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Nelowulf
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PostPosted: Sun Jun 14, 2009 8:37 pm


While CotS is winding down, I guess it's about time again to start up the planning stages of what we want to get going in the guild. A chance to start fresh, quit being good guys or bad guys, and regear. So, let's hear what you want to say. I've several ideas myself, which I'll probably post here later, but I'm thinking that with any new guildies who want to join in, this can't hurt either.

Current Concepts:

Timeframe- 17 ABY (or 13 ABY)
Canonicy- Mostly Canon when applicable.
Combatants- Terrorist, Sector Ranger, Black Market, NR, Imp
Sector- Created. (Cellana Sector)

New Ground Rules
*Limited Jedi Involvement: All Force Users must clear Mod Approval before submiting profiles. Furthermore, there will be only 1 force user ber faction.
*There are no Sith, only a few Jedi and Dark Jedi.
*There are no unaffiliated Force Users due to the Empire's persecution of anyone with Force Abilities and the relatively recent reintroduction of the Jedi Order.
*There will be only four planetary systems available to RP in at RP's start. As the RP progresses, more systems will be released and/or developed.
*Further conflict and quibbling will no longer be tolerated.

General tension- Terrorists implicate the Imps and NR against each other to destablize the region. The infighting between the two big guns wages on, as neither side liked the other to start with. The Sector Rangers, the closest thing to an authority that is neutral, seeks to unravel the conspiracy, and all the while, some fringers and outlaws are trying to make a couple cred.


Player list:

NR:
Rodyn - 1 - NR commander

Imp:
EK - 1 - Imp commander
Stellar - 1 - Imp Commander

Terrorist:
Cale - 1 - Terrorist leader
DA - 1 - Adept Seductress

Neutral:
Nelo - 1 - Weaponsmith/Dealer

Elvis - 1 - Smuggler
K-blade - 1 - Smuggler

Des - 1 - Sector Ranger
Oryo - 1 - Sec. Ran.

Johnny - 1 - Crimelord

DA - 1 - Grey Jedi duo

Forces list:

Terrorist- Extensive Financial resources, Imperial "Storm Commando" Escort carriers, I-7 Howlrunners

Imp-

NR- Rodyn:Republic-Class Star Destroyer with a pair of Assassin-Class Corvettes

SR- Undecided.

Other-


System List:

NR: The Valhanar System is star system located in the Cellana sector. It was
one of the few systems that votes for New Republic membership, and as
such, serves as one of the Republic's primary bases of operation in
the sector. It was formerly a member of the Empire, along with the rest
of the sector, however now that Palpatine's order has fallen, many protest
for Republic membership.

System Information
Alignment: New Republic
Sun: Valhanar (Yellow Star)
Orbits:

1. Val 1: hot, minimal atmosphere. Uninhabitable to most species.
2. Val 2: Resource-rich rock. Mostly desert.
3. Modara: Oxygen-rich atmosphere, H20 in various locales. (Two moons)
4. Corsalla: Rich soil, plenty of H20, oxygen atmosphere. (Three moons)
5. Asteroid Field.
6. Saphar: Large Gas giant. (Seven moons)

Societal Information:

Native Species: None Official
Immigrated Species: HUman, Bothan, Duros, Zabrak, other
Languages: Galactic Basic

Planetary Information:

Val 1
Typically left alone due to its uninhabitable "enviroment"

Val 2: Resource-rich, mostly desert. Though there are no major civilized
areas due to its thin atmosphere, several bubble mining colonies dot the
surface.

Modara: Primary civilization center in the system. Temperate climate. Several
major cities around the globe, and typically friendly people. Three large
space station in orbit, along with a few dry docks. Population: 3 Billion

Corsalla: Primarily a farming community, and not much else. Provides most
of the food in the system, and some throughout the sector. Population: 1 Billion

Asteroid Field: A few mining colonies spread throughout the belt. Asteroids
have a decet amount of usable resources.

Saphar: Large, blue gas giant. One moon has a tundra environment and is
home to 500 million people.


