Star Trek/Star Wars STGOD?

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Star Trek or Star Wars?

Poll ended at 2009-05-11 03:18am

Star Trek
4
29%
Star Wars
8
57%
Abstain
2
14%
 
Total votes: 14

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Ryan Thunder
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Re: Star Trek/Star Wars STGOD?

Post by Ryan Thunder »

DarthShady wrote:Bringing in ships from other universes just complicates the rules, unnecessarily I might add. It's a Star Wars or Star Trek STGOD, there's plenty of ships to chose from in either setting, no need to import ships from other stuff. I see no problem with modifying existing ships though.
But... half the fun for me is the custom equipment.

Are we limited to Republic, Separatist, and Imperial factions now, too? What if I want something original?
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Re: Star Trek/Star Wars STGOD?

Post by The Romulan Republic »

Ryan Thunder wrote:
DarthShady wrote:Bringing in ships from other universes just complicates the rules, unnecessarily I might add. It's a Star Wars or Star Trek STGOD, there's plenty of ships to chose from in either setting, no need to import ships from other stuff. I see no problem with modifying existing ships though.
But... half the fun for me is the custom equipment.

Are we limited to Republic, Separatist, and Imperial factions now, too? What if I want something original?
Their are others in Star Wars as well. The Chiss, the Vong, Black Sun, etc. Of course, a lot of the underworld organizations probably use the same types of very common ships (Z-95 Headhunter, CR90 Corvette, etc). And I don't know if those other are included in Coyote's ship list.
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Re: Star Trek/Star Wars STGOD?

Post by Karmic Knight »

DarthShady wrote:Yeah, but If you want to play it's nice to post and show your interest, otherwise you're just one of those guys. See above. :lol: :wink:
Ah, but it just seems all hollow for me to just throw a +1, 'Yeah, I'd be interested' post, as at this stage it really is all I could do, as these point debates make my head spin.
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Re: Star Trek/Star Wars STGOD?

Post by Coyote »

I'll try to answer Romulan Republic's list o' questions later, but right now I can say that we didn't allow for original ship designs at first because people were going hog-wild trying to design "THE ultimate uber-ship", so we limited new designs to just revising older ones (ie, building a regular Star Destroyer, but replacing, say, half the turbolaser batteries with turreted missile launchers, for example).

We also tried to stick with worlds that we could find in established EU sources like Wookiepedia, the Unofficial Star Wars Encyclopedia, and others like that. It was to prevent that "hey, whadday know, I just made six races of intelligent space-faring beings. Six homeworlds, cha-ching!"

We're kinda backing down from a lot of the rules (and we've designed a bunch of new fighters) because the people involved now are long-term players with a lot invested in the game, and a lot of our troubles came from one early player in particular who was a hard-core powergamer, always going for "t3h win". So most of our rules are for a situation that has faded in importance now. You could probably trim it back considerably and go with the world points and ship building to start with.

More later as I have time. :D
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Re: Star Trek/Star Wars STGOD?

Post by DarthShady »

Karmic Knight wrote:
DarthShady wrote:Yeah, but If you want to play it's nice to post and show your interest, otherwise you're just one of those guys. See above. :lol: :wink:
Ah, but it just seems all hollow for me to just throw a +1, 'Yeah, I'd be interested' post, as at this stage it really is all I could do, as these point debates make my head spin.
Head spinning debates? Come on, this stuff is fun. :) IMO It's better that people do a +1 so we know they're interested, instead of us thinking we have a bunch of fucking spammers with nothing better to do, except sabotage our poll.
Ryan Thunder wrote:But... half the fun for me is the custom equipment.

Are we limited to Republic, Separatist, and Imperial factions now, too? What if I want something original?
I'm not saying you can't customize your stuff, just that we keep to the universe in question and not bring in shit from other places, which will give us all headaches when we try and determine how powerful it is, or how much it should cost. And Coyote makes a good point with the "THE ultimate uber-ship" building thing.
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Re: Star Trek/Star Wars STGOD?

Post by The Romulan Republic »

In hindsight I'm starting to second-guess some of the criticisms I made of Coyote's rules. They can easily be trimmed and simplified in a few places, and may just need additions in one or two more, but for the most part they're probably ok. I just have a strong aversion to rules that are not nessissary, especially if they limit the player's flexibility and creativity, and to be honest my best games (on other forums) have been ones with very few rules. That said, I recognize that I may go to far the other way sometimes.
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Re: Star Trek/Star Wars STGOD?

Post by Raj Ahten »

I guess the real test for original content is whether or not it passes the bullshit test. That is when a lot of other players say "that's bullshit," you should probably go over it again :P .
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Re: Star Trek/Star Wars STGOD?

Post by The Romulan Republic »

Oh yes, whatever rules we end up using, can we please have a ban on Suncrusher tech (the armor and torps)? See aforementioned bullshit test.:D
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Re: Star Trek/Star Wars STGOD?

Post by Ryan Thunder »

DarthShady wrote:
Ryan Thunder wrote:But... half the fun for me is the custom equipment.

