough or loses a particularly well established planet a dice roll initiative could be implemented to determine if a random world would "rebel" prompting a 1/4 or 1/2 dominion thread to keep the world.
I believe a level of depth like this could be fun and would spice up site wars much more, and is why I would like to give it a try.
As it stands I know most people could probably agree that skirmishes and raids are pointless with no real effect on things. But if this level of depth were added in they could be really run. A faction devoting a small force to say, sabotaging another faction's production of more ships, or taking out mining/market facilities on a planet to reduce another faction's income, would give reason for people to do these types of battles. And with the risk of lost troops, ships, vehicles needing replacement a skirmish, while smaller, could still affect the outcome of a war.
So what does anyone think? Are there any members of factions out there willing to participate in a closed off version of this? It would be non-canon since I doubt in a test anyone would want to suffer from this, and it would be voluntary so real dominions and invasions can always take precedence over it, but if people want to try this out and see if its fun or makes the site's war and politics more interesting I'd be very appreciative of the help.
And I am actually mostly on the way to finishing up an income/production system so people would not be forced to help make it.