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THE GALACTIC ARCHIVES => Retired Game Archives => [Closed] GCW Archives => Topic started by: SWSF Hale on March 02, 2011, 11:45:37 AM

Title: Q&A: Developer's Corner
Post by: SWSF Hale on March 02, 2011, 11:45:37 AM
Use this thread to ask either myself (Hale) or Hoppus any questions you have regarding the rules, or when any clarification is needed about something.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 16, 2011, 10:50:03 AM
When/Where can we post our crushing defeat and escape from Hoth/Triumphant Victory and Stomping of the nest of the Rebel insects intro SLs?  ;D
Title: Re: Q&A: Developer's Corner
Post by: Medivh on March 16, 2011, 11:02:27 AM
Where can I find these awesome calculators that make the math so quick and easy?

A link perhaps?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 16, 2011, 11:22:28 AM
Where can I find these awesome calculators that make the math so quick and easy?

A link perhaps?

You can only see the options on the ASHES OF THE ALLIANCE board.

#1 Go to the ASHES OF THE ALLIANCE board.
#2 Go to NEW TOPIC
#3 Below where you type the post, you will see expandable options for the three calculators.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 16, 2011, 11:22:52 AM
When/Where can we post our crushing defeat and escape from Hoth/Triumphant Victory and Stomping of the nest of the Rebel insects intro SLs?  ;D

Threads will be created on the ASHES OF THE ALLIANCE board shortly.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 16, 2011, 09:43:11 PM
Some quick notes on starting conditions, to clarify any initial confusion:

1. Both faction players get 2000 KCs and are restricted to 'purchasing' their own Level 1 technology. Leftover money is pocketed.

2. Imperial players pick their worlds first (publicly) and an Imperial Sector Palace will be setup instantly, in addition to a FREE Golan Space Defense Platform.

3. Rebel players pick their worlds next (privately) and their Facility Transport will be converted into a Rebel Operations Base, istantly; the bonus X-Wing squad received is stationed immediately at that Rebel Ops Base.  (Honestly, the Facility Transport and X-Wing Squad aren't really significant and don't count as 'property' - they merely exist as part of the prologue to the game).

4. Both players get 100 KCs of bonus money on the first Action Day, which will retroactively be yesterday (the 15th, in accordance with the rules), so that money is added to the player's account immediately upon starting the game.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 20, 2011, 03:55:36 PM
Hey I'm looking at putting together my starting fleet within the initial 2,000 KC and 20 CP limit and Level 1 command abilities and have a couple questions or thoughts related to that. . .

the 2 capship of one class per fleet limit, can that perhaps be amended with regards to smaller capital ships such as Corvettes and Gunships and ATs and the like?  Perhaps no limit to ships under 200m ?

This way one could have a genuinely full rag tag fleet if they wanted of ATIG, ITs and CRVs if they wanted.  It's also difficult to fill up 20 CP or use up much starting money within the regular 2 ships per class limitation.

Also I can pretty much guesstimate but wondering can we get the Neutral ships added in to the Player Command Level limit charts so we can use them like Marauders and the like? =D

Also, when recruiting units do they come with onboard craft and units and are those counted towards the CP of that single overall unit, or are they counted as CP of their own?  As in if I had an RAF with 2 squads, is it just the overall RAF CP cost for the whole group, or the RAF and the 2 squads and any troops it'd have separately?  This query goes for bases and all that etc.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 20, 2011, 09:59:25 PM
Q1: Can the Battlefleet Command Limitations be amended for smaller ships?
A1: YES. Level 1 Tech... and LEVEL 1 TECH ONLY can break the 2-ship/class restriction. The intent of this rule was to prevent higher-level spamming (mass NEBs, etc), so you brought up a good objection. I see no reason to amend the rules accordingly.

Q2: Can neutral ships be added to player command limits?
A2: Neutral ships are available for purchase at any time. If you want one, you have to go and get it directly from a BLACK MARKET SHIPYARD (or VENDOR, for the Rebs). Level restrictions will be added to the specs immediately.

Q3: Do onboard units come with purchased units?
Q4: Do they count against the overall CP value?

A3: YES. 
A4: NO. Onboard units were asessed for gross cost and CP value of all units, so an ISD's (or any ship's) CP value is inclusive of its onboard units.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 20, 2011, 11:01:43 PM
gracias for clarification!
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 24, 2011, 08:49:18 PM
Please note:

- No more than 3 Fighter Squads (without mother ship) may be in a fleet, period.
- No more than 6 capital ships may be in a fleet.
- Up to 5 MTs/YT1300s COMBINED can be in any fleet, and do not count towards the cap ship limit.
- There are NO reserves outside of your Reserve Defense Fleet (no stockpiling fighters or ships you don't have space for).

As an example, you could not do this for your main 20 CP fleet:

- 10 CRVs
- 10 X/W

Porblems: Too many capital ships (10), too many fighter squads without motherships (10, only 3 allowed).

Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 24, 2011, 10:37:46 PM
For our starting 2000kc spending money can we use it to purchase fully functioning facilities such as a rebel shipyard or training facility and have them from the beginning or must we pocket the money and begin construction at start point?

Which leads me to another question, what is the status of "start up" I mean are we counting time yet or waiting for the class to fall in and then a point of actionable beginning?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 25, 2011, 08:56:55 AM
Q5: Must Rebels "start from scratch" with construction of their facilities?
A5: YES. Sometimes it pays to be the bad guys. Rebs have to start from square one to give the game a more canon feel. RA has a slower start but higher power potential towards late stages of gameplay (when peepz are Level 4~5 everything).

Q6: When is the game going to officially "officially" begin?
A6: It has been 7 days since the launch, and I think people are still packing their bags, so the following Compromise Decree is in effect: "Official gameplay" will begin on April 1st (an Action Day), that is, players can move around and attack each other at will. The time from NOW until THEN is considered BONUS time which players can use to begin constructions, travel offworld to hire NPC units, or do anything else, so long as it is non-agressive towards another player character.

Q7: Do you NEED a Leader unit to build a Cell/Depot?
A7: NOT EXACTLY. While Cells/Depots can be built on the same world with an Ops Base/Palace without restrictions, any offworld Cells/Depots must be "planted" by Leader units OR your Player Character.

Q8: Will Player Characters have to abide by the same "mission requirements" in Expansion/Resistance missions as Leader units do?
A8: YES. Player Characters must construct the Cell/Depot (at purchasing cost), and must have PRESENCE on that world (either through another Hero unit or by leaving a contingent of starships behind) to see the construction through.

Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 25, 2011, 02:03:26 PM
A6: It has been 7 days since the launch, and I think people are still packing their bags, so the following Compromise Decree is in effect: "Official gameplay" will begin on April 1st (an Action Day), that is, players can move around and attack each other at will. The time from NOW until THEN is considered BONUS time which players can use to begin constructions, travel offworld to hire NPC units, or do anything else, so long as it is non-agressive towards another player character.

AWESOME.  How are we logging expenditures and construction progress etc then?  Should we vaguely post some inkling info in a system location thread, or log everything in an economic thread potentially private log and turn in to GMs in PM form, potentially discoverable with recon etc??
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 25, 2011, 06:05:38 PM
Quote
How are we logging expenditures and construction progress etc then?  Should we vaguely post some inkling info in a system location thread, or log everything in an economic thread potentially private log and turn in to GMs in PM form, potentially discoverable with recon etc??

See PLAYER'S HANDBOOK > Managing Your Operations.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 26, 2011, 02:14:45 AM
can't you cut n paste it here?


jk  :)
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 26, 2011, 11:00:58 AM
Can I be a pirate? For example, I am everything everyone else has, but im relegated to only neutral tech? That way it wouldnt unbalance your nice 3v3 teams, and it will give you someone to pick on when you get tired of fighting each other.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 26, 2011, 11:33:29 AM
From Vol.III of the rules:
Quote
3rd Party Factions ~ Due to the nature of the game, AOTA will not host any 3rd party factions. They may be 'playable' but only from an SL perspective. In the following episode: Twilight of the Empire, 3rd party factions will be available and playable. Players desiring to play fringe/3rd party characters may do so but only via storyline.

Greg and I wanted to focus on Reb vs Imp gameplay in this setting for "round one", mainly because we wanted to concentrate the factions and make everything feel less like a "free for all".  Honestly, there isn't any 3rd party infrastructure available to build up your own pocket faction YET, so it would be very hard to play with others.

I would suggest playing as a Rebel if you're still interested in playing. You don't have to play with your other Rebel team members if you don't want to, and you can use neutral tech all day long.  This way you can do what you want, but actually make a paycheck... and next Episode, go 3rd party (like one or two others are thinking about doing).


Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 26, 2011, 01:04:35 PM
Maybe you could be a really crooked rebel element, and then essentially exactly what asked in practice.  Just from an SL perspective being tied in to the Alliance but use your assets in illicit ways such as taking a smuggler and bounty hunter for heroes and what not, performing sabotage assassination recon whatever.  Maybe like a character in your writings is a rebel officer that's dirty but still juiced in, if you're doing kind of a non chivalrous things you don't have access to core alliance units like X, B or A Wings or NEBs, RAFs or 80s or Alliance specific troops later on.

Just a thought to accomodate
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 26, 2011, 03:31:05 PM
Yeah this would be my recommendation for this episode; play a fringe rebel ally, but don't play it all naive freedom-loving, and mix up the neutral tech heavily instead of building Xs and what not. You are still a part of the team, but you can be a reluctant member - "enemy of my enemy" sort of deal?
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 27, 2011, 10:42:42 AM
bah, im still mad about TLC... I had big ambitions for that. But honestly I was only suggesting me as a 3rd party to maintain balance. Looking at the activity out of the rebs side, it doesnt seem like that will be an issue, lol. However, might I suggest you imperial players step up your game... I'mmmmm baaaaAAAAAAaaaaccckkk. MWUAHAHAHAHAHAHAHA!