Imp:
VASKAN STAR SYSTEM
OVERALL SYSTEM INFORMATION

The base for 589th Imperial Sector Group, the Vaskan system is a relatively spartan system with little in the way of the Empire's engineering corps so it was logically selected as the local sector base. Despite being a binary star system, the planetary orbits are highly regular and easily navigable, another advantage.

The system has two stars, albeit one of them falls under the category of a failed star. The System's primary is Vaskan Alpha a B1 type super giant. A Blue-white star as it's called by those with less interest in technical specifics. It's companion is a Brown dwarf, a star type on the extreme other end of the spectrum, so small that its core has failed to start a fusion reaction and emits almost all its energy as thermal radiation instead of light.

Astrographic Information:
Region: Mid Rim
Sector: Cellana
Sun: Vaskan Alpha (Blue Star)
Orbits:
1. Vaskan Beta: Brown Dwarf
2. Vaskan I: Hot Volcanic Rockball, corrosive atmosphere.; Moons (1) # 1 Small Irregular Rockball "Drydock Alpha".
3. Vaskan II: Rockball, Imperial munitions depot.; Moons (1) # 1 Volcanic moon.
4. Vaskan III: Jungle planet, Imperial training facilities.; Moons (2) # 1 Ocean moon "Caraibe", pre-spacefaring indigenous race. # 2 Jungle moon "Amassona", pre-spacefaring indigenous race.

Quadrants/Regions:
1. Vaskan System Jumpzone: Due to security concerns all non-imperial fleet ships who do not drop out in this region and allow themselves to be boarded and inspected are flagged as hostile and hunted down. The Jumpzone has a pair of Golan III Platforms for defense, a pair of cargo storage centers for confiscated goods and ships, and an XQ5 Platform that houses the customs force for the system as well as a squadron of Assault Shuttles. If attacked the stations can summon reinforcements to aid in their defense inside of thirty seconds.
2. Vaskan Beta Orbital Fuel Depot: A mining center for the extraction of hydrogen from Vaskan Beta's atmosphere the orbital fuel depot uses a tractor beam directed into the brown dwarf to gain the hydrogen. This hydrogen is than transferred to docked ships which use it for fuel in their solar ionization reactors.
3. Vaskan IIA Platforms: A collection of platforms is currently in orbit around the moon of Vaskan II. A number of these platforms are energy collectors which capture the radiant energy from the moon's volcanism, this is then stored and transferred as energy cells to imperial ships. Additionally there is a large container depot in orbit of the moon, this depot contains approximately 100,000 containers of all types. Guarded by a small line of ships and an XQ2 Station known as "Quartermaster Station".
4. Vaskan III Orbit: A large number of Golan series platforms surrounds the planet in order to protect the training facilities located there from surprise attack. These platforms are currently undermanned and been given mothball status due to a lack of resources. One of the remaining Golan IIIs serves as a sort of referee for ground maneuvers on the world below.
5. Caraibe Orbit: Guarded by two Golan III Platforms lies the Orbital Drydock and Skyhook used to shepherd personnel from the surface to space and vice versa. The space elevator cable goes directly into Imperial Sector Headquarters below and serves as the primary transit for Imperial personnel going from ship to shore. Additionally there is an X7 Orbital factory in orbit that produces TIE starfighter parts.

Societal Information:
Native Species: Caraibe, Amassonian
Immigrant Species: Human, Various
Languages: Basic, Caraibe, Amassonian
Affiliation: Imperial

PLANETARY INFORMATION

Drydock Able
Region: Mid Rim
Climate: Climate Controlled
Gravity: Standard (Artificially Generated)
Length of Day: 16 Standard Hours
Length of Year: 185 Local Days
Sapient Species: Primarily Humans (Pop. 800)
Government: Imperial Military
Capital: Command Center
Major Exports: Repair Services
Major Imports: Parts, Fuel, Food, and Personnel
Information:
This tiny asteroid was hollowed out by the Imperial Corps of Engineers and the interior space configured to act as a drydock for ships as large as an Imperial-class Star Destroyer. It has sufficient interior space to hold twelve Imperial-class Destroyers or a larger number of smaller vessels. The Drydock serves as the primary repair depot for the local sector group and is protected by a single Gencore-II Planetary Shield Generator. Unfortunately the moon only has enough fuel to continuously operate the generator for two weeks making the facility vulnerable to a siege.