Are we limited to Republic, Separatist, and Imperial factions now, too? What if I want something original?
I'm not saying you can't customize your stuff, just that we keep to the universe in question and not bring in shit from other places, which will give us all headaches when we try and determine how powerful it is, or how much it should cost. And Coyote makes a good point with the "THE ultimate uber-ship" building thing.
No, no, I mean totally custom equipment. I'm not talking about bringing in ships from another universe; I'm talking about stuff like that artillery synchropter design Miratia has in SDN World. :P
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Re: Star Trek/Star Wars STGOD?

Post by A-Wing_Slash »

I abstained, sorry for not mentioning my vote.

The problem with limiting our choices of factions is that when you throw in the EU there are tons of different ships that don't really fit into any single faction, never mind of of those four. In a scenario like this, you would see a lot of surplus stuff from the main factions, but there would also be large amounts of home built and black market stuff floating around. I say we let people pick from the wide array of ships and can have any combination of ships, so long as if the more unusual a combination, the more compelling the backstory for that fleet. And then, if someone builds a fleet off nothing but TIE-Defenders and MC80Bs, the Moderator can get involved.
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Re: Star Trek/Star Wars STGOD?

Post by RogueIce »

DarthShady wrote:
The Romulan Republic wrote: To you people out their (you know who you are): stop messing up the poll! :D
Fucking RogueIce and his army of poll breaking henchmen. :lol:
I wish I had such an army.

I voted Star Wars, by the way. Jumped right in and did it, too. :D Though that's because Star Trek really doesn't interest me as much.

Anyway, few brief things:

Custom ships. I can dig this rule, at least for the onset. If you want custom stuff, then you can take the time, money and effort in game to build it. This can prevent some "Macross fighters" (fucking anime) being better than TIE Defenders at the onset which maybe one or two people did, while everyone else naively went with regular Wars equipment. See SDN World 2 and Shep's military, which conveniently was a perfect counter to every fucking thing the MESS had. While ours could barely touch him. Also, I believe the rules stated custom designs could be made later, but passed by the Mod(s) first. This I would presume is to A) prevent needless wank (a faction with six planets isn't going to be building something that one shots an Eclipse Star Dreadnought) and B) I would presume they can then determine a points value so you know how much it costs. Because let's be honest: we'd rather lowball to help ourselves. :wink:

Assume competence. I don't see the need to go become a Star Wars/Trek/whatever technical expert. Presumably, there are people who work for me who know that shit so I don't. So just because you're a bigger nerd than me shouldn't mean my military is run by retards while you have a bunch of Thrawns. Related to the above.

Points. Frankly I prefer it. It's a useful abstraction that can make initial setup (and later construction) easier to deal with for those of us not playing Accounting Tycoon. Is it going to be 100% perfect? Probably not, but at least we'll all be imperfect together. It's a game, after all. Besides, if someone makes up an Excel spreadsheet and posts it (as I did for SDN World) than everyone can use that and we can be simple!

Mods. I think more than one is good. For one thing, if The Mod is involved then well, people can claim impartiality. More than one mod can alleviate this. I would say three is nice, just so that there can be no ties. But that's all adjustable.

Those are just my initial thoughts for now. Maybe I'll have more later.
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Re: Star Trek/Star Wars STGOD?

Post by Coyote »

The Romulan Republic wrote:What's the state of Coruscant? Is it still around, or was it given a Base Delta Zero or something?

A little elaboration on backstory might also help differentiate ours from the other one on Spacebattles.
Well, Coruscant survived, albeit battle-scarred. It has long since been repaired and has been serving as the capitol of a large Republic faction. The Battle fo Coruscant was really a plot device (based on the Dark Empire plot of the Emperor clone returning from Byss) to get all the major, big-name "legacy" characters out of the way. That way, no one could claim that their faction has more "win" than any other because Luke Skywalker joined them, etc.

We got rid of most big-name characters, but some smaller characters were still around. Chief Percival Bast, General Carlist Rieekan, Tavion Axmis, General Sev'rance Tann... you get the idea. A few B- and C-listers were left. We also used some existing baddies for enemies, such as Hethrir, and we agreed that Daala never left the Maw. We kept her around for later use.

You start with a maximum of 4 worlds in an area that have decided to band together to protect themselves from the mean ol' Galaxy. You're encouraged to look up the worlds in Wookiepedia and find out about them so you can make informative, in-depth and in-character posts (ie, it would not go over well to claim a planet that is mostly desert and try to say that it's got lots of oceans and lush jungles, for example).
I'm mostly fine with this, though I would point out that people complained when I set the limit to one major world and ten colonies. Some people may find four worlds, with a maximum of 2,400 points, to be too little. Unless we lower the point value of units, but if we do that then some units will likely be worth only a decimal point apiece (maybe that's fine though).
I found it helps not to start off with the potential to Zerg-rush single worlds. With 3-4 various worlds, one well-equipped Homeworld makes you plan carefully and step lightly. But like i mentioned in a previous post, we had problems with powergamers and people showing up later wanting to start out with, for example, the entire Corporate Sector all at once.