And uhh... yeah just incase you missed it, im going Reb.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 27, 2011, 11:02:40 AM
Ok quick question as I was reading through the rules. I will put in bold what I am speaking of.

TIE Swarms
Capable of being formed when (3) TIE Fighter and/or TIE Interceptor Squadrons are present in the same grid. A swarm makes the (3) units into (1) in order to increase its damage tolerance and intimidation (simply combine armor point values and damage, as if it were one large squad). TIE Swarms follow all normal rules for Starfighter combat and are treated as one unit. Regardless of the type of TIE, the Swarm's UCR is 8.

If on CSP, the Swarm as a whole must be engaged 6:1 by other enemy squadrons in order to be considered "engaged" (i.e. 6 X-Wing squads must engage 1 TIE Swarm). As they are considered a single unit, when engaging an enemies CSP they only "successfully engage" a single SF squadron (i.e. 1 Swarm cannot engage 3 enemy squadrons, it can only be 1:1). The Swarm may split at any time, and return to 3 separate squadrons (simply spread any damage received while a Swarm as you wish).


So my question is does a tie swarm get some kind of bonus to being on CSP. As it states in CSP, fighters must be engaged 1:1, and a tie swarm is only 3 squads. So why would they need to be engaged at 6:1?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 27, 2011, 12:30:50 PM
Q: does a tie swarm get some kind of bonus to being on CSP. As it states in CSP, fighters must be engaged 1:1, and a tie swarm is only 3 squads. So why would they need to be engaged at 6:1?

A: The bonus comes when on the defensive only -- the swarm assists in protecting the ship more efficiently then lone squadrons. On the attack, they coordinate to overwhelm targets, hence 1:1 ratio.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 27, 2011, 01:47:59 PM
I still dont understand why it wouldnt be 3:1 and not 6:1 but eh whatever.

So on that note, stunning/disabling/capturing fighters? Is allowed? How works?

Also, adding this to save time and space: Legal starting units yea or nae? (keep in mind, this is not my fleet I will be using, just making sure I have an understanding of my starting stuff)

239KC remaining
Battle Units:
4 X-Wing(starter squad + 3 squad reb bonus) 5 GR-75(reb bonus) 6 NSBC(12cp, 1074kc) 3 Y-Wing(3cp, 237cp) 5 YT-1300 (5cp, 450kc, does not count toward 6 ship limit)
SL Units:
Facility Transport

And do starter facilities, IE: The ones im gunna buy with my remaining KCs from my 2000, do those come pre-built or do I gotta spend the time building them?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 27, 2011, 03:37:47 PM
too many fighters, you can only have three squadrons total under your immediate command if you don't have any other carrier ships, and after that whatever you have has to be on your Reserve Defense Fleet which is a base max of 3 CP.

Also don't advertise it to the Imps, they dno't get to know exactly =)

Also you've got too many of those extras, it's 5 extra of either or the yt13 or gr75 not of both, so for free you get 3 squads and 5 of any combo yt and gr75, then you've got your 6 ship limit to your fleet, which is your 6 NSBCs right there.  PM Hoppy, he's got a good handle of it all, but you prolly want to save more money so you can build some facilities right away and have a smaller start group, maybe diff capital ships too because NSBCs might be the biggest but def not the best at all thats avail to rebs.  CRVs have better UCR because they fast and agile.

and you gotta spend the time to build them, facils I mean.  keep private logs and we turn in to a GM on action days, but I choose to mark them vaguely publicly tho I don't know if we have to, i just prefer to.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 27, 2011, 03:43:58 PM
Oh, as I stated, thats not my fleet, thats my total starting stuff, IE: Reserve defense stuff too. And I only have 5 from the bonus, the other 5 I paid for from my KCs and my CPs as is stated after the unit. =)
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 28, 2011, 01:56:15 PM
Q10: How does the process of sending Infiltrators & Operations on missions work?
A10: Because the nature of these units are highly secretive, keeping their "IC" actions to a minimum are highly advisable. The following procedure should be used when doing so:
1. Storyline sending the unit out on a MISSION (which can be done ONCE every Action Day). The type of mission can be *******. Travel times are hyperspace x1.
2. Send a PM Request to the GM, detailing the specifics: type of mission and destination.
3. At that point, the GM will respond back with the results of the mission from his records.  For example, if a Rebel player sends an Infiltrator to Planet X, then the GM (only having planet information for all player worlds: A, B, C, & D) will not have information for Planet X... thus, the mission will yield NO RESULTS.  If the Infiltrator DOES land on a Player World, then the GM will give the Infiltrator's commander the specific info the Infiltrator was looking for (depending on the type of mission).
4. If any major actions happend (like an Assassination/Sabotage), the GM will privately clear the player to SL having their Infiltrator/Operative execute this mission (so it will be publicly known from that point forward).
5. The Infiltrator/Operative will then return to the world he came from (x1 hyperspace) after a 72-hour period (performing the mission).
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 28, 2011, 08:26:09 PM
Actually, after looking at it, I think I will keep my original loadout:

239KC remaining
Battle Units:
4 X-Wing(starter squad + 3 squad reb bonus) 5 GR-75(reb bonus) 6 NSBC(12cp, 1074kc) 3 Y-Wing(3cp, 237cp) 5 YT-1300 (5cp, 450kc, does not count toward 6 ship limit)
SL Units:
Facility Transport

Hale can you please approve me for starting, thanks.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 28, 2011, 09:33:42 PM
Here's what you can get away with:

3 X-Wing Squads [3 CP]
5 YT-1300s [5 CP]
6 NSBCs [12 CP]

Total = 20 CP. Check.

Explanation:

1. You are only allowed 3 SF Squads TOTAL outside of those carried onboard starships.
2. You are only allowed 5 Bonus Units TOTAL, which are EITHER YT-1300s or GR-75s, not both.
3. Under any or all combinations, you cannot exceed 20 Command Points.  YT-1300s/GR-75s don't count towards the 6-ship limit, but they do count towards the overall CP limit, which in your case, your original fleet exceeds.

I would suggest adding 1 or 2 CORVs/AVIGs into the mix to beef up your firepower, although 6 NSBCs can certainly take a lot of punishment, so if that's what you're going for then cool.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 29, 2011, 02:07:20 PM
Lmao, I think this is the issue we have with simming now, people dont know how to READ anymore. Please, for the love of god, quit skimming my stuff without paying attention to it. Let me break this down a little more I guess seeing as your not addressing any of my bonus's or taking into account not ALL of this stuff is gunna be in my fleet, some of it will be my base PDF. Either that or im at a complete loss as to how the CP rules work in accordance with the bonus's and starting stuff.

1 X-Wing (Starter squad, the one I left hoth with and start the game with)
3 X-Wing (My rebel 3 squad fighter bonus)
5 GR-75 (My 5 aux rebel starting bonus)
6 NSBC (Paid for as starting stuff with 12CP and 1074KC of my 20CP, 2000KC start)
3 Y-Wing (Paid for as starting stuff with 3cp and 237KC of my 20CP, 2000KC start)
5 YT-1300 (Paid for as starting stuff with 5cp and 450KC of my 20CP, 2000KC start)

This equals 20CP and 1,761KC. The bonus's as is stated by your rules are in ADDITION to the starting limits imposed. Or so it says. So im not trying to argue if its legal or not, im trying to figure out if its not legal WHY? THIS IS NOT MY FLEET!!!!!!

Seeing as everyone is going to beat it into the ground and simply ignore everything else I say, and the conversation I had with Eid about this exact same thing, due to either illiteracy or blindness, I will list what I plan on using as my Fleet from that:

6 NSBC = 12CP
2 X-Wing = 2CP
1 Y-Wing = 1CP
5 YT-1300 = 5 CP = 20CP total. As I know it, a legal fleet.

Everything else I have on the 1st list not on the 2nd list will be my defense squad around my base. I cant spell it out any simpler then that. If it still doesnt make sense, you either need to go back and re-read the rules you wrote, or go back to school and take a reading comprehension class, seriously.

And please excuse my frustration but if you thought I was planning on using ALL that as my fleet, you didnt pay any attention to what I wrote and just skimmed a bunch of numbers. And on top of it, this is the 2nd person that did that. I mean, I hope you guys are gunna put more time into reading the actual battle posts or this is gunna be a REAL short trip. I appologize for my offensivness but dam!
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 29, 2011, 02:33:38 PM
Those "bonuses" are not "bonuses" -- if you READ closely instead of SKIMMING the rules, you would know that! :P

The "BONUS" squad is part of the Sector Operations Base you set up, it is not an extra squad floating around.

The "BONUS" for the YT/GR75 is that you can have them beyond the 6 ship limit, not that you get them for free.

"1 X-Wing (Starter squad, the one I left hoth with and start the game with)
3 X-Wing (My rebel 3 squad fighter bonus)
5 GR-75 (My 5 aux rebel starting bonus)"

None of that exists. You have misread (not read?) the rules/specs.

As for the XWing squad see this thread: http://www.swsimforum.com/index.php?topic=553.msg6252#msg6252

Quote
3. Rebel players pick their worlds next (privately) and their Facility Transport will be converted into a Rebel Operations Base, instantly; the bonus X-Wing squad received is stationed immediately at that Rebel Ops Base.  (Honestly, the Facility Transport and X-Wing Squad aren't really significant and don't count as 'property' - they merely exist as part of the prologue to the game).

