Ver'kad Inuk , the SJO fleeters have some concerns about your latest post.
Typically, if we're holding forces in reserve in a roleplay, it's something that we announce at the start of the roleplay, just to prevent people from piling in more and more ships. If it's about evening out the meterage, then we have another concern to talk about:
As I understand it, you're counting the Ra'maks under the support squadron count of your capital ships. However, the
Ra'maks themselves are capital ships. You can check with factory staff if you want to be 100% sure, but Support Squadrons on capital ships cannot be filled with other capital ships. This means that technically, the Ra'maks count towards your overall fleet meterage. I didn't think that was initially going to be much of an issue if you were just using them to land troops as
large dropships per the original codex sub provided to us in your initial post (and fade into the background) but now it looks like in your latest post that these aren't transports or support craft, but rather are being employed as actual combat corvettes engaging other warships.
We're now inclined to increase our own fleet size to match.
I'd rather not escalate things any further by adding more ships with each post. We've got to figure out a solution to this. One might be increasing the number of Silver Jedi warships present to match the Ra'mak, or perhaps even easier would be to turn the Ra'maks into a support craft submission using the starfighter template, but that's going to impact their size and power on the battlefield, as well as their ability to carry boarding pods.
"The Debauchers would arrive directly ten metres above each vessel and quickly begin to descend; immediately the technological deadzones generated by their vampirism would begin to effect their chosen prey, smothering the shields and whatever weapons were within their range as each Debaucher would use their massive tendrils to latch onto the ships and pull themselves up and latch onto the ships entirely."
I think it's fine to have the debauchers revert fairly close to their targets, but I think that 10 meters close is really pushing it. Most of the SJO craft are manuevering under fire (except the Glasser Stations), and firing themselves. These aren't stationary targets whose course can be easily predicted. Additionally, there is likely going to be a time lag in the information that the debauchers are given, and the time it takes to execute the jump, especially given that the Debauchers have a fairly slow x10 hyperdrive. Additionally, there are some individual factors ship have to take into account.
For example, the
Emerald Undertow is surrounded by a Starlight Scutum Shield, which surrounds the ship in a spherical, encasing shield projected at a distance around the ship itself. That isn't something you can simply hyperjump through (Well, you could if you were fine destroying the debaucher in a ramming attack).
We'd like to request an edit saying that the debauchers revert close to their target vessels and begin making their attack runs, but not immediate reversion with an automatically successful latch with the exception of the Glasser Stations. The Glasser Stations aren't moving and should be very easy to revert on top of and board because of it.