Once you pick your planets, we determine a point value for them.
Who is the arbiter if their is a disagreement over the point value of a world? Their are a lot of worlds in canon, and there is a lot of inconsistent canon. Granted, this will likely be an issue with any system of rules we use.
We do have a GM, but a lot of it now is group consensus among the long-term players. I started playing shortly after I got to Iraq, and that was mid-2004, so it's been going for some time and those of us who've been involved that long have a vested interest in putting a lid on upstarts; we've also gotten used to one anothers' styles and know how to reach agreement together on issues. So that's something that rules can't really account for.

CLASSES:
Homeworld- 600 pts.
Major----- 400 pts.
Average--- 200 pts.
Minor----- 100 pts.
Colony---- 50 pts.

A major homeworld, like Corellia or Coruscant (or of another major, space-faring species) is worth 600 points. (A "major, space-faring species" means a sentient species that has achieved faster-than-light travel on its own --so, like, Ewoks or Jawas don't count since, though they may be intelligent species, they never developed space travel-- or much technology on their own at all).

"Major" worlds are worlds that may not be homeworlds to major species, but are large, high-population industrial giants. Your typical "city-world" will be like this, such as Eriadu or Druckenwell.

"Average" worlds are worlds that have sizeable and respectable populations, but have not covered the surface of their worlds in population. They may be popular or important, but they're not giants on the Galactic scene. Naboo, for example, is an "Average" world.

"Minor" worlds are worlds with self-sustaining population but very little real power or influence. Bespin would be like that.

"Colony" is a small world or space station that relies on contact with another world to keep going. Any large, industrial space station would be a Colony (but not an ordinary Golan defense platform-- you can't spam space stations to boost your points). Mining colonies like the one on Mustafar would fit in this category.
Sounds good.
A note on "stations" as a resource-- these are, of course, the big stations like Silver Station, Centerpoint, etc. A Golan defense station doesn't produce resources; so people can't spam out Golans and get hundreds of extra points. Rather, they cost points, since they add to defense, and have to be built and paid for like ships.

Try to find a small cluster of worlds that are near each other, don't go picking all Homeworlds that are clear across the Galaxy from one another. Have a good, clear reason why these worlds banded together, especially if they're a mix of, say, former Imperial and Republic worlds.
Given hyperspace speeds, why must worlds in a faction be near one another?
This was a metagame rule; it was mostly for convenience and keeping track of "map blobs". It's not necessary and many factions now have far-flung outposts.


Decide if you want your government to be Imperial, Republic, Seperatist, or Independent in nature. That will also determine what types of ships you can start out with.
What about ships that are sold on the civilian or black market (transports, probably obsolete fighters, Corrillean Corvette all come to mind)?
We have a list of "Independent" ships available, stuff that are ubiquitous to all factions because they are so universally used. Things like Nebulon-Bs, CR-90s, and the like are on it, and lots of fighters and YT- freighters. We also recently decided that LH-3210 Trade Fed megafreighters (the ring ships) and ISD-Is would be on that list (although I haven't updated that yet).


Put your worlds together and add them up. The resulting number of points is what you use to buy ships with.
What about purchasing extra ground units/planetary defences beyond what's available on your ships/stations?
For the most part, we've played pretty loose with that. We figured that deployable assets were important to account for, but there'd be too many defense assets to count so we just try to keep it "reasonable". As long as no one abuses the idea ("You can't invade, I have ten million squadrons of X-Wings!") we don't really worry about it. If I was doing this over I'd say a "standard planetary defense package" would consist of, say, 50 divisions of troops and 20 wings of fighters, some turbolasers and ion cannons and a planetary shield, and slap a 5-point cost on it and call it good, but until it becomes a problem we haven't bothered.

I myself have about two or three hundred various Divisions on each planet, and a few dozen Navy fighters and another few dozen Police fighters, less for colonies.

Ship Construction List
The list here spells out which ships are accepted as canon for this game. Custom designs and cross-overs from other universes are NOT permitted.
:cry:

Oh well, I can see the logic to it. But plenty of other STGODs have had custom designs, and I don't know that such is a bad thing as long as the designs are restricted to Star Wars tech.

I agree with ships from other universes though, unless people want to invite madness and turn this into Trek vs Wars. :wink:
Yeah, we had folks trying to conjure up "Star Wars" versions of Bab-5 cruisers, 40K assault landing barges, and so on. We try to keep it "pure Star Wars". Feel free to ditch this by all means, since after all no one's trying to mimic the SB game exactly.

The guys I play with over there are mostly pretty good, but remember that overall there's a, um... well,. let's say a difference in overall maturity level in SB com. We get some wankers wandering through from time to time. Most of the long-term, dedicated people that are in the Story-boards section are pretty decent, though (it's the only part of the board I post at, actually).

SHIP RULES:
1. Minor Ship mods are allowed: Straight out swaps should be alright, for example: Trading a turbolaser for a shield generator or an ion cannon, one-for-one. Modification such as this can only be performed on military craft. Warships can also be converted into the civilian ships by stripping them of weapons.
How does that effect the ship's point value, if at all? Does it cost us if we mod a ship mid-game?
Generally it doesn't affect point value. Trading a turbolaser for an ion cannon or a tractor beam is small potatoes. But for example if you wanted to, say, turn a whole Star Destroyer into a specialized electronics warfare platform with a cloak, that's a significant change that would draw a lot of power (esp. the cloak) and require maybe backup reactors, thus lessened crew and hangar bay space, etc, so it gets more expensive and we agree on a cost adjustment.

