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Fleet conquest and rules


BacaWicket

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Ok so this is a revision of fleet conquest, list and rules thread. ok the arena will still be the entire galaxy, the objective is still the same, conquer the enemy's capital and fortress planet, and the core elements will be the same and that will be where the similarities end.

ok i will pick an era and you will pick any available factions

 

step 1: pick your faction

-your faction must be an existing faction and must have at one point challenged the republic or the republic itself the same applies with the galactic empire

.you may not use a criminal organization such as the black sun however you may use the zahn consortium because it challenged the empire

.you can't use a faction which at one point challenged the republic but in the current era they aren't really a threat anymore (ex: hutt cartel in the SWTOR expansion tried to become a galactic superpower alnog with the sith empire and republic but failed. you may only use them in the swtor era)

-each faction will have a canonical special ability (ex: the zahn consortium can use corruption for their advantage)

.i will try to come up with a special ability for that faction if they dont have any

 

step 2: planets

-you will have 4 major planets which depend on which faction you pick

-your capital planet is the head of your faction's government. it is your main base of operations so defend it at all costs but if you lose it then, well ill get to that later (ex: the republic's capital is coruscant)

-your economic planet is where your money comes from. its also where you build nonorganic military stuff (vehicles, droid, ships, etc). taking your enemy's economic planet will make your conquest much easier. In addition to severely dimishing their shipbuilding efforts , it will also give you just as much weapons twice as fast

-your fortress world is the headquarters for your military. its basically your back up capital planet in the event the enemy takes your capital planet. take both your enemy's capital and fortress planet and you win.

-your agriculture planet is where you get organic military stuff (organic infantry, medical supplies, toxins,etc.). this is where you can recruit people.

step 3: your fleet

-your flagship is your fleet's mobile HQ (ex: the rebel's flagship is the home one) i will try to decide your flagship but some factions have had several flagships so you will be able to pick which flagship you get to use

.the empire has SSDs(super star destroyers) which are really big ships. unlike the other thread superweapons are permitted if they are a flagship or its a commonly mass produced ship. no prototype ships which got destroyed before they could be approved (ex: the sith empire may not use the gauntlet because havoc squad destroyed it)

.also you may only have one of each type of SSD for the empire (ex: you may not have 13 executors)

-you may have 1 shipyard. again some factions have many shipyards so pick the one which is the most advantageous in your opinion (ex: for the galactic empire, i strongly recommend picking either fondor shipyards or kuat drive yards)

-your escort ships are basically ships which escort and protect your flagship

.your escort ships can be anything (for example if your flagship is the eclipse then it can be an executor, 10 imp star destroyers, or even 20 tartan patrol cruisers each option has pros and cons)

-your space station protects a planet

.the type of space station will depend on faction (ex: the galactic empire has carrick space stations)

.you will start with 1 grade 1 space station. over time you will either be able to put another grade 1 space station or upgrade it (recommend latter). the more space stations and upgrading you do, the greater the wait till you get to upgrade or place another one

. the maximum upgrade is grade 5

-your fighters and bombers are basically your starfighters

.fighters are good against against bombers and average against other fighters but are all "AHHHHHH" against capital ships

.bombers go great against capital ships but are weak against fighters

-military

step 4 your military

-your main fighting force will usually be the name of the faction followed by army however you may use a legion (ex: the republic and empire have the clone army for the former and imperial army for the latter although both may use the 501st legion)

-your specOPs force basically sabatoges enemy fleets, ground forces, and superweapons

-your heavy force consists of what would be jedi for the republic and sith for the empire but other factions have other heavy forces

-miscellaneous

.superweapons may only be used if it is part of a special ability or is a capital ship. for example, revan's sith empire may use the star forge because it is part of their special ability as well as the eclipse. However, the sun crusher, world devastator, and other misc. superweapons are not allowed.

.stealth can only be used for common ships or a flagship (ex: the republic in clone wars may not use the stealth ship because it only shows 1 being used). Therefore only the zahn consortium and Malgus's new empire may use stealth

.you can steal ships from the enemy especially if you are the consortium but revans empire's special ability is rakata technology which means they cannot be hijacked because nobody understands it

.just to make it fair for the empire because the consortium has corruption and can steal ships, they may use the death star. if it survives for a week then it may be upgraded to a death star 2. however, DS2 doesn't make u win )so no "I just completed DS2 I win yaaaaaaaaaay:D") because it can be sabatoged

 

P.S sorry for taking so long i was banned for a week

Edited by BacaWicket
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Might want to seperate each point so it is easier to read without it getting jumbled, and there is likely not enough people willing to participate to fuel both games. You may also want to simplify, condense, and compact your points. Some of them just seem like ramblings rather than guide lines.
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