Vaskan III
Region: Mid Rim
Climate: Warm, Saturated Hydrosphere
Gravity: Heavy
Moons: (2) # 1 Ocean moon "Caraibe". # 2 Jungle moon "Amassona".
Length of Day: 29 Standard Hours
Length of Year: 255 Local Days
Sapient Species: Primarily Humans (Pop. 30,000)
Government: Imperial Military
Capital: Planetary Training Center
Major Exports: Training
Major Imports: Parts, Equipment, Food, and Personnel
Information:
Finally there is Vaskan III, a jungle planet with little in the way of sentient or even semi-intelligent life. The planet has been converted into a major training facility for the Fleet Regiments and Imperial Army forces assigned to the Sector Group. As such it has grade A facilities for the disembarkation and embarkation of troops and ample room for full scale exercises. In an effort to improve the performance of the local imperial army, one of the three stormtrooper regiments assigned to the sector has taken up the role of opposing force in combined arms exercises. The other two regiments have either been broken up and assigned to individual ships as mere company formations or assigned to protect the seat of the Sector Moff. Vaskan III has two large moons with local pre-spacefaring civilizations. These moons are known as Caraibe and Amassona.

Caraibe
Region: Mid Rim
Climate: Warm, Saturated Hydrosphere
Gravity: Light
Length of Day: 21 Standard Hours
Length of Year: 352 Local Days
Sapient Species: Caraibe, Humans (Pop. 7,000,000)
Government: Imperial Allied Monarchy
Capital: Regalia
Major Exports: Entertainment, Clothing, Fish, Luxury Goods.
Major Imports: Parts, Equipment, Food, and Personnel
Information:
Caraibe is a ocean world dotted by thousands of small islands. Overall the moon's ocean has an average depth of a mere twenty meters and is basically one large shallow sea, plus there are immense mineral resources on the few islands that dot the sea. The locals are a species of humanoids fully adapted to the environment. Blue skinned mammalians, the Caraibe are vaguely human in their appearance featuring bright blue hair and eyes that are usually a shade of blue. Among their adaptions is extremely slight webbing in between the toes of their feet, valve nostrils, and a waterproof membrane over their eyes. The semi tropical environment of the world has lead to the dominance of sheer and thin fabrics in local fashion. Earlier in its development the local Caraibe exterminated most of the local predators making the oceans safe for swimmers. The Empire has setup its primary base of operations on this moon. The Headquarters for the sector group is located on the island of Caraibe Regalia which is also the head of the local government. As a result the paradise world has become economically dependent on the Imperial Garrison. Due to security concerns travel to Caraibe has been restricted quite a bit, which has lead to quite a number of rumors about the exclusive paradise of the Imperial navy.

Amassona
Region: Mid Rim
Climate: Warm, Saturated Hydrosphere, Environment Suit Required due to Pressure
Gravity: Light
Length of Day: 29 Standard Hours
Length of Year: 255 Local Days
Sapient Species: Amassonians (Pop. 200,000,000)
Government: Tribal
Capital: Massona
Major Exports: None
Major Imports: None
Information:
Amassona is a jungle moon, but one quite different from the world it orbits. Classed as a "Blue Moon" due to the extremely thick breathable atmosphere around its surface. The atmospheric pressure on the surface is roughly equivalent to the pressure of the deep sea. As a result the local life forms are more akin to deep sea creatures, which swim throughout the lower atmosphere between trees that have grown to an enormous size like a kelp forest. The huge breathable atmosphere makes the planet extremely vulnerable to firestorms. The local civilized species of Amassona is a brutally aggressive species that look much more like octopi than humans.