I, as ruler of Naboo, created the Royal-class Star Destroyer: I took out the troop and assault lander space and massively expanded the hangar bay to concentrate on fighters. I mixed Imperial "capship" doctrine with Republic "fighter" doctrine so most of my capships have expanded fighter capacity, and I made dedicated landing fleets with Acclamators for planetary assault. The RSD costs the same since I traded troops capacity for fighter capacity. Now, if I'd expanded the frame to include both, I'd have to jack the cost.

2. Putting weapons on Civilian Ships: Some civilian ships carry weapons to protect themselves from pirates. But if you mount too many weapons on a civilian ship, it is no longer considered a civilian ship, but a combat ship, and open to attack from hostile navies.
Does this mean there's a rule against attacking civilian vessels?
No, it's just we wanted to discourage covering freighters with gobs of weapons and then claiming 'foul' if someone attacked it because it was "just a freighter". Although we've used Q-ships, and the Trade Fed can "arm-up" freighters for temporary duty as battleships, and then "de-mil" them later.

Determine how big your civilian ship is, and find a military ship close to the same size. Count the number of weapons on the military ship and divide by 10. The resulting number is how many weapons you can place on your civilian ship. If you go over that number, then it is no longer considered a civilian ship but a military vessel.
I'd think weapons power is more important than weapons numbers. A ship with one heavy turbolaser is much more menacing a combatant than a ship with fifty kiloton-level point-defence guns. Also, this could be tricky, since "find a military ship close to the same size" means very little. An Interdictory Frigate, if I recall, is rather lightly armed for its size, etc. But maybe leaving it open is a good thing.
You are correct, but it was just easier this way. We hadn't really had a problem with it, so it's a bit extraneous.

3. Police/Customs/Border Patrol/Enforcement Ships: Police ships are calculated using the same points system used for Navy ships, and with a difference-- Police ships are meant to CAPTURE, not DESTROY, their targets. At least 50% of the weapons on a Police vessel must be Ion Cannons and/or Tractor Beams. Police Ship fleets must be made up of at least 50% Corvettes or Frigates, and nothing larger than a Cruiser class is allowed (so, no "Police Star Destroyers").
This seems rather arbitrary and needless. What does it matter if a ship is called a police ship or not? Its how its used that matters. So why not let someone call their vessels police ships if they wish? Players will still react to them based on their capabillities, and they'll still have the same capabilities. I guess what I'm saying is, why do we need a sepperate, artificial class for police ships?
When we first established the Point system, Police ships were exempt, then, they were re-calculated anew for Police fleets. This can be exploited, of course, by having massive "Police/Customs" Navies secure your borders while the real Navy went out to conquer. It hasn't been a problem, and it would probably be easier to just make all ships cost a little less, or jack the initial values for worlds.
And a cruiser level ship with fifty percent turbolasers and 50% Ion canons is damn formidable. Since Star Destroyers are cruisers at best, destroyers at worst, a "police Star Destroyer" sounds perfectly possible under this system. Then again, Wars ship classifications are screwy as hell, and I probably wouldn't include a particular classification system in the rules at all if it can be avoided.
Yeah, it was a breakdown in our otherwise fairly well-thought system, I felt.

4. No plantary scale weaponry/'superweapons' on any sort of ship or station.
While given the limitations on planet numbers I doubt anyone could afford them, why make it a solid ban? Its not like such weapons are all that rare in Star Wars.
Just to prevent spammers from making several "Eye of Palaptine" or "Eclipse" class ships, or World Devastators for "t3h win". We ruled that the facilities to make these collapsed with the Empire; or were either blown up by their Imperial guards so they wouldn't get captured by the Republic, or the Republic (during it's brief reign) destroyed the facilities.

6. 6 game months development time for the above-mentioned modifications.
How do we determine when six months have passed in-game? Is this real time? Because that poses its own problems if, say, someone can't post for a few days.
We were on a "1 RL week = 1 game month" rotation.

8. Cloaking Devices for fighters are VERY expensive. You cannot equip entire fleets or wings of fighters with cloaks. At most a faction can equip 1 cloaked fighter squadron for every 1 major planet or above they have represented in their OOB. Police fighters do not have cloaks.
So if a player designates a vessel a "police ship," it can't be cloaked regardless of the laws of their faction or the points they invest in it? Why?

Again, I would strongly consider scrapping the "police ship" designation as anything more than what the player prefers to name their ships as.
We felt that cloaks on a Police ship was kinda against the grain of the Police mission, although we hadn't considered vessels doing undercover investigations or stake-outs. Basically to prevent fleets of cloaked ships. Adjust as needed depending on what the consensus is about the Police ships. Most of the novels had people interacting with "Imperial Customs" before encountering the Navy, so I went with "Police ships". Plus, my government on Naboo wanted a lessened military presence for political reasons, so we had a stronger civilian Police presence and less of a military one.

