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Star Wars: War of the Dream Teams Rules Clarification Thread


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Ok, the following changes where made

 

1.3 Suppliers- If a supplier is outside one turn reach of the Military Hub and on a planet controlled by the player, spawned troops may be sent to the supplier instead. ----Suspended

-------1.3.2 Sub-rule- Ships may only spawn to supplier if the player controls both the space and the ground.----Suspended

 

2.3 Supplier- Rule 2.1 does not apply for grounds troops if the supplier is present on the surface. ----Suspended

 

1.3 and 2.3 suspended. They may, however be used (supported by cannon fact) to support the argument of a supplier's actions in a case by case basis at the sole discretion of the council.

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1.4 Agreed. But not sure why reinforcements can’t get defensive advantages. It just seems perverse to ban this from any debate and in reality it would not work like that. It also leads to a disjointed debate e.g. if I made the point that my reinforcements attacked the enemy under the cover of perpetual snow storms, would we suddenly pretend the snow storms didn’t exist? And if I made the argument that my reinforcements retreat to a fortress would we pretend this fortress doesn’t exist? Or say that for some reason the garrisoned forces block them from entry? It also means we have to make a physical distinction between garrisoned forces and reinforcements. Does this mean in a full battle garrisons will not be able to participate? Given the fact that it would lead to some parallel universe being created, one where the fortress and snow storms exist, and one where they do not. I think you can see why this would be chaotic.

 

3.3 Not sure on this one. I mean yeah OP and all but if you’ve got 24 planets. You’ve got 24 planets – in reality there is nothing stopping you from exploiting their resources to full potential.

 

1.4 was changed, check it out

 

3.3 is in place to prevent confusion. It would be hard to police people getting 20 worlds with bonuses and making sure they are claiming more than they deserve. 12, I think we can keep track of. 1.1.2 deals with the camping issue.

Edited by StarSquirrel
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Ok, the following changes where made

 

 

I suggest that you add one in about rep getting ground troops when space forces above to show their ability to rally more people to their cause.

 

 

 

 

 

Edit: bringing the plot armor to a more easily reachable place so that people can read it and find ACTUAL issues with it as all the ones brought up thus far are covered inside the original txt.

 

 

You can never lose any member of your command staff nor your Flagship or your Station in any battle in which you WIN.

 

First AMENDMANT you may still lose them in a fight in which you fight another players command staff (ex. champion vs champion) these will be decided in standard vs thread. Even facing another's command staff does not garentee a kill as it can end with 1 dieing or 1 escaping this will be decided by the council.

 

In a fight your command staff takes place in and you lose there is still a chance the command staff can escape but if you lose a fight in which your flagship or your station is present you lose them. This will be up to debate and the council as to whether or not your command staff escapes a losing fight.

Edited by tunewalker
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I suggest that you add one in about rep getting ground troops when space forces above to show their ability to rally more people to their cause..

 

1.5 Representative A Representative on the ground of a blockaded planet has the ability to rally troops to their cause. Ground resupply becomes unhindered.

 

This work?

Edited by StarSquirrel
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-------1.3.3 Representative A Representative on the ground of a blockaded planet has the ability to rally troops to their cause. Ground resupply becomes unhindered.

 

This work?

 

sounds good as long as everyone agrees I think we have a couple people some what likeing the idea right now.

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1.4 was changed, check it out

 

3.3 is in place to prevent confusion. It would be hard to police people getting 20 worlds with bonuses and making sure they are claiming more than they deserve. 12, I think we can keep track of. 1.1.2 deals with the camping issue.

I think your making it more complex that it sounds e.g. if I were to add a couple of 0s to all my units it would be no more difficult to work out how much resupply is necessary - the same 'equation' would apply.

 

In this sense we would not have a too keep track of anything, it would just mean that we'd have to keep on adding those bonuses/updated their count - which i think we are capable of doing. Basically once we pass the 12 mark, it would get no more complicated to manage than before.

 

The reason I say this is that it means after acquiring ten planets - there is really little point in conquering anymore - or at least keeping hold of them. And they may give bonuses that you were banking on or needed.

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I think your making it more complex that it sounds e.g. if I were to add a couple of 0s to all my units it would be no more difficult to work out how much resupply is necessary - the same 'equation' would apply.