Neutral:

OVERALL SYSTEM INFORMATION
Astrographic Information:
Region: Mid Rim
Sector: Cellana
Suns: Cel (Orange Star)
Orbits:
1. Cel I: Ball of Steadily Cooling Plasma
2. Cel II: Hot Volcanic Planet. Home to a Colony of Polydroxol, Primary Settlement "New Sevetta" has 5,000 Pop; Moons (1) Volcanic Moon.
3. Celtros: Jungle Planet, Zeltron Colony World
4. Cellana: Terran world of Seas and Forests.; Moons (3) #1 Rockball "Lana". #2 Volcanic Moon "Ellen". #3 Forest Moon "Ana"

Quadrants/Regions:
1. Cellana Jumpzone Zone: High Traffic spacelanes designated for ships entering and leaving Hyperspace near Cellana. Located beyond Ana's Orbit. Non Government or Local Traffic is usually required to have accurate ship logs, proper landing permits, and are subject to random scans and searches by the Sector Rangers. The Sector Ranger's Headquarter Station, Precinct Prime, is located in this Jumpzone, allowing the Sector rangers easy transit to the planet's surface and out of the system.
2. Loronar orbital Stardocks: A Trio of Manufacturing Space Stations that produce ships and parts for Loronar Corporation. The Stardocks are in a Polar Orbit around Ana and are usually the first place potential customers go when they want to deal with loronar's Cellana Sector representatives.
3. Celtros Jumpzone: Marked by huge floating Holoads and Billboard satellites, this is the gateway to Celtros and its extravegant delights. Canny Merchants sometimes park their light Freighters on the edge of the Jumpzone and offer deals on a variety of wares. Several orbital docks are also located here for Ships that can not make planetside. The Sector Rangers maintain limited presence here.
4. Cellana Gateway: Standard Edge-of-System Jumpzone. This is the first and last place travelers pass through when visiting the system. As per longstanding Galactic regulations, a Starship must drop out of Hyperspace at this point, from which it can make a Microjump to its in System Destination. A regularly updated BoSS Nav Buoy Transmits the current locations of Cellana and Celtros in their respective Orbits. The Sector Rangers keep an eye on this high traffic area and the Zeltron have a few Advertising Satellites floating out here as well. Cel II's data is rarely updated as the Polydroxol don't encourage Visitors.

Societal Information:
Immigrated Species: Human, Zeltros, Polydroxol, Various.
Languages: Basic
Affiliation: Neutral

PLANETARY INFORMATION

Celtros
Region: Mid Rim
Climate: Warm, Saturated Hydrosphere
Gravity: Standard
Moons: (0)
Length of Day: 25 Standard Hours
Length of Year: 240 local days
Sapient Species: Zeltron, Various
Government: Monarchy loyal to Homeworld
Capital: Miju
Major Exports: Alchohol, Pharmecuticals, Luxury Goods
Major Imports: Technology, Foodstuffs
Information:One of the earliest colonized worlds in the Sector, Celtros is a 24 hour Party Planet, with the 25th Hour refered to as "Happy hour". At this Hour, drinks are 75% off, planet wide. Half of the 200 Million Population is Zeltron, with the other half being vacationers, partygoes, and other species who've just decided not to leave. Jungle Resorts litter the lands around the Capitol of Miju and beyond that are the fields that grow Silphum spice and the grains used for the local brews. Alchohol is a major industry on Celtros due to the abundance of plant life the Zeltrons discovered. Some of the more famous products are Pink Rum and Celbrew. The current Ruler, Prince Vladimir Uedic, is a vocal Pacifist, rallying behind the old Zeltron saying "Make love, not war."