9. If you build ships from another political faction (ie, Republic trying to build or buy Imperial ships), then take the base cost of the ship (in either time or points), divide by half, and add that half to the base cost again. So a 10 point ship will cost you 15 points if it is from another faction. The only exception is Independent ships, which can be built by anyone at their base cost. Independent faction owners, however, must pay the "cost + half" for importing a Seperatist, Imperial or Republic ship.
Not too bad, but really, why not allow people to have whatever ships they want? Aren't most ships produced by private companies for sale? What about captured ships? In a time of galactic chaos such as the backstory suggests, wouldn't a lot of fleets be scraped together out of whatever was available? Really, this is one place I think we could simplify things by just scrapping a rule.
Just to encourage continuity (a lot of metagame rules, really). We were trying to encourage consistency with stated government goals; for example a Republic could very well use TIEs and ISDs, but would that be politically and socially easy for the democracy-minded citizens to swallow? Given how the "symbols of Imperial abuse" might appear to a Republic-minded citizen, we hoped to encourage some diversity.

Naboo actually had a internal political crisis over the use of left-over Imperial hardware, especially when the Falleen joined, and a campaign of "de-Imperialization" was roleplayed by me as a condition for Falleen membership in my government. I re-designed Clonetrooper-II series armor with modern Stormtrooper electronics inside, rebrande dit "Alliance Armor" to break with both Clone and Storm- trooper images; re-named the Star Destroyers as "Star Defenders" and scrapped a lot of Imperial scoutships and replaced them with MandalMotors designs, and so on. So a lot of it is to encourage roleplay options rather than just "fleets for the win!" empire-building spam.

Codes for ships:
+ means you may not start out with one of these, but can acquire it later.
* means that the design is owned by a particular faction, and you must ask for the plans before you can build it.
$ means that the design can only be operated by members of a particular species; you can modify them for x2 the cost.
That last sounds a tad overpriced for realism, but if a case can be made that it helps playability, fine. Otherwise, no comment.
Our Mon Cal player insisted that Mon Cal ships could not be used by non-Calamari; I guess the Geonosian Nantex starfighter flies based a lot on scent, so again, that wouldn't be compatible with non-Geonosians. Again, just some built-in challenges.

The "+" all the way up to "++++" ratings were for increasingly difficult ships to build, that way a one-world faction would not be able to crank out an SSD if they wanted. You had to have a certain amount of territory/resources to build certain levels of ships. It was a leftover designation from before the points system; it can probably be dropped.

7 real days = One game month
Every 4 real-time months = 1 game year
Ok, except that because a battle might take days to play out in, and players might go a few days without posting, and then a month has gone by while a fleet was crossing between two systems and fighting a single battle.
When needed, time becomes 'elastic'. It really is up to group consensus and we don't worry overmuch about the passage of time except every once in a while. I recently finishe dup an arc that in writing covered about a month and a half, and I wrote out many individual days, but if we adhered to the time rule religiously it would have aged my characters 4 years. So judgment is used when/as appropriate.


Buying ships cost money and you have to have it accounted for somehow. You get the ship 'right now' but you also have to find a crew 'right now' or it sits in the yards for at least 3-4 months while waiting for crews. You can also buy Droid crewers or Clone crewers from various factions around the Galaxy, but it costs more money.
How much more? And how do you determine weather you have enough crew for a ship? You didn't list any rules about population or military size. Also, ships are built instantaneously, or do they take time to build?
We never got that in-depth about the populations; this was to prevent, say, a guy with Tatooine and Ryloth as his start-up worlds from announcing he had a SSD. It would utterly denude his worlds of population just to do a pre-flight check.

Whether building or Buying, use common sense. A faction of 2-6 worlds is not going to have the tax or industry base to suddenly purchase or build 300 Star Destroyers. A typical start-up faction will have 1-6 worlds, a small fleet of up to two-dozen (24) ships, and up to 10 shipyards of various sizes, either Imperial or Independent.
What's the diference if cost, if any, between building and buying?

Also, I thought we were limited to four starting worlds? And does this mean we have to start with Imperial or independant shipyards, even when playing another faction? Lastly, this makes it sound like the point value of ships is left up to the player to make a reasonable guess, while elsewhere it sounded like their was a list of point values for different types of ships.
At first we lumped the factions into "Imperial" and "Everyone else" and it wasn't until later we further defined it into CIS, pirates, etc. We were planning on doing more "economy" stuff in the game but never got around to it, we were thinking about ways to account for GDP and all that, but it was already too damn many rules. :D

We at some point allowed some players to start with a few extra worlds because they wanted some backwater, asscrack type worlds with little resources, so we fudged it and let people start with 6.

Remember, this is 5 years of patchwork you're looking at here! :mrgreen:

There are advantages to staying small: Factions with less than 10 worlds can shave 1 month off of build times. Larger factions have more bureacracy, worker shortages, and other headaches to deal with.
And more resources. Also, what is the purpose of this rule? I don't know if it does any harm besides adding another rule, but does it do any good?
It slowed down the desire to land-grab when people started out.