 

In this sense we would not have a too keep track of anything, it would just mean that we'd have to keep on adding those bonuses/updated their count - which i think we are capable of doing. Basically once we pass the 12 mark, it would get no more complicated to manage than before.

 

The reason I say this is that it means after acquiring ten planets - there is really little point in conquering anymore - or at least keeping hold of them. And they may give bonuses that you were banking on or needed.

 

I think I agree with beni on this one honestly (going back to my rules for a sec) with mine there was no limit to the number of planets you could draw resources from if you had the planet you got the resupply rate of that planet (for mine it was half the bonus the planet gives for initial troops) and I think it should still be that way there is no reason to not draw resources from a planet you own.

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I think I agree with beni on this one honestly (going back to my rules for a sec) with mine there was no limit to the number of planets you could draw resources from if you had the planet you got the resupply rate of that planet (for mine it was half the bonus the planet gives for initial troops) and I think it should still be that way there is no reason to not draw resources from a planet you own.

 

Alright, Clause 3.3 is out

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1.5 Representative A Representative on the ground of a blockaded planet has the ability to rally troops to their cause. Ground resupply becomes unhindered.

 

This work?

Yup, that works.

 

EDIT: Though I think the representative is still not very useful given the fact that blockades can't be predicted so its really a case of luck.

 

In that case, I'd suggest additional bonuses (yes I know) that specifically relate to representatives.

 

E.g. Political representatives i.e. senators get a boost to frontline infantry. Criminal representative i.e. those with underworld connections give boosts to specialists and elite units and specialist representatives i.e. those tied to a specific class/race give boosts to that class/race. These would be stackable. Thoughts?

Edited by Beniboybling
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Reposting this, I'd like a response from everyone involved posted on the relevant threads:

 

Garrisons - we need everyone to take their unit list, take their planet list and decide on their garrisons i.e. how much of your total force is going to be stationed on each planet. Note this does not (and should not) be your entire force and can differ from planet to planet.

 

I'd suggest each of your planets has a small garrison with units that work well with your natural defenses. Note that these will be fixed and unchangeable, however when new planet's are captured and you specify a new garrison for those specific planets.

 

Command staff placement - we need everyone to specify the initial locations of their command staff. All members of your staff are movable, however before the debate begins you must specify what their 'starting point' will be

 

e.g. Darth Jadus will start aboard the Emperor's Space Station within The Redoubt. Also note that morale leaders can be used in battle to boost morale and representatives can give ground force bonuses if under blockade.

 

Also note, any covert troops e.g. imperial agents, must all be placed at your intelligence hub.

 

I'd also suggest, that once all the info has been collected, it is transferred to the new 'command' thread in the OP - which would also contain a list of planets, leaders and alliances. For now tunewalker has offered to compile all the information here.

 

As an example, my garrisons, total remaining units and command staff:

 

Total (Remaining) Units

Frontline Infantry: Clone Shadow Trooper- 9,000

Elite Infantry: Carbonite/Incinerator War Droids- 3,000

Infantry Killer: Terror Trooper- 1,500

Light Vehicle: F9-TZ Transport- 1,050

Heavy Vehicle: Impeding Assault Tank- 750

Uber Unit: Terror Walker- 20

Medical/Repair: Nightsisters- 150

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 247

Anti-Aircraft: Heavy Missile Platform- 1,250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 25

Capital Ship: Aggressor-class Star Destroyer- 3

 

Military Hub: Ilum

Frontline Infantry: Clone Shadow Trooper- 2,000

Elite Infantry: Carbonite/Incinerator War Droids- 1,000

Infantry Killer: Terror Trooper - 300

Light Vehicle: F9-TZ Transport- 50

Heavy Vehicle: Impeding Assault Tank- 150

Uber Unit: Terror Walker- 10

Medical/Repair: Nightsisters- 80

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 70

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 20

Capital Ship: Aggressor-class Star Destroyer- 5

Flagship:Executor-class Star Dreadnought (cloaking device)- 1

 