Ana
Region: Mid Rim
Climate: standard
Gravity: Standard
Length of Day: 31 standard hours
Length of Year: 225 local days
Sapient Species: Mixed (Pop 6,000)
Government: Corporate owned
Capital: Nurum
Major Exports: Loronar Products
Major Imports: Raw Materials
Information:
Cellana's only habital moon is, and has been for several decades, the property of Loronar Corporation. From here, Loronar reseaches new technologies to sell to the Cellana Sector at large while overhead, Loronar's three orbital factories crank out the majority of the Company's products in this sector. The Loronar Factories are capable of producing and maintaining both Strike Class Cruisers and their replacements, the Belarus class cruisers. Currently no orders have been mande for the expensive craft and so the factories instead produce scoutships, freighters, "Defense systems", and droids. Ana is protected by three Strike Cruisers, two modified as assault platforms and one modded out as a carrier. These ships are Loronar's guard dogs and will not interfere in local politics unless Loronar's holdings are signifigantly threatened.

Cellana
Region: Mid Rim
Climate: Temperate
Gravity: Standard
Moons: (3) #1 Rockball "Lana". #2 Volcanic Moon "Ellen". #3 Forest Moon "Ana"
Length of Day: 21 standard hours
Length of Year: 255 local days
Sapient Species: Human, Mixed. (Pop. 4 Billion)
Government: Guild/Professional Organizations
Capital: Eberene
Major Exports: Politics, Bureacracy, Negotiators
Major Imports: Foodstuffs, Luxury Goods, Technology
Information:
Almost a complete 180 in comparison of their neighbor world Celtros, Cellana is a place ruled by political guilds that wage verbal wars with one another, a place controlled by proceedure and bureacracy. This is as the Emperor had wanted it when he restructured the Zynth Sector and made Cellana its capital world. For the most part it has stayed that way, with set protocol outlasting the Imperial ocupation. Major differences, however, is that the former COMPNOR Sector Headquarters is now the Meeting Center of the League of Cellana Sector Worlds, the multi-system political body that the neutral worlds of the Sector are all party to in order to preserve stability in uncertain times. The Sector Rangers headquarters and academy is located here. Mining occurs on the two uninhabited moons, the majority of the material mined being sold at a discount to Loronar due to trade agreements.

System History:

After the New Sith Wars, Republic scouts were once again free to safely chart out the spacelanes without fear of Sith attack. Republic scouts discovered Cellana in 900 BBY and soon came core world colonists. To their surprise, the settlers were visited two weeks after setting up their outposts by their neighbors, the Zeltron, who had colonized what was then known as Zyre some 300 years earlier. The humans felt ripped off. They had picked a cold, wet world when they could have had a jungle paradise. Miffed, despite the frendly greetings and gifts the Zeltron had brought, the colonists armed themselves to take Zyre by force.
The "Cellana War of Conquest" lasted only until the invaders landed on Zyre. As par with most colonies of Zetlros, the good will and joyous nature of the locals overwhelmed the Invaders and they went home after a week long bender with nothing gained by their militant efforts save for massive hangovers. The failure of the sword forced the Cellanians to turn to the pen. They negotiated the right to name the system from the Zeltron (Who didn't really care anyway). After which, the Zeltron renaimed their world Celtros, believed to be a joke on the Cellanians.
Cellana was fairly quiet over the next centuries until the Empire restructured the Sector and made Cellana the Capital. Apealing to the human majority and their core world heritage, the Empire encouraged a "fad" of Buerocracy and politics among the populace which has become ingrained in the culture. When the Empire left, their system remained. The Sector wide joke is that the only thing holding Cellana together is the Red Tape.

ROIDLAG STAR SYSTEM
OVERALL SYSTEM INFORMATION

Some star systems are pretty much empty, even when their filled with asteroids. The Roidlag System is a classic example, featuring two dense asteroid belts and an inner nebulous ring, it has little going for it. This makes it the perfect place for the hutts to hide a shadow port for their dirty interests.

Astrographic Information:
Region: Mid Rim
Sector: Cellana
Sun: Roidlag (Yellow Star)
Orbits:
1. Nebulous Ring
2. Asteroid Belt
3. Asteroid Belt

Quadrants/Regions:
1. Roidlag Nebula: The Valorine Shadowport is built into one of the thousands of ice/rock asteroids that inhabit this nebula. It is one of the primary ports for black market goods in the sector filled with merchants who care nothing for how their wares arrived or how much blood is on the hands of those they sell them too.
2. Miner's Cooridor: The gap between the two asteroid belts has been nicknamed the miner's corridor. Mining boats often use the gap as a hyperspace exit for rapid movement into the asteroid belts. The asteroids in both belts contain a number of valuable minerals making them a risk worth running to many of the more adventurous mining barge captains.