I am assuming the other "bonus" GR75s and YT1300s you are getting from reading this rule wrong found here: http://www.swsimforum.com/index.php?topic=560.msg6204#msg6204

Quote
The Rebel Alliance gets a special command bonus in that a combination of  up to (5) Medium Transports and/or YT-1300 Rebel Freighters, in addition to (3) Starfighter Squadrons may be added to a player's fleet beyond the set limits.

it is a COMMAND bonus, the bonus being you can COMMAND those extra ships OUTSIDE of the other 6-ship per fleet limit (so you could have 6 Corvettes, say, plus 5 GR75s/YT1300s). They are not free, they are not part of any starting bonus. You would have to buy them, build them, or choose them as a starting force.

As for the reserve fleet:

Quote
Reserve Defense Fleet
Your RDF functions as an auxiliary fleet to help defend your baseworld while your main Battlefleet is away on missions.  As such, the RDF has a strict 3-ship/3 CP Capacity, but ships in the RDF can be interchanged at will with your main fleet.  A few things can help increase your RDF CP capacity, they are: Leader unit at your base (+1 CP), Shipyard (+1 CP), and a Golan Platform (+1 CP).  CP bonuses are NOT cumulative (i.e. two shipyards won't give you +2 CPs).

You do not get the COMMAND BONUS for your RDF -- nowhere does it say you can. It says, in the section discussing your MAIN BATTLEFLEET, that you have the bonus option of commanding such vessels outside of the 6-ship limit. The RDF has a "strict 3-ship/3 CP" limit.

Please plan accordingly.

I hope this answers your questions.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 29, 2011, 02:52:12 PM
It does answer all of my concerns, however, you need to go through and completely reword that part of the rules cause what you just explained is not what the rules say. The rules say in just about every way, that stuff is in addition to, or comes with the starting facility.

The Rebel Alliance gets a special command bonus in that a combination of  up to (5) Medium Transports and/or YT-1300 Rebel Freighters, in addition to (3) Starfighter Squadrons may be added to a player's fleet beyond the set limits.

I dont see where the bonus comes into play otherwise as the stats to those transports already state they dont need command ships to operate. So your stats contradict your bonus. Can you see how there would be confusion there? You have to understand, im not using your brain, I dont know what you mean unless you write it exactly how you mean it. That, is no where close to what you just explained. I cant even begin to understand how you got what you just explained from that but yes it addresses everything that was frustrating the shit out of me. Thank you.

And wait, isnt everyone allowed to command up to 3 fighter squads without a "mothership" for them? If so, again, how is that a bonus for the rebs, I think you just need to do away with that whole line and it will fix everything cause your giving bonus's that dont really exist, kinda like tax deductions.

And another one: 3. Rebel players pick their worlds next (privately) and their Facility Transport will be converted into a Rebel Operations Base, instantly; the bonus X-Wing squad received is stationed immediately at that Rebel Ops Base.  (Honestly, the Facility Transport and X-Wing Squad aren't really significant and don't count as 'property' - they merely exist as part of the prologue to the game).

So now, if that X-Wing squad doest really "exist" why the fuck would you even mention it other then to purposfully confuse people? Either I have an extra X-Wing squad or I dont?! Make up your mind, you cant say you have it but you dont really "HAVE" it. That makes no fucking sense.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 29, 2011, 03:09:55 PM
And again, I appologize for the offensivness of my posts as im having a really bad fucking day, your rules I thought I had a good handle of now are confusing the hell out of me, my wife's job is screwing with her hours, my car is falling apart, and I dont mean to take it out on you guys even though I know I am. So again, im sorry.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on March 29, 2011, 03:34:09 PM
First, stop being offensive, then apologizing after being offensive. Just edit your post, save the apologies.

Second, I agree the wording isnt perfect, but at the same time you are saying your interpretation is what everyone takes away from it; not true. We will re-word it so that it is more explicit. I would only point out that it doesn't say the ships are included anywhere, only that you may command them outside of the 6-ship limit.

Third, I also agree the extra X-Wing squad was needlessly confusing. But then we are all human beings and just trying to make a fun game. The idea for this game is not lets all sit around and find semantic loopholes or grey areas to pick vulgar fights over. Its to work together in best intentions to have fun. We worked a lot to try to make the rules very plain-faced and transparent. Obviously they aren't prefect and never will be, but we will keep working to refine them based on experiences from players, like yours.

Please, if you have legitimate question ask them. But try to keep it simple, factual, and to the point. If you feel your question is not understood, that is not an invitation to insult or criticize those taking the time to try to help you out; just rephrase or specify the issue again politely and someone will try to answer you again.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 29, 2011, 04:18:21 PM
I'll work on that.

I just dont understand why you would call it a bonus, when there is no bonus, those aux craft can already operate outside of the 6 ship limit, with or without rebel bonus according to the stats, so why even list it at all? There is nothing gained there that we didnt already have through other means. That just makes it confusing and makes you think you get more then you get. I mean to me, what your rules said was "The bridge is green" then you all get mad at me for thinking the bridge is green when you meant it to read "The turbolaser does 12 damage". Like wtf?!

And I got so offended because time and time again I wrote "THIS IS NOT MY BATTLE FLEET" and no one ever addressed that. They just kept saying, you cant have all that in your fleet. "Its not in my fleet". You cant have all that in your fleet. Like seriously, are you reading what im writing?! "I just said its not all in my fleet." You cant have all that in your fleet... -slaps head- Sometimes I wonder if im still speaking english?

Would that not irritate you?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on March 29, 2011, 08:17:16 PM
stop it =P
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 30, 2011, 08:35:23 AM
As primary rule writer, I apologize if things were too confusing.  Some of these game concepts are difficult to fully understand because GCW is unlike any other traditional sim anyone is used to playing.

Here's what a Reb fleet can consist of: 6 capital ships, 5 AUX, 3 SF Squads.  That's it.  Operate within those limits and keep it all under 20 CP and you're set. That's the overarching rule.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 30, 2011, 10:02:27 AM
Gotcha, WAY easier to understand there! If I may be so bold, I would like to offer the suggestion that the thing about the X-Wing squad be taken off, drop the "Can be used outside of 6 ship limit" on the aux craft STATS... not the bonus explanation, and see if we cant re-word that bonus explanation to something a 10yr old could understand and that SHOULD fix a lot of the confusion problems with the starting stuff. Again, just a suggestion. =)


Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 30, 2011, 10:11:11 AM
Alrighty, now that I think I got this all straightened out, lets try this again:

6 NSBC (Paid for as starting stuff with 12CP and 1074KC of my 20CP, 2000KC start)
3 Y-Wing (Paid for as starting stuff with 3cp and 237KC of my 20CP, 2000KC start)
5 YT-1300 (Paid for as starting stuff with 5cp and 450KC of my 20CP, 2000KC start)

Now with all that being placed, can a capship attack CSP for the purposes of engaging them. Like could a YT-1300 or an NSBC be used to engage a squad/swarm of TIEs on CSP allowing bombers to streak in and make an attack?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 30, 2011, 12:50:41 PM
Quote
Now with all that being placed, can a capship attack CSP for the purposes of engaging them. Like could a YT-1300 or an NSBC be used to engage a squad/swarm of TIEs on CSP allowing bombers to streak in and make an attack?

The rules don't speak on this, so that's a good question.

Here's the new official ruling, to which I'll update the main rules accordingly:

<> Auxiliary craft are in essence "mini capital ships", so they can bypass enemy CSP, but at the same time due to their smaller "starfighter"-esque nature, they cannot take on an entire enemy SF squad by themselves.  One AUX craft might be effective at drawing fire from 2,3, or even 6 starfighters all at once... but "drawing fire" and "actively engaging" (as the rules say) are two different things.

<> Capital ships are a different story, as they have multiple weapon hardpoints and are capable of individually targeting all 12 SFs in a single squadron, so I see no reason why we can't make this provision.

Here's what I'm going to add onto the rules (and the FAQ):

Auxiliary craft cannot be used to engage enemy starfighters on CSP.  Capital ships can satisfy the "1:1 engagement" requirement, as if the capital ship was a starfighter squadron itself.

For example.
1. Carrack Cruiser Bruiser has 1 TIE Swarm (of 3 TIE Fighter squads) on CSP.
2. The TIE Swarm needs to be attacked (with all weapons) by 6 other units in order to be engaged.
3. 6 CORVs attack the TIE Swarm, satisfying the "6:1 engagement" requirement.
4. 3 Y-Wing Squadrons may now attack the Carrack, in this case for 360 damage.

If the 6 CORVs attack the Carrack Cruiser directly, they would have dealt 336 damage to it. Be it as it may, they dealt 294 damage to the TIE Swarm, which now has 138 hit points remaining.

*Important Note about CSP* -- if a CSP is dealt lethal damage, it is "engaged". In this scenario, that same TIE Swarm wouldn't have to be engaged 6:1 anymore, because 3 CORVs could deal 147 (lethal) damage to it.  I think this is important to bring up because I know some of you Rebel players are bewildered at the idea of facing 2 or 3 TIE Swarms on CSP, which is insane... but that just means you'll have to deal what damage you can to the CSP and keep pushing.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on March 31, 2011, 08:26:35 AM
Ok, awesome! Now, with that being said, CSP doesnt have to be completely killed to be considered "engaged" right? I believe the rules state something along those lines somewhere, but im just confirming with the new ruling out?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on March 31, 2011, 08:52:00 AM
In order for CSP to be considered "engaged", any of the following conditions must exist:
1. CSP Squadron is being attacked (with all weapons) by 1 other enemy SF squadron.
2. CSP Squadron is being attacked (with all weapons) by 1 other capital ship.
3. CSP Squadron has been dealt lethal damage (effective enough to kill it).