Recuperation/Consolidation Hub: Lehon

Frontline Infantry: Clone Shadow Trooper- 100

Elite Infantry: Carbonite/Incinerator War Droids- 100

Infantry Killer: Terror Trooper- 500

Light Vehicle: F9-TZ Transport- 10

Uber Unit: Terror Walker- 5

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Government/Media Hub & Selected Naval Hub: The Redoubt

Medical/Repair: Nightsisters- 50

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 10

Capital Ship: Aggressor-class Star Destroyer- 2

Station: Emperor’s Space Station- 1

 

War Factory: Metalorn

Frontline Infantry: Clone Shadow Trooper- 1,000

Elite Infantry: Carbonite/Incinerator War Droids- 550

Infantry Killer: Terror Trooper- 300

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 20

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 35

Capital Ship: Aggressor-class Star Destroyer- 5

 

Intelligence Hub: Malachor V

Frontline Infantry: Clone Shadow Trooper- 550

Elite Infantry: Carbonite/Incinerator War Droids- 50

Infantry Killer: Terror Trooper- 400

Heavy Vehicle: Impeding Assault Tank- 50

Uber Unit: Terror Walker- 5

Specialist: Imperial Agent (Sith Empire)- 650

Medical/Repair: Nightsisters- 20

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon - 3

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Economic Hub: Kessel

Frontline Infantry: Clone Shadow Trooper- 1,500

Elite Infantry: Carbonite/Incinerator War Droids- 450

Infantry Killer: Terror Trooper- 2007

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Command Staff:

Military Hub: Ilum - Tarkin

Government/Media Hub: The Redoubt - Darth Jadus, Wat Tambor, Keeper

Intelligence Hub: Malachor V - Darth Cognus, PROXY

Edited by Beniboybling
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Reposting this, I'd like a response from everyone involved posted on the relevant threads:

 

Garrisons - we need everyone to take their unit list, take their planet list and decide on their garrisons i.e. how much of your total force is going to be stationed on each planet. Note this does not (and should not) be your entire force and can differ from planet to planet.

 

I'd suggest each of your planets has a small garrison with units that work well with your natural defenses. Note that these will be fixed and unchangeable, however when new planet's are captured and you specify a new garrison for those specific planets.

 

Any such updates should be posted here.

 

Command staff placement - we need everyone to specify the initial locations of their command staff. All members of your staff are movable, however before the debate begins you must specify what their 'starting point' will be

 

e.g. Darth Jadus will start aboard the Emperor's Space Station within The Redoubt. Also note that morale leaders can be used in battle to boost morale and representatives can give ground force bonuses if under blockade.

 

Also note, any covert troops e.g. imperial agents, must all be placed at your intelligence hub.

 

Any such updates should be posted here.

 

I'd also suggest, that once all the info has been collected, it is transferred to the new 'command' thread in the OP - which would also contain a list of planets, leaders and alliances.

 

As an example, my garrisons, total remaining units and command staff:

 

Total (Remaining) Units

Frontline Infantry: Clone Shadow Trooper- 9,000

Elite Infantry: Carbonite/Incinerator War Droids- 3,000

Infantry Killer: Terror Trooper- 1,500

Light Vehicle: F9-TZ Transport- 1,050

Heavy Vehicle: Impeding Assault Tank- 750

Uber Unit: Terror Walker- 20

Medical/Repair: Nightsisters- 150

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 247

Anti-Aircraft: Heavy Missile Platform- 1,250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 25

Capital Ship: Aggressor-class Star Destroyer- 3

 

Military Hub: Ilum

Frontline Infantry: Clone Shadow Trooper- 2,000

Elite Infantry: Carbonite/Incinerator War Droids- 1,000

Infantry Killer: Terror Trooper - 300

Light Vehicle: F9-TZ Transport- 50

Heavy Vehicle: Impeding Assault Tank- 150

Uber Unit: Terror Walker- 10

Medical/Repair: Nightsisters- 80

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 70

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 20

Capital Ship: Aggressor-class Star Destroyer- 5

Flagship:Executor-class Star Dreadnought (cloaking device)- 1

 