Do you have a list of what each unit is worth?
Yeah, I'll post the shiplist.
What happens when a player chooses an obscure but canon unit that's not on the list?
It is presented in one of the ships & stats thread for discussion on th evarious merits and shortcomings, and a point value is agreed to by consensus.
Also, what about units like a fighter squadron or an infantry regiment that might be worth decimal point values on this system?
As long as people didn't abuse it ("...10 Billion divisions!") we just waved it off.

In addition to my previous points regarding limiting what ships are available, I observe that the abillity to do so would presume that the game ran quite a long time. How long do most STGODs run?
If they make it past the first two months, I think you're lucky to squeeze 8-12 months out of the typical STGOD. Depending on the players, you'll fall to the usual squabbles ("I shot you!" "No you didn't!"), or arguments over resources, what can and can't be done by ships/people/weapons/etc, or just a slow decline in interest.

With a good crew you can get a STGOD to go for... well. for 5 years! :mrgreen: Some of the STGODS (they call 'em "SD"s, for story-debates) at SB.com have gone on longer than ours, even. But most form up and dissipate within a few weeks to a few months, rare is the one that makes it past the 1-year mark. I use my participation as a writer's workshop to experiment with ideas and characters. When I lived in California and did my small-press comics, I had a ready supply of people to commune with for creative ideas. Not so in Boise, Idaho! Now I commune online to bounce ideas. I use on-line STGODs to bounce ideas about writing, say, government leaders, battles, intrigue, diplomacy, etc. Writing negotiations or brinksmanship or battles with a live person countering you is good for the creative process.

Not to press the point too strongly, but why not dump the police ships catagory?
Like I mentioned, it was an attempt to reflect the ubiquitous nature of the "Imperial Customs corvette/frigate/cruiser" that always seemed to vex characters in the novels. In a post-collapse Star Wars, it is not necessary unless a faction wants to present a "less militaristic" face to the Galaxy and their citizens.

What about ground troops?
As long as there were no abuses, we never worried about it. Most of the people I write with are willing to take hits and lose battles for the sake of good, interesting plots so we always just went with "we have enough ground forces/fighters to get the job (ie, the plot) done". :wink:

Finally, my apologise for the long post, and the pain that your eyes may have suffered reading it. However, it was that or a whole bunch of smaller posts, and I didn't feel like quadruple-posting.
Eh, no biggie. Although next time I may break it up. Whew!
Something about Libertarianism always bothered me. Then one day, I realized what it was:
Libertarian philosophy can be boiled down to the phrase, "Work Will Make You Free."


In Libertarianism, there is no Government, so the Bosses are free to exploit the Workers.
In Communism, there is no Government, so the Workers are free to exploit the Bosses.
So in Libertarianism, man exploits man, but in Communism, its the other way around!

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Re: Star Trek/Star Wars STGOD?

Post by Coyote »

Oh, I just saw this last part:
And regarding mods for the game: I think its critical we have at least one, plus a backup if that one becomes suddenly unavailable. First, should the mod be a player, or someone "impartial" outside the game? (doubt anyone's going to care to run a game they're not involved in, though). Second, I feel that the mod should be someone who has time to post regularily and do the job, who has run something like this before, and has a fair knowledge of the EU. Ideally also someone who's been around a while and is fairly well known and respected. However, I don't know if their's anyone interested who fits those qualifications, so I guess whoever wants the job. :) (Just to be clear: I'm not trying to get out of doing any work myself. I simply recognize that I fit maybe one or two of the qualities I listed above, and thus am rather unsuited to help moderate this.)

Weather we do Star Trek or Star Wars however, and weather we use his rules or not, I would personally nominate Coyote if he's willing to do it.
I'd say it doesn't matter if the person is a player, so long as he's trusted. Or you can have a mod council (odd number recommended). I think one reason we lasted so long in SB.com is because we sub-divided modship to several people (me and a couple other guys go over ship designs, check canon and established in-game continuity issues, etc, others follow up on other things like handling complaints or questions about rule violations, so on). But we have a very "group command" thing going because folks like me, Lightning Count, An Ancient, Corp, Keshy and DPDarkPrimus have been there for so long and know each others' styles. Some of our newer members are also pretty on th eball (Lord Castellan took over an old, forgotten Bothan faction and is doing really well, RazeByFire is also very articulate with Star Wars knowledge).

I don't really have the time to devote to a new story, with the SDNworld here and the game over at SBcom, but I'd be willing to be one of the "call me if there's a disagreement and no one here can be totally fair" type situations. If one of my other games collapses for some reason (we did take a 6-month break over at SBcom last year) I'd probably step in.

Dibs on Naboo! :mrgreen:
Something about Libertarianism always bothered me. Then one day, I realized what it was:
Libertarian philosophy can be boiled down to the phrase, "Work Will Make You Free."


In Libertarianism, there is no Government, so the Bosses are free to exploit the Workers.
In Communism, there is no Government, so the Workers are free to exploit the Bosses.
So in Libertarianism, man exploits man, but in Communism, its the other way around!

If all you want to do is have some harmless, mindless fun, go H3RE INST3ADZ0RZ!!
Grrr! Fight my Brute, you pansy!
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Re: Star Trek/Star Wars STGOD?

