Space battle reinforcement cap

Tsar Fire

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We need some system to restrict the rate of reinforcements/size of fleets to stop insane inflation of fighting forces/troop surges and to help bring us back into a scale more in tune with canon, where 30 capital ships was a frightfully powerful fleet.

TBH, 2600 capital ships may be a bit much for each faction. That may be the amount they should have, including corvettes or escort craft (not fighters).

I don't know, but something really needs to be done, as recent threads have indicated. I'd like to request the admins come up with some sort of policy for this.
 

Raif

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I whole heartedly agree.
 

Dmitri

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I as well. We need to make restrictions so that we don't just magically add more ships and strength to a fleet when we're starting to lose a battle (with the exception being the arrival of reinforcements obviously)
 

Rev

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Yeah, I'd like to see a limit on ships as opposed to a vast amount being able.

We're also at the beginning of a period, chances are there aren't many capital ships around when we're RPing. Be cool to see like 500 total Capital ships per faction. Have to allocate ships to where they're needed. Hutts more keeping theirs on the front line where as Republic would keep theirs towards their core.
 

Lavi

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I'd support this, since some waves of reinforcements can outnumber the original planned assault group (not including baiting or whatever tactical ploy).
 

Rev

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Each faction should be given X amount of ships that they can use in a range of planets. They can balance out that number however they want, and it allows those ships to come to aid from other galaxies/planets. That way you know if you attack Tattooine they have a lot of ships in calling distance to call for backup, but if you hit Nar Shaddaa for instance they have 4 ships there with 5 in calling distance.

I think that'd be the best option kind of balance lets say 300 ships between all the planets each faction controls with key planets having more. Then the only way for reinforcements would be if it was a planned attack or if during the posts a distress beacon for help is flagged.
 

Denzein

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What's being discussed here is the main reason why I haven't bothered thus far with Naval RP - there's too many I've read where one side gets the advantage fair and square only to have it snatched away by someone on the other side going "ohlulzy look here come our other 894289 ships of the line". An exaggeration numerically of course, but it's happened a lot.

For what it's worth, a case-by-case system seems to work to me. What I mean by that is that for each thread involving a naval element there would be an admin on hand to say "You have x number of ships to use in this thread and any immediately connected to it. You have the possibility of x more ships arriving as reinforcements to arrive when and where I say so if you call for them."

Not only would this stop the fail situation that I mentioned above from occurring, it would reduce ship sizes to be more canonical and give the RP a more realistic feel, as there would be a limited number of ships around for each side to utilize, making them worth as much as they should be worth in a real battle (which is a helluva lot - they're massive investments).

Just some ideas. Have fun with them. Or not. Your choice, collectively.

<3
 

Green Ranger

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All this stuff is too...ruley for my liking, or too hands on in regards to admin supervision, and it kind of kills the freeform side of things.

Long story short? Unless you have fleets on stand in nearby systems, you shouldn't be able to summon reinforcements at all. space is too vast and SW naval battles are too heated for most fleets to arrive in time. Space is simply too vast and assembling naval forces takes time too. Aside from Coruscant I can't recall of all that many scenarios canon-wise where reinforcements just popped out of nowhere conveniently.

Also, here's a novel idea - if you're losing, retreat.
 

Aluminum Falcon

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All this stuff is too...ruley for my liking, or too hands on in regards to admin supervision, and it kind of kills the freeform side of things.

Long story short? Unless you have fleets on stand in nearby systems, you shouldn't be able to summon reinforcements at all. space is too vast and SW naval battles are too heated for most fleets to arrive in time. Space is simply too vast and assembling naval forces takes time too. Aside from Coruscant I can't recall of all that many scenarios canon-wise where reinforcements just popped out of nowhere conveniently.

Also, here's a novel idea - if you're losing, retreat.

The voice of reason has spoken.
 

Zach

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I have a question. Would this ban/restriction on reinforcements apply to pre-tactical RP threads of having a minor fleet or cluster of ships in a nearby system that had -planned- on reinforcing the assault shortly after the conflict begins? For example:

Hutts have a minor fleet at some base nearby a somewhat important system for the sole purpose of jumping in for backup if it's attacked. Republic and Hutts engage at the somewhat important planetary system, Hutts send out that distress call to the nearby minor fleet, a page or two later, could the minor fleet on standby realistically jump in?
 

Tsar Fire

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Admins. Please look at this and provide some feedback.
 

Green Ranger

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I have a question. Would this ban/restriction on reinforcements apply to pre-tactical RP threads of having a minor fleet or cluster of ships in a nearby system that had -planned- on reinforcing the assault shortly after the conflict begins? For example:

Hutts have a minor fleet at some base nearby a somewhat important system for the sole purpose of jumping in for backup if it's attacked. Republic and Hutts engage at the somewhat important planetary system, Hutts send out that distress call to the nearby minor fleet, a page or two later, could the minor fleet on standby realistically jump in?

I dont see a problem with this provided its established from the getgo this is happening and a reasonable amount of time has passed in the battle thread.
 
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