Recuperation/Consolidation Hub: Lehon

Frontline Infantry: Clone Shadow Trooper- 100

Elite Infantry: Carbonite/Incinerator War Droids- 100

Infantry Killer: Terror Trooper- 500

Light Vehicle: F9-TZ Transport- 10

Uber Unit: Terror Walker- 5

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Government/Media Hub & Selected Naval Hub: The Redoubt

Medical/Repair: Nightsisters- 50

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 10

Capital Ship: Aggressor-class Star Destroyer- 2

Station: Emperor’s Space Station- 1

 

War Factory: Metalorn

Frontline Infantry: Clone Shadow Trooper- 1,000

Elite Infantry: Carbonite/Incinerator War Droids- 550

Infantry Killer: Terror Trooper- 300

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 20

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 35

Capital Ship: Aggressor-class Star Destroyer- 5

 

Intelligence Hub: Malachor V

Frontline Infantry: Clone Shadow Trooper- 550

Elite Infantry: Carbonite/Incinerator War Droids- 50

Infantry Killer: Terror Trooper- 400

Heavy Vehicle: Impeding Assault Tank- 50

Uber Unit: Terror Walker- 5

Specialist: Imperial Agent (Sith Empire)- 650

Medical/Repair: Nightsisters- 20

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon - 3

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Economic Hub: Kessel

Frontline Infantry: Clone Shadow Trooper- 1,500

Elite Infantry: Carbonite/Incinerator War Droids- 450

Infantry Killer: Terror Trooper- 2007

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Command Staff:

Military Hub: Ilum - Tarkin

Government/Media Hub: The Redoubt - Darth Jadus, Wat Tambor, Keeper

Intelligence Hub: Malachor V - Darth Cognus, PROXY

 

I have put yours in on the starting local thread beni http://www.swtor.com/community/showthread.php?t=637483&page=16 put your guys starting locals here.

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Reposting this, I'd like a response from everyone involved posted on the relevant threads:

 

Garrisons - we need everyone to take their unit list, take their planet list and decide on their garrisons i.e. how much of your total force is going to be stationed on each planet. Note this does not (and should not) be your entire force and can differ from planet to planet.

 

I'd suggest each of your planets has a small garrison with units that work well with your natural defenses. Note that these will be fixed and unchangeable, however when new planet's are captured and you specify a new garrison for those specific planets.

 

Command staff placement - we need everyone to specify the initial locations of their command staff. All members of your staff are movable, however before the debate begins you must specify what their 'starting point' will be

 

e.g. Darth Jadus will start aboard the Emperor's Space Station within The Redoubt. Also note that morale leaders can be used in battle to boost morale and representatives can give ground force bonuses if under blockade.

 

Also note, any covert troops e.g. imperial agents, must all be placed at your intelligence hub.

 

I'd also suggest, that once all the info has been collected, it is transferred to the new 'command' thread in the OP - which would also contain a list of planets, leaders and alliances. For now tunewalker has offered to compile all the information here.

 

As an example, my garrisons, total remaining units and command staff:

 

Total (Remaining) Units

Frontline Infantry: Clone Shadow Trooper- 9,000

Elite Infantry: Carbonite/Incinerator War Droids- 3,000

Infantry Killer: Terror Trooper- 1,500

Light Vehicle: F9-TZ Transport- 1,050

Heavy Vehicle: Impeding Assault Tank- 750

Uber Unit: Terror Walker- 20

Medical/Repair: Nightsisters- 150

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 247

Anti-Aircraft: Heavy Missile Platform- 1,250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 25

Capital Ship: Aggressor-class Star Destroyer- 3

 

Military Hub: Ilum

Frontline Infantry: Clone Shadow Trooper- 2,000

Elite Infantry: Carbonite/Incinerator War Droids- 1,000

Infantry Killer: Terror Trooper - 300

Light Vehicle: F9-TZ Transport- 50

Heavy Vehicle: Impeding Assault Tank- 150

Uber Unit: Terror Walker- 10

Medical/Repair: Nightsisters- 80

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 70

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 20

Capital Ship: Aggressor-class Star Destroyer- 5

Flagship:Executor-class Star Dreadnought (cloaking device)- 1

 