Post by Master_Baerne »

So how many points do we get to start with? I'm a wee bit confused.
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Re: Star Trek/Star Wars STGOD?

Post by RogueIce »

Master_Baerne wrote:So how many points do we get to start with? I'm a wee bit confused.
Depends on the "level" of planets you have. Though I'd say this could be fudged with a bit somehow. But that depends on the players and what they want to do and whether we have a bumrush on Corellia, Coruscant, Mon Calamari, etc.

For my part I'd like to do a human-centric faction. So that may limit my "homeworld" choices since those tend to be the most popularly known ones. But again, we'd have to wait and see how it works before anyone starts 'calling' planets (sorry Coyote :razz: ).
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The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
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Re: Star Trek/Star Wars STGOD?

Post by The Romulan Republic »

Master_Baerne wrote:So how many points do we get to start with? I'm a wee bit confused.
If I understand Coyote's rules, we would be limited to four worlds, none of which could be worth more than 600 points. So 2400, unless I'm missing something?

Though I'd point out that while its convinient, 4 worlds is a pitifully small faction by Star Wars standards. :)
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Re: Star Trek/Star Wars STGOD?

Post by Coyote »

The Romulan Republic wrote:
Master_Baerne wrote:So how many points do we get to start with? I'm a wee bit confused.
If I understand Coyote's rules, we would be limited to four worlds, none of which could be worth more than 600 points. So 2400, unless I'm missing something?

Though I'd point out that while its convinient, 4 worlds is a pitifully small faction by Star Wars standards. :)
Room to grow. Otherwise, someone could start with, say, all of Hutt Space or the Empire of the Hand, steamroll everyone else and "win". We wanted room for future players to grow. We actually got to the point where we were running out of space and crowding the map, so we used the Vong invasion to trim everyone back. :D
Something about Libertarianism always bothered me. Then one day, I realized what it was:
Libertarian philosophy can be boiled down to the phrase, "Work Will Make You Free."


In Libertarianism, there is no Government, so the Bosses are free to exploit the Workers.
In Communism, there is no Government, so the Workers are free to exploit the Bosses.
So in Libertarianism, man exploits man, but in Communism, its the other way around!

If all you want to do is have some harmless, mindless fun, go H3RE INST3ADZ0RZ!!
Grrr! Fight my Brute, you pansy!
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Re: Star Trek/Star Wars STGOD?

Post by Raj Ahten »

I find myself agreeing with pretty much all of Rogue Ice's points.

Edit: As for as mod's go, Coyote seems to be a good choice if he's got the time and inclination.

Also some more on what I plan to do if anyone cares. Basically I plan for my faction to be a bunch of hard bitten sepretists who actully cared about the cause during the clone wars. Some became rebels with the rise of the empire while others were just completely disaliused and became mercs or the like. Now that the galaxy has gone to shit, they are reuniting under an old clone wars commander that they respect. This commander was successful, a little too successful, and was thus shit canned by Dooku. The Separatists couldn't actually be competent enough to win for the Sith plan to work! You just need Grievous going around committing atrocities and kidnapping Chancellors and so forth.

For this idea I figure that the separatists actually had some biological troops from local planetary defense and the like fighting for them from planets that wanted to leave the Republic due to the rampant corruption (the Republic was a fucked up place and I imagine lots of folks actually had legitimate grievances. Needless to say they got screwed.) Equipment wise I plan to use a mix of separatist equipment that was hidden or mothballed after the clone wars along with whatever the ex-mercs and local planets have been able to put together. (It should be fun to upgrade the separatist ships and kitbash designs together.) I kind of like the idea of having a lot of disposable droid forces augmented with a solid force of biological combat vets to give them flexibility and initiative.
Last edited by Raj Ahten on 2009-05-05 12:13am, edited 1 time in total.
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Re: Star Trek/Star Wars STGOD?

Post by RogueIce »

The Romulan Republic wrote:
Coyote wrote:There are advantages to staying small: Factions with less than 10 worlds can shave 1 month off of build times. Larger factions have more bureacracy, worker shortages, and other headaches to deal with.
And more resources. Also, what is the purpose of this rule? I don't know if it does any harm besides adding another rule, but does it do any good?
Coyote answered this a bit already, but I'll toss my two cents in.

Once your Empire (or Coalition of Super Happy Fluffy Bunnies and Puppies) starts to get bigger, you need a bigger governmental structure to run things. This mean beauracracy, regional governers, more general and admirals, etc. Various groups of whom have their own ideas about how things should be and thus you have to A) placate them somehow, B) ignore them (but do so at your own peril) or C) oppress them, which is going to take time and effort to maintain. And then you have the civilian populaces and such.

So basically unless you do something silly like have a race full of droids that can't think to themselves, you're going to get somewhat more ineffecient the bigger you grow. Thus Larger Power X can not simply start a massive invasion of Smaller Power Y simply because your leader got bored one day. You may have anti-war factions, factions who think you should be attacking something else, and of course it'll take time to organize your large force to go do the attacking, and so on. Additionally building ships won't be as easy as snapping your fingers and making it so, because of factions who think you should build different ships, factions who don't want you building ships at all, factions who want that money going to the Army, etc. In a large empire, you'll have more and varied people you need to deal with. Or oppress. Neither of which can be done as easily as a smaller empire.