Once CSP has been properly engaged, additional starfighters may attack any capital ship in the gridspace of the CSP.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Eidolon on April 01, 2011, 11:01:43 AM
Are we earning the VP (50) from our Sector Ops Bases/Palaces on this our first action Day or not until the following (4/15)?

Also I missed it if it's written somewhere, but I'm assuming because it seems implied that to upgrade our Facils, i.e. to upgrade my SOB to Level 2, I first have to be Level 2 rank/Lt Commander correct?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 01, 2011, 04:15:51 PM
VPs are earned every action day, so yes, you get 50 VPs from your SOB/ISP and any other facility.  Upgrades can be paid for at anytime, and it takes 15 days to upgrade (or however long the production time is).
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 01, 2011, 06:32:34 PM
So I got a question as I dont see it covered in the rules section, what do we do now. For example, my hero unit is a leader, and I dont have the KC right now to justify setting up another base yet, what then? Im not exactly sure how to go about things from here on out other then building and defense until I can level up enough to directly assault an imperial base. In fact, if I cant do any missions how DO I level up?

Say for instance, I just were to say fuck it, load up my fleet and just jump to... oh shit I dont know... hapes, or telos, or some other planet that doesnt have a base on it, but isnt in the special planets list either. Do I gain VP for killing them if they have a settlement, and if so, can I just conquer it and tell the population to pay me?

Unless of course me and Eid are supposed to just team up, come slap chandrilla in the face, and call it a day until you feel like running the end storyline. I guess I just dont understand whats to keep the rebs from just comming out and smashing the imps right now before you even have a chance to setup. I mean, what else is there to do, and the above scenario leads to a really lopsided and boring game.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 01, 2011, 11:35:25 PM
As a Rebel, all you can do a few things:
1) Lay low, collect your 100 KCs starting income. Generate VPs from your SOB.
2) Deploy yourself or a Leader Unit on a Resistance Mission to plant a Rebel Cell Base (your leftover starting cash + 100 KCs starting income should suffice for that).
3) Tag-team an Imperial world to hopefully hinder Imp progress.
4) Recruit another hero unit (like a smuggler).
5) Storyline with somebody or yourself.

In a couple weeks, after you'll collect income from the VPs you've earned (as explained in the rules), so your wealth will slowly develop. At that point, you can:
1) Upgrade one of your facilities so you have access to better units.
2) Build more facilities to generate more VPs.

Overall, as a Rebel player, you have two big advantages:
1) Your base is hidden so all you have to do is lay low and build up VPs with your facilities.
2) Any combat action you choose to do is entirely your choice, so if you want to do a hit-and-run or a coordinated attack, you'll have to time and the timing to do so.

Oh and one more thing:
1. If you want to try and Reb rape Chandrila... try me =) you won't stand a chance with your bitch-ass junk fleet.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 02, 2011, 12:21:18 AM
ok
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 03, 2011, 09:01:29 AM
So something else I noticed, how does scanning work if you dont have a rebel infiltrator? Or do us rebels just forever have to attack blind?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 03, 2011, 10:31:40 AM
Quote
So something else I noticed, how does scanning work if you dont have a rebel infiltrator? Or do us rebels just forever have to attack blind?

From vol III.6 of the rules:
Quote
SURVEILLANCE ~ Available to: Recon Y-Wings, Probe Droids, Star Destroyers, Nebulon-B Frigates, Charger-class Consular Cruisers, Mon Calamari Cruisers, Lambda-class Shuttles, and all Neutral Auxiliary Craft. Surveillance can be of several sub-types, which include:
1. PASSIVE SCANNING (performed from a DEEP SPACE ZONE) can obtain quantities and classifications of all spaceborne units in system. (i.e. 3 CORVs)
2. ACTIVE SCANNING (performed from C-Ring) will reveal the presence of the unit doing the scanning, but this will obtain locations and types of all spaceborne units. (i.e. 2 CORVs in A-1, 1 CORV in A-3)
3. SURFACE SCANNING (performed by Probe Droids only from surface) is an ACTIVE SCAN of a planet's surface, which will reveal the Probe Droid but obtain quantities and locations of all surface units. (i.e. 1 Facility in G-1, 2 Facilities in G-3). Surface Scanning does not reveal HIDDEN facilities, nor does it reveal facility types.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 03, 2011, 12:19:40 PM
Yes #3 is what I mean, rebs dont get probe droids so how do we get a look at the ground?

And now that I re-read it, for a passive scan, does that reveal the unit scanning? For example, I exit a YT-1300 at the deepspace corner of chandrilla and initiate a passive scan, would you IC know I was doing it and where the YT-1300 was?
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 03, 2011, 02:42:19 PM
Q12: How do you upgrade your facilities, and how does the upgrade cost work?
A12: The upgrade cost is listed in the specs. Each level is cumulative. For example, to upgrade an Imperial Sector Palace to Level 2, it costs 75 KCs; Level 3, 150 KCs; Level 4, 225 KCs; Level 5, 300 KCs.


Does this take any time, or is it just pay it and boom its upgraded?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 03, 2011, 02:58:08 PM
The only way Rebels can "officially" do ground scans is by using an Infiltrator for a RECON mission.

You can also plant a Rebel Cell Base on an Imperial world and upgrade it, given you constant ground RECON of that world. The only way an Imp player could technically know it's there is by RECONing his own world with an Operative, since Cell Bases are HIDDEN.

Here's a VERY helpful hint: Smugglers can be used to TRANSPORT (see Missions) units to any world UNDETECTED. Use a Smuggler to Transport your Rebel Leader unit to an Imperial world and have the Rebel Leader unit perform a RESISTANCE mission. This entire operation is kinda costly, and not to mention risky as hell (considering the Imp player could discover you by performing a RECON mission on his own world)... but the gains would be phenomenal... as with a Level 3 Cell Base you could train Guerillas on-world before you even begin your invasion.

Sounds like fun now, doesn't it.

-------------------------------
As for your other question:

Upgrading facilities was something that should have been included in the rules, but apparently I overlooked that. I apologize. Facility upgrades take 15 days. I'll update the FAQ.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 04, 2011, 12:00:22 PM
Awesome, and that was very helpful on the subject I thank you, but you never answered my question. Does an aux craft in deep space doing a passive scan give away its location?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 04, 2011, 04:46:05 PM
Passively scanning units are invisible.

Scans are something we're still trying to figure out because Greg and I were hoping a neutral non-player GM would've been willing to step up and help out in that category.

Ideally, it would work like this:
1. The GM has records of everybody's worlds (from the Action Day reports players send him).
2. When a unit is sent to scan a world, the scanning player sends the GM a PM detailing what type of unit, location, and what type of scan.
3. The GM would then send the player the scan results based on the files he/she has.

This allows Rebel players to enter a system's Deep Space and passively scan without the Imperial player suspecting anything (unless of course that world has a Level 5 ComScan Outpost, which reveals deep space).

This will be an issue so long as we don't have a GM, as a lot of game mechanics (to preserve the fog of war) hinge on having a "middle man" component.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 09, 2011, 04:18:17 PM
Ok I have a hypothetical question as I dont have a smuggler, but I was looking through and wondered anyway. Say I own a smuggler, and im transporting bacta to Coruscant, which for all intents and purposes I cant see why it would be an illegal run, but in such a situation could I use a transport fleet? Say multipul ships on a transport run to increase capacity?

For example, I own a smuggler, I happen to have 2 A-IV Transports in my RDF... could I use them ALL with my smuggler for a big cargo transportation to Rendezvous Point or Coruscant?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 10, 2011, 11:05:32 PM
1 smuggler, 1 ship.

RDF cannot be used for smuggling missions. RDF must stay put. It's not an auxiliary fleet, it's a reserve defense fleet.

I don't see any reason why you couldn't hire a Smuggler and then loan him use of a GR-75, or AVIT though instead of the default YT-1300. Any other ship I'd be skeptical (i.e. a DREAD doing smuggling is definitely a NO).
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 17, 2011, 01:13:44 PM
So, how does hiring a smuggler work? I mean obviously I need an SL, but im more looking into what am I supposed to do? As an example, say I wanted to hire a smuggler at Nar Shaddah to make me some extra creds this AP, how do I go about doing that?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 17, 2011, 09:02:16 PM
Take your character to Nar Shaddaa. SL hiring a smuggler (rates are in the rules). Ideally this is where a GM figure would SL for the Smuggler, to spice things up, but you can go ahead and SL for your smuggler and bring him on your team.  I hope that answered your question though.

Recheck the rules; if you see something that isn't implicit that you need to know, then ask again. ;)
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 17, 2011, 10:25:30 PM
Oh I saw the rules, I was just unsure of how to go about it. Just saying make an SL doesnt really say much hehe. I was just curious as to if you control the smugger, I control him, and can I keep him afterwards, which you answered. Thank you much!
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 19, 2011, 12:36:24 AM
Expenditures & Constructions
Upgrade Imperial Shipyard to Level 2: -50 KCs, DUE: 25 APR
Upgrade Imperial Academy to Level 2: -50 KCs, DUE: 25 APR

Not trying to start a problem, I was just under the impression that upgrade cost was Cost * Level = Upgrade cost. So shouldnt those cost you 100KCs each? Just wondering if maybe I misunderstood cause if so I got a bunch of money I should still have. I thought we had this in discussions before, if im wrong please let me know so I can update my constructions. Thanks.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 19, 2011, 11:25:14 AM
Quote
Not trying to start a problem, I was just under the impression that upgrade cost was Cost * Level = Upgrade cost. So shouldnt those cost you 100KCs each? Just wondering if maybe I misunderstood cause if so I got a bunch of money I should still have. I thought we had this in discussions before, if im wrong please let me know so I can update my constructions. Thanks.