Recuperation/Consolidation Hub: Lehon

Frontline Infantry: Clone Shadow Trooper- 100

Elite Infantry: Carbonite/Incinerator War Droids- 100

Infantry Killer: Terror Trooper- 500

Light Vehicle: F9-TZ Transport- 10

Uber Unit: Terror Walker- 5

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Government/Media Hub & Selected Naval Hub: The Redoubt

Medical/Repair: Nightsisters- 50

Anti-Aircraft: Heavy Missile Platform- 200

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 10

Capital Ship: Aggressor-class Star Destroyer- 2

Station: Emperor’s Space Station- 1

 

War Factory: Metalorn

Frontline Infantry: Clone Shadow Trooper- 1,000

Elite Infantry: Carbonite/Incinerator War Droids- 550

Infantry Killer: Terror Trooper- 300

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 20

Anti-Aircraft: Heavy Missile Platform- 100

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 35

Capital Ship: Aggressor-class Star Destroyer- 5

 

Intelligence Hub: Malachor V

Frontline Infantry: Clone Shadow Trooper- 550

Elite Infantry: Carbonite/Incinerator War Droids- 50

Infantry Killer: Terror Trooper- 400

Heavy Vehicle: Impeding Assault Tank- 50

Uber Unit: Terror Walker- 5

Specialist: Imperial Agent (Sith Empire)- 650

Medical/Repair: Nightsisters- 20

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon - 3

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Economic Hub: Kessel

Frontline Infantry: Clone Shadow Trooper- 1,500

Elite Infantry: Carbonite/Incinerator War Droids- 450

Infantry Killer: Terror Trooper- 2007

Light Vehicle: F9-TZ Transport- 20

Heavy Vehicle: Impeding Assault Tank- 100

Uber Unit: Terror Walker- 5

Medical/Repair: Nightsisters- 50

Artillery/Vehicle Killer: Umbaran Mobile Heavy Cannon- 30

Anti-Aircraft: Heavy Missile Platform- 250

 

Frigate: Immobilizer 418 cruiser, Vengeance-class frigate- 5

Capital Ship: Aggressor-class Star Destroyer- 1

 

Command Staff:

Military Hub: Ilum - Tarkin

Government/Media Hub: The Redoubt - Darth Jadus, Wat Tambor, Keeper

Intelligence Hub: Malachor V - Darth Cognus, PROXY

 

Ok confused as to star ship garrison's and remaining startships..... starships can move at any time we only one space station.... with ground troops you actually build a garrison and station permanent troops their but space garrison's don't work and then leaves me with the question I figured your remaining ground force was abored your ship but where are your remaining ship at..... they have to start some where not in NULL space. So..... where are they.

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Ok confused as to star ship garrison's and remaining startships..... starships can move at any time we only one space station.... with ground troops you actually build a garrison and station permanent troops their but space garrison's don't work and then leaves me with the question I figured your remaining ground force was abored your ship but where are your remaining ship at..... they have to start some where not in NULL space. So..... where are they.
Any remaining naval forces not stationed in a garrison will be intially based at my selected naval hub i.e. The Redoubt.

 

And any remaining ground forces will be initially based at my military hub i.e. Ilum.

 

Oh and I'd like to bring everyone's attention to this again:

Though I think the representative is still not very useful given the fact that blockades can't be predicted so its really a case of luck.

 

In that case, I'd suggest additional bonuses (yes I know) that specifically relate to representatives.

 

E.g. Political representatives i.e. senators get a boost to frontline infantry. Criminal representative i.e. those with underworld connections give boosts to specialists and elite units and specialist representatives i.e. those tied to a specific class/race give boosts to that class/race. These would be stackable. Thoughts?

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Any remaining naval forces not stationed in a garrison will be intially based at my selected naval hub i.e. The Redoubt.

 

And any remaining ground forces will be initially based at my military hub i.e. Ilum.

 

Oh and I'd like to bring everyone's attention to this again:

 

I don't think any more bonus's should be added but I do argue that u can send your rep to near by systems and ask for a small number of troops from them make it part of the recup move.

 

 

 

also star squirl I have a question for clarification perposes..... it says you gain half your starting value every turn and then when you get a planet you gain the bonus's of that planet..... what happens when you lose a planet I am assuming that the intent is that you lose the resupply bonus you were gaining from it but with the initial resupply rate not being off of controlled planets there does not appear to be a consequence to losing your initial planets I am sorry I am pretty sure I know the awnser but the wording is unclear thus I must ask.