Societal Information:
Immigrant Species: Various
Languages: Basic, Huttesse, Boche
Affiliation: Neutral

PLANETARY INFORMATION

Valorine Shadowport
Region: Mid Rim
Climate: Climate Controlled
Gravity: Standard (Artificially Generated)
Length of Day: 26 Standard Hours
Length of Year: 180 Local Days
Sapient Species: Various (Pop. 20,000)
Government: Merchant Guild
Capital: Valorine Palace
Major Exports: Repair Services, Illicit Goods, Weaponry, Ships, Slaves
Major Imports: Parts, Fuel, Slaves, and Foodstuffs
Information:
Commissioned by the Hutts, Valorine Shadowport is a trade hub of the criminal underworld and an infamous slave market in the sector. While commissioned by the hutts the shadowport is administrated by the merchant guild of the port which includes slave traders, spice merchants, and people of even nastier repute. It is a hive of scum and villainy, but has a code of conduct all its own. Using a ranged weapon is an executable offense, and the only executable offense in the port due to the risks that a hull breach would bring to those inside.
PostPosted: Sun Jun 14, 2009 9:14 pm


Hmm I might join and have it not be cancelled.

Missing00

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Oryo Prime

PostPosted: Sun Jun 14, 2009 9:22 pm


A RP with more of a combined feel. Like less of every one having their own armies and such. Having two maybe three commanders and ever one under them.
PostPosted: Sun Jun 14, 2009 9:30 pm


want to hear what the new rp is going to be like.
Then I’ll thin about what character class to pay.

K-Blade


stellarmagic

PostPosted: Sun Jun 14, 2009 10:10 pm


Cale and I were discussing the issue of fleets and armies at length, and to put it bluntly we'd prefer to really restrict who gets commands of formations.
As well as heavily restrict the size of a formation that a player can personally lead and control.

Earlier we were bouncing around an idea of a New Republic era RP set shortly before Thrawn's emergence. It's something of a stalemate/cold war part of the era with the gameplay restricted to a single sector of space. Cale wanted to do a terrorist organization while I was considering taking up the mantle of the New Republic Sector Fleet Commander (That is an administrative/political post so I'll probably have another character out doing stuff).

If you'd want to command a formation I'd say you'd be restricted to a single task force of ships. Basically 1 Star Destroyer (Though I'd say that if you were flying an ISD you could have a VSD under your command) or (For the New Republic FCs) 1 Star Cruiser (Again I'd say that if you are flying an MC80b you could have an MC80a or lower under your command) plus support ships. I think the actual ships should be assigned by a political character or a moderator to prevent people from spamming support ships (Flying an ISD with more than twenty capital ships of smaller size shouldn't be allowed. I'd say max of ten ships in player task forces.)

However I know that most of the more experienced RPers (Beside those who have a craving for military command) will choose to stay clear of such posts. However I've got to say that considering how mad people get when they have fleets under their control it has to be much more structured and controlled than it is currently.
PostPosted: Sun Jun 14, 2009 10:38 pm


Terrorist, or Counter terrorist.

I’ll have to think about that one. Playing ether would be fun cool

K-Blade


Missing00

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PostPosted: Sun Jun 14, 2009 10:45 pm


Could be Star Wars GI joe
PostPosted: Sun Jun 14, 2009 11:24 pm


i'm sticking to neutral this time, that's all i know.

Nelowulf
Vice Captain

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Darkened Angel
Vice Captain

PostPosted: Mon Jun 15, 2009 1:06 am


I don't see how that'd solve anything.