If I'm not mistaken this was already addressed before? The FAQs cover it. But here's the facts: once a facility is built, it is already Level 1 (base level). Upgrading begins with Level 2 for everything, and upgrade cost is cumulative. So, an Imperial Fleet Depot would be Lvl 2 50 KCs, Level 3 100 KCs, Level 4 150 KCs, Level 5 200 KCs.

Adjust your bank accounts accordingly.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 19, 2011, 02:15:21 PM
Well see, I said I thought I saw something about it, lol. I guess I only messed it up this one building the rest I was doing it right. I need to pay more attention when im posting and playing less Mass Effect lmao.

On another note, are we allowed to design new tech? For example id like a rebel bunker facility. Just a base that houses extra troops that can be used in case of invasion. Perhaps also a facility that does nothing but KC generation. Just throwing ideas out there.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 19, 2011, 05:34:14 PM
Those are good ideas. For this episode, we're just keeping it simple and balanced so people can get used to the gameplay. Tech submissions might be made available for the next episode when 3rd party opens up.  Greg and I had already talked about "aux facilities" that could be added onto existing facilities (like a "Barracks" to provide a bonus squads, or an "Armory" for extra GAVs, or a "Market" to provide extra cash). You'd be limited to 1 aux attachment per facility of course, but yeah, those ideas were all discussed on a conceptual level and never implemented into the specs... at least for this episode.  If you guys like that idea I can draw up some stuff and we can implement it ASAP if the demand is there.

As far as income goes, right now that's the only thing "slowing" this game down, but since VP gains are cumulative, that MC80/ISD is actually within reach... just a far one.  Here's what my VP-income track would look like in the future (if I didn't build any extra IFDs or had any combat or mission objective VP gains):
1 MAY: 215
15 MAY: 310
1 JUN: 405
15 JUN: 500
1 JUL: 595
15 JUL: 690
1 AUG: 785
15 AUG: 880

As you can see, in a couple of months I (and most people) should be bringing in some serious cash per month. While that's no MC80 or ISD that could be purchased offhand inside of a single month's income, with some aggressive expansion and military exploits, I'm sure a sustainable and profitable income could be achieved relatively faster.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 20, 2011, 12:48:00 AM
Oh no it all works wonderfully. You also gotta remember, once battles start up the KCs/VPs are gunna come rolling in. We get paid for destroying the others stuff according to the rules. So that comes into play as well. I was just interested for early boosts to get us to the combat phase just a tad faster, say 3-4 action periods instead of 6-7 if your rushing it. Also, im not looking for any HUGE boosts either, that just destroys what the game is based on, but little stuff, like you said, a market for like an extra 50KCs/VPs per AP.

Ultimately its all up to you, just wanted to toss the idea around, see what others thought of a little extra for a speed boost. =)
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 20, 2011, 08:33:21 AM
Okay well I'll draw up some specs and post them on the GM Corner when ready.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 20, 2011, 09:20:53 AM
Quick question... you said:

I don't see any reason why you couldn't hire a Smuggler and then loan him use of a GR-75, or AVIT though instead of the default YT-1300. Any other ship I'd be skeptical (i.e. a DREAD doing smuggling is definitely a NO).

Which is awesome, but how much cargo capacity does a GR-75 hold? It doesnt say passengers, it just says 100 infantry squads and 5 GAVs. Do we just call it 105 Cargo Unit capacity and let it be?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 20, 2011, 12:19:00 PM
Quote
Which is awesome, but how much cargo capacity does a GR-75 hold? It doesnt say passengers, it just says 100 infantry squads and 5 GAVs. Do we just call it 105 Cargo Unit capacity and let it be?

1 Squad = 10 soldiers, so 10 Passengers or 10 Cargo Units. And for simplicity's sake 1 GAV = 1 CU as well.

FROM THE RULES:
Quote
SMUGGLING RUN ~ Available to: Smugglers. Smuggling Runs allow players to generate some additional cash by traveling to various worlds and transporting high-value goods. Cargo units (CUs) are equivalent to 1 Passenger, and various CUs can be purchase at the following worlds and rates:
Bespin: Tibanna Gas (1 KC/unit)
Thyferra: Bacta (2 KCs/unit)
Kessel: Spice (3 KCs/unit)

Delivery Locations: Rendezvous Point, Coruscant, Nal Hutta
Cash-in rates: Tibanna Gas (4 KCs), Bacta (6 KCs), Spice (8 KCs)

Players desiring to purchase these products must pay their Smuggler enough money upfront so they may purchase the CUs directly (for example: a Smuggler desiring to buy 50 CUs of Spice will need 150 KCs) PLUS an additional smuggler's "risk fee" that is equal to 1 KC per CU intended to be purchased. ?  After the Smuggler travels to a pick-up world and transferring all CUs onboard their ship (a process which will take 24 hours), the Smuggler will then travel to either Coruscant, Rendezvous Point, or Nal Hutta to cash in the CUs for money, which is then transferred to the hiring player's account.

So a GR-75 could hold 1005 Cargo Units, which is mucho, and if fully loaded with Kessel Spice would be 3015 KCs equivalent in product (which you'd need upfront). Of course, you could then sell all of it for 8040 KCs, rendering a cool profit of 4020 KCs (after the Smuggler's Risk Fee). Easy money. =)

Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 20, 2011, 01:26:22 PM
Awesome, thanks much. I was trying to play it down a little, but hey, im down for a 1000CU freighter. BTW, is that smuggler mine now, or is it still a wayward NPC?
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 20, 2011, 02:11:10 PM
Actually now that I look at it, dude thats way too much. I know what the numbers say, but we gotta mod that for both realism and game balance. All I would have to do is get 1000KC and in 3 action days im pumping 2 MC-80s every 1st and 15th. Not 1 but 2 every time. Also, I dont believe a GR-75 medium transport could carry 1005 metric tons of cargo, thats insanity man. The ship itself only weighs 660 metric tons.

I say we make cargo units = 1 passenger or 1 trooper squad or 1 GAV. I mean lets face it, troopers you can pack in like a sardine can, passengers would want a bit more space if your looking for a realistic basis for it.

Its your call, im just saying this looks a lot like a game de-stabelizer once people start getting even moderately built. With the current system your looking at being able to double your money every action period, which is fine when your only talking at most a couple hundred KCs, but when we are dealing with potentially 10's of thousands with an A-IV Transport thats just too much for 1 shot. And for the record, by that ruling the rebel A-IV Transport can haul over 5,000CU worth of Spice. I make 40,000KC in 1 shot, I end the game that day. Nothing like sending 20 MC-80s to the fleet in 1 shot, and still having money left over, to ruin an imperials day.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 20, 2011, 03:34:09 PM
The other thing you have to consider is: what if people loiter at those drop points to try and destroy your smuggling shipment? Also, at what point do you think you're going to have 1000 KCs to drop for smuggling? If a Rebel player sits back and smuggles all day long, I'd just assume get a bounty hunter to track the ship doing the smuggling and locate your hidden base and mess you up.

Chances are, most players are going to concentrate on building wealth for the sole purpose of acquiring bigger and better ships, or replacing fallen ones... which can get real expensive real quick. When factoring in how little money you make each month, it seems awfully risky to put all of your dice in smuggling while I'm investing in my military-industrial VP-generation complex.

Besides, money isn't everything in this game. There are still alterior strategies you have to pursue in order to win. While I do agree with you in that
Quote
With the current system your looking at being able to double your money every action period, which is fine when your only talking at most a couple hundred KCs, but when we are dealing with potentially 10's of thousands with an [AVIT] thats just too much for 1 shot.

First, I still challenge you to have soo much leftover cash that you'd be willing to invest it towards smuggling instead of your M-I-VP Complex.

Secondly, I think "10's of thousands" is a bit of an overstatement because an AVIT can only transport 505 Cargo Units tops... NOT 5000. It holds 50 Squads, not 500 squads. GR-75 has the highest cargo capacity of transports. And "Cargo Unit" DOES NOT equal "Metric Ton", and I didn't intend it to either.

Physics 101 time! Yay!

If the space area of one person = 1 Cargo Unit, I'm sure this would look like a 2x2x2 rectangular prism (which is generous), and something you would lift and carry with a dolly, which would come out to a volume of 6 square feet give or take (because people come in different shapes and sizes, but if somebody curled up into a tight ball, their total volume is still the same even if they were standing). 

With granite rock being a highly dense 168 lbs per square foot, we're talking only 1008 lbs here.  So for easy math's sake, let's just say 1 CU = 1000 lbs worth of high-density product, or 45% of a metric ton. But we don't even have any high-density product, just Gas, spice, and bacta.  Using the volume of Water as a thumb rule, we get 62 lbs per square foot, so 1 CU = about 374 lbs.

If a GR-75 had a full load-out of 1005 CUs, this would be about 375,720 lbs - or 170 metric tons... well below the ship's actual tonnage.  BUT if you wanna be scrupulous and count 1 CU in terms of granite, a GR-75 holds 1,013,040 lbs or 460 metric tons, ALSO below the ship's actual tonnage.

Either way, you can see that a human being only displaces so much volume, and even if you went with low density water or high density granite as your measuring stick, 1 CU still works out in terms of real-life physics.

But wait, why the hell are we talking about real-life physics when this is Star Wars???

=) =) =)

Thanks for you comments as always Ramano.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 20, 2011, 07:10:20 PM
Oops, typo in my cheat-sheets on the AVIT. Extra zero's just be killing me man!! (Thats the 2nd time ive done that!) As far as a CU = a metric ton, average person weighs 200lbs, 10 soldiers in a unit. 10 x 200 = 2000lbs = 1 ton. Im not even trying to get as complex with my math as you did lol. Im a stoner, I know you dont think my high ass is going into all that lol.