Edited by tunewalker
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Any remaining naval forces not stationed in a garrison will be intially based at my selected naval hub i.e. The Redoubt.

 

And any remaining ground forces will be initially based at my military hub i.e. Ilum.

 

Oh and I'd like to bring everyone's attention to this again:

 

how do you garrison space units at all....... what is the process of garrisoning space units..... they can move with their own power..... a ground force needs a ship to pick them up but a ship can leave the "garrison" any time it wants...... how do you build a ship garrison there isn't anything save for a space station that would count as a garrison but we are only allowed one space station so...... how do you garrison space units at all that whole concept seems off.

Edited by tunewalker
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Actually I have a new suggestion instead of getting only one space station you get your specified space station at any location in which you garrison space units building a space station is the only way I can actually think of a garrison being used in space.

 

 

Reposting plot armor as votes have not been finished nor have any problems with the actual thing been brought up.

 

 

Also Aurbere I will give another example for Plo Koon dieing in the very first battle he enters rather then shooting blasters at him I decide that my MPTL's will do nothing but focus fire their rockets at the location of the jedi..... with out the plot armor I garentee I can find a reason for some one to lose their command staff in the very first battle they enter whether they win or lose the battle. This is especially true for flag ships.

 

 

You can never lose any member of your command staff nor your Flagship or your Station in any battle in which you WIN.

 

First AMENDMANT you may still lose them in a fight in which you fight another players command staff (ex. champion vs champion) these will be decided in standard vs thread. Even facing another's command staff does not garentee a kill as it can end with 1 dieing or 1 escaping this will be decided by the council.

 

In a fight your command staff takes place in and you lose there is still a chance the command staff can escape but if you lose a fight in which your flagship or your station is present you lose them. I think this should be based on a die roll modified by the characters known ability for getting away and the availability of a way out (Ex. Flagship shuttle pod, personal starship) not sure how the die roll will be handled I am sure you council members can figure it out.

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how do you garrison space units at all....... what is the process of garrisoning space units..... they can move with their own power..... a ground force needs a ship to pick them up but a ship can leave the "garrison" any time it wants...... how do you build a ship garrison there isn't anything save for a space station that would count as a garrison but we are only allowed one space station so...... how do you garrison space units at all that whole concept seems off.
Err... you just plonk a couple of ships above your planet = garrison.
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Actually I have a new suggestion instead of getting only one space station you get your specified space station at any location in which you garrison space units building a space station is the only way I can actually think of a garrison being used in space.
The problem with this is that everyone's space station is unique and designed only to be one unit - e.g. I can't have multiple versions of the Emperor's Space Station. Also I don't see what the problem with a space garrison is, its literally a couple of ships hovering in orbit above your planet. That is not impossible.

 

Garrison doesn't mean you have to occupy a buildiing, you can just occupy the space above a planet.

 

EDIT: Me and Aurbere have voted against plot armour and StarSquirrel has voted for. So for now the motion is rejected.

Edited by Beniboybling
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The problem with this is that everyone's space station is unique and designed only to be one unit - e.g. I can't have multiple versions of the Emperor's Space Station. Also I don't see what the problem with a space garrison is, its literally a couple of ships hovering in orbit above your planet. That is not impossible.

 

Garrison doesn't mean you have to occupy a buildiing, you can just occupy the space above a planet.

 

EDIT: Me and Aurbere have voted against plot armour and StarSquirrel has voted for. So for now the motion is rejected.

 

Ok I was just wanting to put it back in so It can be re-read you voted against a rule that was not proposed so I was showing what was actually proposed since the only thing you voted against was not something that I said thus the vote is currently actualy 1-0 since no one has actually voted against the rules as stated instead they voted against a vision of what they thought it was so I put it to be re-read so that the actual rule can be voted on, And/or be edited to fit any problems you guys actually find with it as none have been brought up as of yet.

 

And a garrison or permanent garrison means they are in a defendable position having greater defenses do to something built that's giving them that advantage if nothing is built in space and the ships are just floating out there then its not a garrison its just ships floating and thus they can move as they aren't permanent.

