(Last paragraph addresses the post that you did while I was working this up.
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I appreciate it, but don't feel pressured if you don't think the proposals fit. I absolutely agree that I don't want expansionism to just be: "Okay, let's go pound this PDF now." There needs to be some interaction or we can just go write stories all on our own. (Not that there's necessarily anything wrong with that, it's just not the point of this!) Like I said in my earlier reply, we can probably address my concerns through technology, too.
Here's probably waayy too much detail in where I'm coming from based on what I can see now. I fully admit, there's information I don't have or don't know and I'm willing to say "Okay, I trust you" if you read this and say "don't worry."
To detail, here's my concern with the current feats all requiring significant combat:
1) Only the Imperial and Rebel factions can be targets for the >1000m feat. The largest 'common' ship is 756m. Given the price of these, they're not likely to be many of them for a long time, too. I don't mind them being rare. I absolutely agree with this being a feat, it makes sense, I'm just pointing out that it's going to be a very rare one. So that leaves us with either conquering or beating back an attacker. Only one of those I have control over happening.
2) I admit that I don't really have all the information necessary to assess how difficult the other two will be to do. i.e. What are starting fleets going to look like? How much can we build (is it just MC limited? or will there be shipyard limits?). How will PDFs of player-owned planets start/look? I'm sure the answers to these will come with time, the questions aren't meant to push or hurry, simply to illustrate my known holes in information. I don't think I can make a fully fair assessment here, but looking at the currently available tech, I see these as very challenging for non-aligned fleets.
Let's put together a sample fleet from our first month's collection. Say 10 planets, 250MC each, so I can use 2,500 MC to build a fleet. Below won't necessarily be the best choices for ground combat, but first you have to get to ground combat, which is why I'm here.
Imperials: 1
VSD + 2 TIE Squadrons, 2
Lornar Strike Crusiers + TIE Squadrons for each, 1
Carrack Light Cruiser + TIE Squadron = 2,366. We could use the remaining 134 to upgrade fighters and put some troops on board. That's 870 potential damage (not counting ion or fighters) per turn and a total of 4,387 health (not counting fighters). 5 Fighter Squadrons.
Rebels: 1
MC-60 + 2 X-Wing Squadrons, 3
Rebel Assault Frigates + X-wings = 2,338. Again, the remainder can be troops, fighter upgrades, etc. That's 829 potential damage (not counting ion or fighters) and a total of 5,450 health (not counting fighters). 5 Fighter Squadrons.
Neutrals: 1
Dread + Z-95s, 1
Bulk Cruiser + 4x Z-95s, 1
Neb-B + Z-95s, 2
C. Corvettes = 2,369. Again, the remainder can be troops, fighter upgrades, etc. That's 520 potential damage (not counting ion of fighters) and a total of 3,080 health (not counting fighters). 6 Fighter Squadrons
Now, I admit that I don't understand fighter squadron damage listings at the moment, so that's why I didn't calculate those in.
So, in summary:
| Imperial | Rebel | Neutral |
Ships | 4 | 4 | 5 |
Fighter Squadrons | 5 | 5 | 6 |
DMG Potential / Turn | 870 | 829 | 520 |
Total HP | 4,387 | 5,450 | 3,080 |
Total Build Cost | 2,366 | 2,338 | 2,369 |
Upkeep | 223 | 214 | 215 |
This, I think, actually has some really interesting data. For one, there's some really good parity here in some areas. In particular the quantities that can be built/maintained for a similar amount of MC. The rebels/imperials actually have a really good parity, I think. What concerns me is the massive difference you see when you look at those two and the neutrals, though. For the same cost, neutrals produce only 2/3 of the damage and have only 60-70% of the damage absorption capability.
While I was working through all that, I see you posted again. Happy to give you time, input, help, whatever you need.
That's what this is all about, it's meant as feedback not criticism. I'm not too worried about the >1k bit, though having more potential >1k targets would be nice. I actually prefer the idea (for my faction at least) of more, smaller ships. However, I'm just concerned about bang-for-the-buck. I can't see how I can hope to compete as is because I can't put enough damage or suitability on the field.
Some CSA stuff would probably help, and fits for me for sure. If I recall, they had a >1k 'dreadnaught' type ship, too, which may be worth looking at if you want to go that way. I'd have to go digging to find my sourcebooks though and I'm just about to move. Even just an 'upgrade' to the existing ships might help. Say an "advanced" Dreadnaught that has had it's Turbolasers upgraded to Heavy Turbolasers and it's troops reduced by 1000 to make room for another squadron of fighters. Could be endless, won't keep writing here in this already incredibly long post.
Excited to play all the same, like I said, feedback, not criticism here.