And uhh... I was unaware we could use our fleets/hero's to disrupt smuggling... I thought it worked like a building. So yeah, with that knew information and my fixed typo, I withdraw my argument. Carry on. =)

On another note, you actually know the density and lbs per sqft of granite that quick off the top of your head?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 21, 2011, 01:55:15 AM
Quote
On another note, you actually know the density and lbs per sqft of granite that quick off the top of your head?

I knew it only because it was one of those random factoids that stuck with me after taking Earth Science last semester. I knew the water one because I learned that while I was a submariner.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 22, 2011, 08:47:44 AM
Heh, I thought you may have just been making up numbers cause you know im too stoned to check the math haha! So with that kind of just ingrained knowledge you ever think of becoming a geologist? Mining and power companies pay HUGE $ to hire people that know that shit.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 22, 2011, 08:55:55 AM
A quick note about your last Smuggler's Run, Ramano, and try not to take this as nit-picking or a personal attack, I'd just like everyone to follow the letter of the law. ? So for the record, this is how it should've went down:

Day/Post #1. Reb Transport exits hyperspace in NS/NH Deep Space (no further movement allowed).

Day/Post #2. Reb Trans moves to B-ring.

Day/Post #3. Reb Trans moves to A-ring.

Day/Post #4. Reb Trans moves to Atmosphere.

Day/Post #5. Reb Trans lands on ground. Storylines making deal with Smuggler.

Day/Post #6. Smuggler (in Reb Trans) enters Atmosphere.

Day/Post #7. Smuggler enters A-ring.

Day/Post #8. Smuggler enters hyperspace for Kessel. 50 Hours.

Day 10/Post #9. Smuggler exits hyperspace at Kessel, and picks up cargo.

Day 11/Post #10. Smuggler enters hyperspace for NS/NH. 50 hours.

Day 13/Post #11. Smuggler exits hyperspace at NS/NH and unloads cargo (at a presumed Deep Space drop-off point). Profits are wired to your account.


You still need to post these actions no matter what, even though we all know you're doing a smuggling run, because details and knowledge of such cannot be assumed on our account.

I hope I'm not being a ball-buster, but I think it's safe to say (especially in gaming-simming like this), that the only player-actions that occur are the ones which are posted. That's not only being fair to the rules, but also to every other player as well.

YOU'RE OKAY FOR THIS PAST SMUGGLER'S RUN, BUT IN THE FUTURE, PLEASE POST YOUR RUNS AS DESCRIBED ABOVE, IN FULL ACCORDANCE WITH THE RULES AND FAIRNESS TOWARDS OTHER PLAYERS.

It's fine because we're all learning the rules (even me, the guy who wrote them) on some levels or another, so it's really okay to make mistakes. I just hope everyone learns the same lessons so when we move on into the future, we can all be satisfied with our gaming experiences. ou may think "well why bother with a Smuggling Run if it's going to take 2 weeks?" -- Well if it can double your income, I should expect it to be a pain in the ass. You gotta work for that money. =)
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 22, 2011, 01:28:15 PM
Oh its no problem, thats what I was asking when I first inquired about how to do smuggling. You just said SL it out, so I did lol. But yeah, now that I know I will make sure to do it as such from here on out.

And I seem to be having some kind of issue with the hyperspace calculator cause it says the travel time from Kessel to Nar Shadaa is only 19hrs, and you got it as 50hrs...? What am I doing wrong?

Also, do I have to only move 1 grid at a time, or can I move the total move of my transport if its faster, and do I have to wait a full day between posts I thought we had a 12hr posting limit?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 22, 2011, 03:42:36 PM
Be sure to input the proper Hyperdrive Multiplier... a Rebel YT-1300 is x0.75 but a GR-75 is x2!! Big difference. That might be where you are messing up.

Whatever ship your using can move it's alloted speed. GR-75s have a speed of 2. So you can move up to 2 grids per post.

The "12 hour" rule exists to prevent people from posting at 2359 one day and 0001 the next. It's effectively "cool down" rather than a limit. So if I posted at 2100 today, the earliest I could post would be 0900 tommorow. Does that make sense? So if I post at 0901 tommorow, then I can't do anything else until the day after that. So to simplify it: Limit of 1 post per day. No 2 posts can be less than 12 hours apart.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 22, 2011, 05:57:06 PM
Yes, I understand that. What I was asking is could I say post at 7am... then post again at 7pm. Thats a full 12hrs in between, more then enough for people to see and respond.

Or did I miss what you were saying all together?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 22, 2011, 11:27:56 PM
Nah. Here's an example of how it would look:

Monday: Post at 7AM. You're done for the day.
Tuesday: Post at 10PM. You're done for the day.
Wednesday: Post at 1AM. WRONG. You need to wait at least 12 hours from your previous post in order to post again, which would be 10AM.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 23, 2011, 06:37:15 AM
Gotcha.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 23, 2011, 08:43:07 AM
Quick thing then, for battle posts, Could we possibly do it, 1 per day min 12hrs between OR until the target responds? 1 post per day battles is gunna take forever man. I mean, if we got 2 of us here in battle, and both of us want to post, do we seriously have to wait?

I promise not to argue it either way, just asking.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 23, 2011, 10:10:26 AM
Trust me, you'll be wanting 1 post per 24 hours when we do battle. During the pre-launch mocks Greg and I ran, most battles were decided in 2~3 days... so for battles I wouldn't worry about speed at all. I mean, a STRK can dish out 172 damage + 42 systems to a CORV in one shot. One more shot and it's knocked out. A third shot and it'll blow.

So, a typical battle may start like this:
1. Rebel Fleet Alpha exit hyperspace in Ralltiir's deep space (posted on the HYPERSPACE thread). If the planet has a Level 5 ComScan, then the defending player will post "Level 5 ComScan active, please post unit locations at Ralltiir" (or something to that extent), if not, then proceed to step 2.
2. As soon as RFA moves into high orbit (C-ring), the planet automatically becomes aware of their presence and a General Distress Signal is sent out (x2 hyperspace) via civilian channels (if you have even a Lvl1 ComScan, then a faster distress signal can be sent, but this is not automatic so the player will have to post that one). For a GDS at x2 hyperspeed, the message will take 14 hours to reach Chandrila.
3. RFA can assume to have at least 28 hours of unimpeded combat action (14 hours for the distress call to be received + another 14 for a response fleet to show up).  The further away the planet, the more time obviously, but you get the idea. Basically after moving into the C-ring, you'd get at least one post (under this scenario) to do whatever damage you can before the hammer drops.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 23, 2011, 12:59:25 PM
Ill take your word for it. But... I do reserve the right to bring it back up briefly later if I find things are working out otherwise though. =)
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 25, 2011, 10:05:47 AM
I got a question, can we have more then 1 building on a planet? Example, could I have like 2 RASOBs or multipul shipyards?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 25, 2011, 10:53:35 PM
Quote
can we have more than 1 building on a planet? Example, could I have like 2 RASOBs or multipul shipyards?

From the rules:
Quote
Facilities and Defense Limits
No more than two facilities can exist in any grid space. As a result, a world cannot be home to more than 8 facilities at a maximum.

There's no need to have multiple Shipyards, as in GCW there is unlimited production capability for all manufacturing facilities. And while you can build multiple ground facilities on your world (up to 8), the choice is yours as to which ones. RASOBs aren't cheap.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 26, 2011, 07:01:51 AM
There is a need for multipul structures though, VP/KC Generation. In a game where we are all equal, the one who can pinch pennies the best has the advantage. =)
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on April 26, 2011, 05:38:39 PM
Per the rules:
Quote
(note: Rebel Leaders must be in the [RASOB] for at least 15 days in order to collect the additional income on any given Action Day)

Thus you don't get the +10 VPs from April 1st. But you do for April 15th. Please delete your post on the Scoreboard! Let's keep it clean.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on April 26, 2011, 06:51:55 PM
Oh I was under the impression we all got everything we had on the first AD. My bad.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on May 08, 2011, 03:29:55 PM
Q: What kind of stock units do our capital ships come equipped with?
A: Up to Level 3 for your faction. If you want any higher level units, you'll have to purchase them seperately and restock accordingly.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on May 08, 2011, 05:20:16 PM
Awesome
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on June 11, 2011, 11:14:43 AM
Funny I'm asking this, but I don't remember... are all facilities besides the Imperial main bases "hidden"? Are Imperial Fleet Depots common knowledge for example?
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on June 12, 2011, 01:23:34 PM
Funny I'm asking this, but I don't remember... are all facilities besides the Imperial main bases "hidden"? Are Imperial Fleet Depots common knowledge for example?

Only a Level 4/5 RASOB is capable of "HIDING" other facilities (invisible to Passive Scans). But otherwise, locations of Imperial units are common knowledge, but exact specifics (as in what grid space they're located at) is NOT.
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hoppus on June 12, 2011, 04:17:30 PM
Thanks :)
Title: Re: Q&A: Developer's Corner
Post by: Dementat on August 14, 2011, 01:17:38 PM
I'm confused... On the one hand we have this rule:
Changing Compliments
Unless otherwise specifically noted, players cannot change a ship's onboard unit compliments.  For simplicity, a ship's crew is equal to 1 person per meter of length.  Ship's Crew are considered Fleet Troopers for boarding actions.

Then we have
Q14: What tech level are onboard units?
A14: Players can have their choice of up to Level 3.