Edited by tunewalker
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Ok I was just wanting to put it back in so It can be re-read you voted against a rule that was not proposed so I was showing what was actually proposed since the only thing you voted against was not something that I said thus the vote is currently actualy 1-0 since no one has actually voted against the rules as stated instead they voted against a vision of what they thought it was so I put it to be re-read so that the actual rule can be voted on, And/or be edited to fit any problems you guys actually find with it as none have been brought up as of yet.

 

And a garrison or permanent garrison means they are in a defendable position having greater defenses do to something built that's giving them that advantage if nothing is built in space and the ships are just floating out there then its not a garrison its just ships floating and thus they can move as they aren't permanent.

Well that is your opinion. You can't say we misinterpreted because it may have seemed that way. Nevertheless I am aware of what the rule is, and I stand by my position. No to plot armour. And Aurbere has made it clear that he is against plot armour too. Other members of the Council may chip in but for now the motion is rejected and if nothing changes won't be included when the game goes ahead.

 

And I see what you mean about garrisons but that wasn't actually my purpose when I introduced garrisons. It was to ensure that every planet had some sort of force defending it at any given time and to ensure people couldn't hold planets without experiencing the drawbacks - e.g. garrisons. Garrisoned forces do not have a 'special' defense bonus as this would not make sense. Given the fact that in reality any 'unstationery' forces i.e. reinforcements placed on or above that planet would be able to benefit from those defense bonuses as well. A distinction cannot be made without creating a parallel universe when in one the fortress doesn't exist and in the other it does.

 

So the definition of 'garrison' in this sense is: permanent forces stationed at a planet to defend it. They don't have to be literally permanent just as per rules.

Edited by Beniboybling
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Well that is your opinion. You cannot just say we misinterpreted because it may have seemed that way to you. I am aware of what the rule is, and I stand by my position. No to plot armour. And Aurbere has made it clear that he is against plot armour too.

 

And I see what you mean about garrisons but that wasn't actually my purpose when I introduced garrisons. It was to ensure that every planet had some sort of force defending it at any given time and to ensure people couldn't hold planets without experiencing the drawbacks - e.g. garrisons. Garrisoned forces do not have a 'special' defense bonus as this would not make sense. Given the fact that in reality any 'unstationery' forces i.e. reinforcements placed on or above that planet would be able to benefit from those defense bonuses as well. A distinction cannot be made without creating a parallel universe when in one the fortress doesn't exist and in the other it does.

 

So the definition of 'garrison' in this sense is: permanent forces stationed at a planet to defend it. They don't have to be literally permanent just as per rules.

 

I will believe you on the plot armor thing if you actually bring up a problem with it as a reason for your no vote that isn't in the rule when the council was made it was made to look at facts and attempt to be as unbiased as possible thus I believe a reason must be given with out one you are not showing that you are going off presented facts and instead are going off of own personal bias as such it is not in the spirit of the creation of the council.... so please give me a reason as to why you say no that isn't covered in the rule.

Edited by tunewalker
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I will believe you on the plot armor thing if you actually bring up a problem with it as a reason for your no vote that isn't in the rule when the council was made it was made to look at facts and attempt to be as unbiased as possible thus I believe a reason must be given with out one you are not showing that you are going off presented facts and instead are going off of own personal bias as such it is not in the spirit of the creation of the council.... so please give me a reason as to why you say no that isn't covered in the rule.
Believe me? What has this got to do with believing? *shrug* whatever. I have given my reasons, and personal biased doesn't really come into this as essentially this rule would benefit me as much as anyone. But to quote myself, twice:

In a debate, nobody should be given plot armour 'simply because'. In debate, I expect people to give reasons for why I cannot board Thrawn's flagship and shoot him in the head [regardless of whether I won or lost the battle] not: 'Oh he has plot armour, so there!' I'm afraid this directly contradicts outcomes being decided by canon fact.

Outside of the fictional movie universe where reality and reason are allowed to come into play - I'm sure I can name many. [in reference to moments when the winning side has lost its leader - I think at this point Aurbere helpfully brought up Qui-Gon Jinn] This is just it, we are not in a movie people, so why should we be weighed down by negative devices like plot armour? I mean, name one instance when on these forums or anywhere for that matter the words 'plot armour' have been used in a positive sense. Where not in a movie people, break free!