2 people with forces under their command end up in a conflict, and if they're not the same size, the one with the bigger force will try to say they win just over that, etc. If they're both the same size, we'd still just have the same crap that comes anyways like, " No, you can't do that. " " But I just sent a bunch of bombs there. You can't reach it in time. " and all that. The size of the force they have won't matter because the same issues will still exist.
PostPosted: Mon Jun 15, 2009 2:15 am


That exists even without fleets. The fundamental problem with forum RP's is the inability for people's actions to be restricted by things like dice rolls and the like. Inevitably when two RPers in a forum decide to play against each other, not with each other that happens. Taking away fleets doesn't remove that, people do it when they're merely wielding suits of armor, blasters, starfighters or, swords.

It's just that the larger the scale of combat the more players tend to exhibit this behavior. The best we can do is try to moderate it, so limiting the scale and making the fleet portion of the rp of lower importance is our best bet.

Plus I should point out that the time frame we're talking about is an era with multiple cease-fires and even occasional Republic - Imperial Cooperation (Mostly against rogue elements of the Empire like Zsinji) The Years leading to Thrawn's return are an era where the Republic expands by defection and elimination of rogue imperial elements, not by directly engaging what remains of the empire.

Perhaps the outcome of fleet engagements can be decided by the RP Gamemaster... The Players post their actions and the GM decides the results.

stellarmagic


Darkened Angel
Vice Captain

PostPosted: Mon Jun 15, 2009 2:40 am


That kinda takes a bit away from RPing though if someone else ends up deciding what does and doesn't happen between 2 other people's characters.

I'd suggest maybe instead of that, any time a fleet engagement is to take place, both sides have to agree beforehand what the outcome will be and any other specifics. Like, " Okay, Ship A here absolutely cannot be destroyed. " Fine, and you can't take this area here, but the rest is okay. " etc.
PostPosted: Mon Jun 15, 2009 2:53 am


Well since NPCs are usually controlled by Gamemasters in traditional RPs its not really that much of a stretch. But the problem with agreeing to the results of the engagement beforehand is that the RPers are likely not to agree, that's why I wanted to give it to the GM. If an RPer comes up with a maneuver in the midst of an engagement he needs to be rewarded.

Doing it your way only moves the fight into PM squabbles that will never be resolved. The only person that should have the power over NPC formations and their performance should be the GM... unfortunately this gives the GM much more work to do, but in this case I don't see any other real option. I'd rather have both players pissed off at the GM than have them sniping at each other in PMs and hating each others guts.

stellarmagic


Darkened Angel
Vice Captain

PostPosted: Mon Jun 15, 2009 3:07 am


Well the way you're suggesting basically means that like, if a PC has an NPC cohort ( Pash's Ardee, for example ) then the GM controls the PC's sidekicks, and that just doesn't sound right to me.

It could also come to like, " Okay, you 2 wanna battle, work out the details. If you can't both agree on something after so long, then just don't do it. " or the GM just auto-ends it if that happens and like, just throws a result out at random from it all. At least that way, they still have the chance to go through it as normal if they're able to not argue back and forth the entire time.
PostPosted: Mon Jun 15, 2009 5:06 am


Okay, instead of turning this into another massive game of battleship with multiple players controling self-styles elite armies of awesomeness, lets bring things down a notch and do this the old fashioned way.

Have maybe one or two people or can actually have control over armies, fleets, be it the main villain, or such. Everyone doesn't need there own elite army.

But as it is, we are laying more restrictions on an already restricted system, and new people coming in wont like that, and it makes the game that much more complex and elite.

We need an rp more user-friendly, not a 3.0 remake. This Rp will likely be a headliner for the new recruitment drive along with whatever other event we make up.

Think a bit smaller.

On another note, having a Gm is too much work for one person, it can work with something like DoD, but it would cripple a large rp. Weve done fine with just a narrator.

As far as setting, I'd like to see something based in the New Republic era myself as well. Its been awhile.

Des Voh

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Sol Walker
Crew

PostPosted: Mon Jun 15, 2009 6:06 am


Elvis' claim of a Star Wars GIJoe is eerily accurate for what I had in mind...
Reply
The Chimaera's Memory Banks

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