I count 8 B-wing squads in Ramano's post, of which he actually built 3. I'm confused, how can level 3 ships come included with level 5 units? Can we change compliments, and if so, do they have to be built, or do they automatically level up with our shipyards? Much to be addressed.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on August 14, 2011, 02:59:25 PM
The ships stats just list X amount of fighters, it doesnt specify which. As I understand as Hale specified it, ships come equiped with the best level stuff you can produce. IE: If your level 5, your stuff comes equipped with level 5 units. I believe I asked him about it before, with the fighter compliments locked but then not specifying anything, but he never got back to me. -shrugs-
Title: Re: Q&A: Developer's Corner
Post by: Dementat on August 29, 2011, 01:38:57 PM
I refuse to do any math, so will the powers that be please add the battle calculations for neutral craft? It is no wonder Ramano has not gotten any responses to battle posts, seeing as his whole fleet is neutral tech.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on August 29, 2011, 03:55:26 PM
Hehe, that was the point!! But honestly the rebels ships short of the MC-80 blow, and an MC-80 isnt worth the 18CP it costs to fleet it, so I really had no other choice but to go with Neutral ships so I could squeeze out a bit of ship to ship to compete with a Star Destroyer should one show up. But honestly, if people dont post they dont post, im just writing them off as dead if they didnt, and im gunna pull the argument they have to start over when they come back too, cause lets face it, with the fleet ive been running, they would have died from my attack anyway.
Title: Re: Q&A: Developer's Corner
Post by: Ramano on June 18, 2012, 11:46:57 PM
Abregado Rae
Population: 40 million
Major Cities: 2
Known Features: Smugglers Outpost (+250KC every action day for independent players)
Space Defenses: Marauder Corvette x2, Action IV Gunship x1, YT-2400 Light Freighter x6
Ground Defenses: Beta-class Military Industrial Complex x2, Delta-class Multipurpose Base x1

Alderaan Asteroids
Population: None
Major Cities: None
Known Features: Asteroid Belt (+10% bonus to starfighter shields/armor/damage for controlling player)
Space Defenses: None
Ground Defenses: n/a

Bakura
Population: 68 million
Major Cities: 3
Known Features: Major Mining Complex (+300KC every action day)
Space Defenses: Dreadnaught Heavy Cruiser x1, Marauder Corvette x1, Action VI Gunship x3, Sigma-class Starfighter Platform x2
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x3

Balmorra
Population: 91 Million
Major Cities: 3
Known Features: Weapons Manufacturing (-1 day from all ground unit production times minimum of 1 day)
Space Defenses: Gamma-class Space Defense Platform x2
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x3, Delta-class Multipurpose Base x3

Bandomeer
Population: 71 Million
Major Cities: 1
Known Features: Major Mining Complex/wasteland (+500KC every action day, -10% shield/armor of all ground units)
Space Defenses: None
Ground Defenses: Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x1

Bastion
Population: ???
Major Cities: 2
Known Features: Imperial Remnant Base
Space Defenses: Imperial class Star Destroyer II x1, Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x3, Sigma-class Starfighter Platform x1
Ground Defenses: UNIQUE (Players base)

Bespin
Population: 6 Million
Major Cities: 1
Known Features: Tibanna Gas Mining (+100KC every action day)
Space Defenses: Action VI Gunship x4
Ground Defenses: Alpha-class Command Operations Center x1, Delta-class Multipurpose Base x1

Bestine
Population: 62 Million
Major Cities: 3
Known Features: Planet-wide Ocean (Ground structures +10% shields/armor)
Space Defenses: Marauder Corvette x1, Charger Consular Cruiser x3
Ground Defenses: Beta-class Military Industrial Complex x2, Delta-class Multipurpose Base x3

Bonadan
Population: 12 Billion
Major Cities: Many
Known Features: Corporate Sector Authority HQ (-10% from all costs/build times)
Space Defenses: Venator Star Destroyer x1, Marauder Corvette x3, Action VI Gunship x3, Gamma-class Space Defense Platform x1, Sigma-class Starfighter Platform x2
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x2, Delta-class Multipurpose Base x10

Bothawui
Population: 2.5 Billion
Major Cities: Many
Known Features: Bothan Resistance (+25% ground damage for rebels)
Space Defenses: Dreadnaught Heavy Cruiser x1
Ground Defenses: Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x22

Boz Pity
Population: None
Major Cities: None
Known Features: Graveyard planet (+50KC every action day from salvage)
Space Defenses: None
Ground Defenses: None

Brentaal
Population: 65 Billion
Major Cities: 5
Known Features: Heavy Industry/over-population (+250KC every action day, stormtroopers build for free)
Space Defenses: Omega-class Command Operations Platform x1
Ground Defenses: Alpha-class Command Operations Center x5

Byss
Population: 19.7 Billion
Major Cities: 1, many small settlements
Known Features: Emperors Palace (GE gains game wide 10% bonus to KCs every action day and -10% build times/costs of all units and structures)
Space Defenses: UNIQUE (Must be SL'd to conquer)
Ground Defenses: UNIQUE (Must be SL'd to conquer)
Notes: Ok for cannon realism, no one outside the empire has ever set foot on this planet since the Rakatan Infinite Empire. The listed defenses are multiple SSDs and the World Devastator yards, and enough smaller vessels to "obscure the view of the planet at certain distances." You want this, you gotta SL for it, up to Hale if SL was good enough.

Carida
Population: 25 Million
Major Cities: 1
Known Features: Manufacturing Facilities (-25% build times of GAVs)
Space Defenses: Hammerhead Escort Frigate x2, Marauder Corvette x2, Sigma-class Starfighter Platform x4
Ground Defenses: Alpha-class Command Operations Center x2, Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x5

Chandrila
Population: 1.2 Billion
Major Cities: 3
Known Features: Agriculture/Rebel Ties (Game wide troop build costs -10%, Imperial players must pay 100KC every action day to control this planet)
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x2, Sigma-class Starfighter Platform x2
Ground Defenses: Beta-class Military Industrial Complex x1

Commenor
Population: 112 Million
Major Cities: 4
Known Features: Independent Sovereignty (Independent players gain +3CP to their fleet for owning this planet, Faction players must pay 100KC every action day to control this planet)
Space Defenses: Dreadnaught Heavy Cruiser x2, Hammerhead Escort Frigate x1, Action VI Gunship x1, Sigma-class Starfighter Platform x4
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x2, Delta-class Multipurpose Base x4

Contruum
Population: 47 Million
Major Cities: 2
Known Features: Shipyards (Planet comes with a pre-built shipyard)
Space Defenses: Omega-class Command Operations Platform x1, Venator Star Destroyer x1
Ground Defenses: Alpha-class Command Operations Center x2, Delta-class Multipurpose Base x2

Corellia
Population: 3 Billion
Major Cities: 6
Known Features: CorSec HQ Shipyards (-25% Cost/Build times of all ships/fighters/aux minimum of 1 day. Rebel players may interact with this planet at will)
Space Defenses: Omega-class Command Operations Platform x1, Sigma-class Starfighter Platform x4, Republic Assault Frigate x2, Nebulon-B Escort Frigate x4, Republic Shipyard x4
Ground Defenses: Alpha-class Command Operations Center x6

Corulag
Population: 15 Billion
Major Cities: 4
Known Features: Advanced Research/Imperial Loyalty (Tie Advanced, Tie Avenger, Skipray, ISDs, and VSD IIs -25% Build times, Rebel players may not control this planet)
Space Defenses: Victory Star Destroyer x2, Nebulon-B Imperial Frigate x1
Ground Defenses: Imperial Sector Palace x1, Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x2

Coruscant
Population: 2.1 Trillion
Major Cities: 1 planet-wide ecumenopolis
Known Features: Galactic Empire Base
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x3, Sigma-class Starfighter Platform x1, Super Star Destroyer x1
Ground Defenses: UNIQUE (Players base)

Dagobah
Population: None
Major Cities: None
Known Features: Swamp (Attacking players suffer 10% loss of remaining ground units every post)
Space Defenses: None
Ground Defenses: None

Dantooine
Population: 1,000
Major Cities: 1 farming settlement
Known Features: None
Space Defenses: None
Ground Defenses: Delta-class Multipurpose Base x1

Dathomir
Population: 5,200
Major Cities: 1 Independent Penal Colony
Known Features: Penal Colony (+25KC every action day)
Space Defenses: None
Ground Defenses: Delta-class Multipurpose Base x1

Endor
Population: 30 Million (95% Ewok)
Major Cities: 4 Treetop villages, 1 rebellion base
Known Features: Rebel Alliance Base
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x3, Sigma-class Starfighter Platform x1, MC-90 x1
Ground Defenses: UNIQUE (Players base)

Eriadu
Population: 22 Billion
Major Cities: 3
Known Features: Heavy Commerce (+250KC every action day)
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x1, Sigma-class Starfighter Platform x1
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x3

Fondor
Population: 5 Billion
Major Cities: 2
Known Features: Orbital Shipyards (-10% build times on all ships. Comes with a pre-built shipyard)
Space Defenses: Gamma-class Space Defense Platform x2, Hammerhead Escort Frigate x3, Marauder Corvette x4
Ground Defenses: New Republic Sector Operations Base x1

Geonosis
Population: 100 Billion
Major Cities: 3 Underground Hive Cities
Known Features: Techno Union Base (May build Trade Fed tech here)
Space Defenses: Dauntless Heavy Cruiser x1
Ground Defenses: 5,000 B3 Battle Droid Squads

Hapes
Population: 8 Billion
Major Cities: 1, many small settlements
Known Features: Hapan Home World (May build Hapan tech here)
Space Defenses: Charubah-class Fleet Carrier x1, Hapan Battle Dragon x3, Nova-class Battle Cruiser x3
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x6

Hoth
Population: None
Major Cities: None
Known Features: None
Space Defenses: None
Ground Defenses: None

Ilum
Population: None
Major Cities: None
Known Features: None
Space Defenses: None
Ground Defenses: None

Iridonia
Population: ???
Major Cities: 1
Known Features: Academy (Hero upgrades cost 25% less)
Space Defenses: None
Ground Defenses: Beta-class Military Industrial Complex x1