 

The thing in place that makes them not scared to do it is the commanders personal power. I'm fine with putting Darth Cognus into battle because I know she can win and I no if she loses she can escape. However if someone put forward a really good argument for why she dies, I would not want to just say 'plot armour' and crap all over it. Nor would I want someone to do that to me.

 

And sneaking aboard, during a battle, will not count as a covert operation. Because its during the battle.

 

Anyway I'm generally opposed to introducing safety nets to this. Its not a game, its WAR! :D

 

At no point did I just say: 'I'm against plot armour' without giving a reason beforehand. I would suggest you read over posts again from page 9 to refresh your memory before making such accusations.

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Believe me? What has this got to do with believing? *shrug* whatever. I have given my reasons, and personal biased doesn't really come into this as essentially this rule would benefit me as much as anyone. But to quote myself, twice:

 

 

 

At no point did I just say: 'I'm against plot armour' without giving a reason beforehand. I would suggest you read over posts again from page 9 to refresh your memory before making such accusations.

 

both of these reasons are covered in the rule as both of these were covered and the rule prevents both actions you have put forth neither of these reasons has anything to do with the rule put forth as such your reason is invalid as it has nothing to do with what we are talking about.

 

 

And sneaking at any time battle or no battle is a covert ops just like grievous stealing palp was a covert op just like the jedi getting him back these are all covert actions that have a different objective ten winning the battle as set up by covert action rule here

 

Command Sub-Section 05: Covert Operations

 

If a player decides to carry out a covert operation, whether they use their Assassin or a unit capable of covert operations, a debate will ensue to decide the outcome of the operation.

 

Covert Operations can target Command members or targets of value.

 

(Covert Operations are not mandatory)

 

 

 

So again please bring up an ACTUAL problem with the rule AS WRITEN you are making your decision based off a rule that is not written again your own personal bias.... please try again.

 

Edit: here it is again for your reading pleasure for an actual problem to be found as every reason provided would not be possible under the rule written you have yet again failed to bring a proper reason to the board

 

 

THE POWER OF PLOT ARMOR

 

You can never lose any member of your command staff nor your Flagship or your Station in any battle in which you WIN.

AMENDMANT you may still lose them in a fight in which you fight another players command staff (ex. champion vs champion) these will be decided in standard vs thread. Even facing another's command staff does not garentee a kill as it can end with 1 dieing or 1 escaping this will be decided by the council.

 

In a fight your command staff takes place in and you lose there is still a chance the command staff can escape but if you lose a fight in which your flagship or your station is present you lose them. Arguments will be made as to whether your command staff can or can not escape a situation.

Edited by tunewalker
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both of these reasons are covered in the rule as both of these were covered and the rule prevents both actions you have put forth neither of these reasons has anything to do with the rule put forth as such your reason is invalid as it has nothing to do with what we are talking about.
So if I made a great argument for why your command staff member dies, yet lost the battle. That member would die? Your plot armour concept would seem to prevent that.

 

EDIT: I'm not going to waste my time with this if your just going to be silly and say 'try again' without addressing my point. I vote against. End of.

Edited by Beniboybling
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So if I made a great argument for why your command staff member dies, yet lost the battle. That member would die? Your plot armour concept would seem to prevent that.

 

What great argument all I see is an argument for a covert ops killing a command staff this plot armor does not prevent that.

 

The point is you have yet to address my point all I have said is you have yet to bring up a point at all, everything you have brought up is a none point as it is covered in the rule.

 

 

So far your only issue is with the name of it not the actual rule or the power of it. you just don't like the name plot armor had I not put that forth you would not be able to use the name as a reason.

 

Edit: I am not being silly you have yet to address the actual rule since you keep bringing up stuff that the rule wouldn't let happen to begin with it tells me you haven't actually read the rule its not to much to ask for you as a council member to make a decision based on facts something you have yet to give.

 

Edit: If you are unwilling to make decisions based on facts then you are in violation of your obilgations as a council member and are abusing the power granted to you by the people in this game.

Edited by tunewalker
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