Ithor
Population: 2 Billion
Major Cities: 3
Known Features: Jungle (Defending units receive 10% damage boost)
Space Defenses: None
Ground Defenses: None

Kashyyyk
Population: 12 Million
Major Cities: 1
Known Features: Imperial Prison Colony (Imperial players gain 50KC every action day)
Space Defenses: Gamma-class Space Defense Platform x1
Ground Defenses: Beta-class Military Industrial Complex x1

Kessel
Population: 122,000
Major Cities: 3 Atmospheric Factories
Known Features: Spice Mining (+500KC every action day)
Space Defenses: Gamma-class Space Defense Platform x1, Victory Star Destroyer x1, Acclamator Assault Ship x2
Ground Defenses: Delta-class Multipurpose Base x3

Korriban
Population: None
Major Cities: Dreshdae space port (abandoned)
Known Features: Sith Artifacts (+50KC every action day)
Space Defenses: None
Ground Defenses: None

Kuat
Population: 3.6 Billion
Major Cities: 1
Known Features: Kuati Drive Yards (-25% Cost/Build times of all ships/fighters/aux to a minimum of 1 day. Imperial players may interact with this planet at will)
Space Defenses: Omega-class Command Operations Platform x1, Sigma-class Starfighter Platform x4, Imperial Star Destroyer x2, Nebulon-B Imperial Frigate x1, Imperial Shipyard x1
Ground Defenses: Alpha-class Command Operations Center x6

Mandalore
Population: 4 Million
Major Cities: 2
Known Features: Mercenaries (Troops cost 50% less to train)
Space Defenses: Venator Star Destroyer x1, Dreadnaught Heavy Cruiser x1
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x2

Mon Calamari
Population: 27 Billion
Major Cities: 10
Known Features: New Republic Base
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x3, Sigma-class Starfighter Platform x1, MC-80 x2
Ground Defenses: UNIQUE (Players Base)

Mustafar
Population: 20,000
Major Cities: 1
Known Features: Techno Union Base (May build Trade Fed tech here)
Space Defenses: Dauntless Heavy Cruiser x1
Ground Defenses: 5,000 B3 Battle Droid Squads

Myrkr
Population: 100,000
Major Cities: 1
Known Features: Agriculture (+25KC every action day)
Space Defenses: None
Ground Defenses: Delta-class Multipurpose Base

Naboo
Population: 4.5 Billion
Major Cities: 13
Known Features: Underwater Cities (All structures gain +10% shields/armor)
Space Defenses: Venator Star Destroyer x1, Hammerhead Escort Frigate x2, Action VI Gunship x1
Ground Defenses: Alpha-class Command Operations Center x1, Delta-class Multipurpose Base x13

Nar Shaddaa/Nal Hutta
Population: 671 Billion
Major Cities: 1 planet-wide ecumenopolis/many large settlements
Known Features: Hutt Homeworld (+500KC every action day, +5CP for independent players, independent players may interact with this planet at will)
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x4, Sigma-class Starfighter Platform x4, Providence Battlecruiser x1, Dreadnaught Heavy Cruiser x1, Action VI Gunship x2
Ground Defenses: Alpha-class Command Operations Center x2, Beta-class Military Industrial Complex x4, Delta-class Multipurpose Base x8

Onderon
Population: 4 Million
Major Cities: 1
Known Features: None
Space Defenses: Sigma-class Starfighter Platform x2
Ground Defenses: Beta-class Military Industrial Complex x1

Ord Mantell
Population: 4 Billion
Major Cities: 2
Known Features: Scrap Yard (Scrapped units generate additional 25% income)
Space Defenses: Marauder Corvette x10
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x2

Ossus
Population: 250 Million
Major Cities: 1, many smaller settlements
Known Features: Ground Emplacements (Capture of this world yields control over the many ground based weapons)
Space Defenses: None
Ground Defenses: Alpha-class Command Operations Center x1, KDY-10x Planet Defender Turbolaser x5, KDY-150v Planet Defender Ion Cannon x3

Ralltiir
Population: 10 Billion
Major Cities: 5
Known Features: Black Sun Pirate Base (Independent players +3CP)
Space Defenses: Omega-class Command Operations Platform x1, Dreadnaught Heavy Cruiser x1, Marauder Corvette x2
Ground Defenses: Beta-class Military Industrial Complex x5

Raxus Prime
Population: 1.3 Million
Major Cities: 1
Known Features: Manufacturing/Recycling (+200KC every action day, scrapped units receive +10% income)
Space Defenses: Marauder Corvette x2, Action VI Gunship x4
Ground Defenses: Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x1

Rendili
Population: 600 Billion
Major Cities: 1 planet-wide ecumenopolis
Known Features: Rendili StarDrive (Comes pre-built with (2) Shipyards; Production Times for all Capital Ships are reduced by 20%)
Space Defenses: Omega-class Command Operations Platform x1, Imperial Star Destroyer x1, Imperial Escort Carrier x1, Imperial Shipyard x4
Ground Defenses: Alpha-class Command Operations Center, Beta-class Military Industrial Complex x4, Delta-class Multipurpose Base x8

Rhen Var
Population: None
Major Cities: None
Known Features: None
Space Defenses: None
Ground Defenses: None

Roche Asteroids
Population: None
Major Cities: 1 The Roche Asteroid
Known Features: Asteroid Mining (Gamma-class Defense Platforms gain +50 KCs/Action Day for Industrial Output); Advanced Starfighter Research (B-Wings cost -10% KCs less to manufacture)
Space Defenses: Omega-class Command Operations Platform x1, Sigma-class Starfighter Platform x4
Ground Defenses: Beta-class Military Industrial Complex x1

Roon
Population: 665,000
Major Cities: 1
Known Features: Cloak of the Sith (Planet ground can only be scanned once units are on the ground, HS times x4 traveling to or from)
Space Defenses: None
Ground Defenses: None

Rothana
Population: 1 Billion
Major Cities: Many
Known Features: Imperial Fortress World (Imperial players may design a 23CP PDF fleet for this planet once controlled for free, may not be conquered by rebel players)
Space Defenses: Victory-II Star Destroyer x1, Acclamator Assault Ship x1
Ground Defenses: Alpha-class Command Operations Center x2

Ryloth
Population: 1.5 Billion
Major Cities: 5
Known Features: Underground Cities (All structures receive +25% Armor/Hull)
Space Defenses: Gamma-class Space Defense Platform x2
Ground Defenses: Beta-class Military Industrial Complex x5

Sluis Van
Population: 27 Million
Major Cities: 2
Known Features: Sluis Van Shipyards (-20% build time on rebel ships)
Space Defenses: Omega-class Command Operations Platform, Rebel Dreadnaught x1, QuasarFire Bulk Cruiser x2, Nebulon-B Escort Frigate x1, Corellian Corvette x3
Ground Defenses: Alpha-class Command Operations Center x1, Delta-class Multipurpose Base x2

Sullust
Population: 18.5 Billion
Major Cities: 6
Known Features: Underground Cities/Soro-suub Corp (All structure receive +25% armor/hull, all starfighters receive -10% cost)
Space Defenses: Venator Star Destroyer x1, Hammerhead Escort Frigate x2, Marauder Corvette x1
Ground Defenses: Beta-class Military Industrial Complex x6, Delta-class Multipurpose Base x6

Taris
Population: 6 Billion
Major Cities: 1 hemisphere ecumenopolis
Known Features: None
Space Defenses: Omega-class Command Operations Platform x1
Ground Defenses: Alpha-class Command Operations Center x1

Tatooine
Population: 200,000
Major Cities: Several large settlements
Known Features: Independent Amnesty (Any player may visit Tatooine and not be treated as hostile until hostile actions are made against the PDF; Any players may also build ground facilities anywhere without conflict)
Space Defenses: Omega-class Command Operations Platform x1, Gamma-class Space Defense Platform x3, Sigma-class Starfighter Platform x1, DHC x1
Ground Defenses: UNIQUE (Players Base)

Telos
Population: 271 Million
Major Cities: 2
Known Features: Agriculture/salvage (+75KC every action day)
Space Defenses: Omega-class Command Operations Platform x1
Ground Defenses: Delta-class Multipurpose Base x2

Thyferra
Population: 117 Million
Major Cities: 2
Known Features: Bacta (All your troops game wide receive +25% hit points)
Space Defenses: Providence Battlecruiser x2
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x1, Delta-class Multipurpose Base x2

Toprawa
Population: None
Major Cities: None
Known Features: Destroyed Planet (+100KC every action day from salvage)
Space Defenses: None
Ground Defenses: None

Vergesso
Population: None
Major Cities: None
Known Features: Pirate Hideout (Independent starfighters and auxiliary craft here are invisible to Scanning)
Space Defenses: None
Ground Defenses: None

Wayland
Population: 28 Million
Major Cities: 1
Known Features: Emperors Storehouse (One time gain of 2000KC for first to control this planet)
Space Defenses: Imperial Escort Carrier x4, Nebulon-B Imperial Frigate x1
Ground Defenses: Alpha-class Command Operations Center x1, Beta-class Military Industrial Complex x2, Delta-class Multipurpose Base x2

Yavin IV
Population: Uninhabited
Major Cities: None
Known Features: Rebel Base (Upon capturing player may build 2000KC worth of facilities for free)
Space Defenses: None
Ground Defenses: None
Title: Re: Q&A: Developer's Corner
Post by: SWSF Hale on June 24, 2012, 07:49:08 PM
New Spec Revision:

+   Gamma-class Space Defense Platform was renamed to GOLAN to avoid confusion with Gamma-class Assault Shuttles.
+   Zeta-class Multipurpose Shipyard added to give Independent players a shipyard.