So while you do get more resources, you have to put up with the extra bullshit of more people and their ideas on 'how things should get done' and so forth. Meanwhile the smaller faction has less resources, but then they're likely to get things done quicker because you have less people to please...and also a sense of urgency from the 'threat' of the Big Powers. While the people in said Big Powers could easily let themselves get complacent.

So yeah, useful inasmuch as just saying "I have 40 planets, I am teh uberz!" isn't exactly accurate. And while nobody wants to get totally bogged down in politics, unless you like those storylines, it's useful to have some mechanics to simulate the inherent difficulties of trying to run a large Empire/Republic/Communist Paradise/etc.
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This is the price of war,
We rise with noble intentions,
And we risk all that is pure..." - Angela & Jeff van Dyck, Forever (Rome: Total War)

"On and on, through the years,
The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
"Courage is not the absence of fear, but rather the judgment that something else is more important than fear." - Ambrose Redmoon
"You either die a hero, or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
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Re: Star Trek/Star Wars STGOD?

Post by DarthShady »

Ryan Thunder wrote: No, no, I mean totally custom equipment. I'm not talking about bringing in ships from another universe; I'm talking about stuff like that artillery synchropter design Miratia has in SDN World. :P
Well Coyote's rules allow that kind of customization, so I see no problem with that.
Coyote wrote: Room to grow. Otherwise, someone could start with, say, all of Hutt Space or the Empire of the Hand, steamroll everyone else and "win". We wanted room for future players to grow. We actually got to the point where we were running out of space and crowding the map, so we used the Vong invasion to trim everyone back. :D
If we get 4 planets to start with, they can't all be homeworlds, can they? I mean if one player takes 4 homeworlds and another one takes 1 homeworld and 3 smaller planets, then he will have less points. That doesn't seem fair to me.

Also: Are we going to include the Sith/Jedi in the game? I would like for the Emperor of my Empire to be a Sith Lord. :twisted: :D

And yes, I'm going with an Empire faction. :P

P.S. I also fully support Coyote as a mod.
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Re: Star Trek/Star Wars STGOD?

Post by Ryan Thunder »

DarthShady wrote:
Ryan Thunder wrote:No, no, I mean totally custom equipment. I'm not talking about bringing in ships from another universe; I'm talking about stuff like that artillery synchropter design Miratia has in SDN World. :P
Well Coyote's rules allow that kind of customization, so I see no problem with that.
Oh, okay. The way I read it it, I thought we weren't allowed to create ships or equipment from scratch at all. If it's just that we can't start with stuff made from scratch, that makes sense.
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Re: Star Trek/Star Wars STGOD?

Post by RogueIce »

DarthShady wrote:If we get 4 planets to start with, they can't all be homeworlds, can they? I mean if one player takes 4 homeworlds and another one takes 1 homeworld and 3 smaller planets, then he will have less points. That doesn't seem fair to me.
Well, you have to have had some reason for them to band together, per the rules. I don't see how you'd swing four seperate homeworlds. Though we'll no doubt cross that bridge if anyone tries it.
DarthShady wrote:Also: Are we going to include the Sith/Jedi in the game? I would like for the Emperor of my Empire to be a Sith Lord. :twisted: :D

And yes, I'm going with an Empire faction. :P

P.S. I also fully support Coyote as a mod.
I would be cautious of that, just because Jedi can get a little too wanky for my tastes (see just about any "Jedi vs. Somebody" thread around here). At best, I would say very limited numbers, and definately nobody up with Kyp Durron or Skywalker Family levels of power. If we have them at all.
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"How can I wait unknowing?
This is the price of war,
We rise with noble intentions,
And we risk all that is pure..." - Angela & Jeff van Dyck, Forever (Rome: Total War)

"On and on, through the years,
The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
"Courage is not the absence of fear, but rather the judgment that something else is more important than fear." - Ambrose Redmoon
"You either die a hero, or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
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Re: Star Trek/Star Wars STGOD?

Post by DarthShady »

Ryan Thunder wrote: Oh, okay. The way I read it it, I thought we weren't allowed to create ships or equipment from scratch at all. If it's just that we can't start with stuff made from scratch, that makes sense.
When the game starts, you design a ship and present it to everybody; if it's not too wanky then you should be able to build them. We can agree on the cost and production time, based on the ships power level.
RogueIce wrote:Well, you have to have had some reason for them to band together, per the rules. I don't see how you'd swing four seperate homeworlds. Though we'll no doubt cross that bridge if anyone tries it.
I'm thinking we limit players to one homeworld(two max) type worlds, or something similar.
RogueIce wrote:I would be cautious of that, just because Jedi can get a little too wanky for my tastes (see just about any "Jedi vs. Somebody" thread around here). At best, I would say very limited numbers, and definately nobody up with Kyp Durron or Skywalker Family levels of power. If we have them at all.
That's pretty much what I had in mind, one or two Sith/Jedi per Empire and we limit them in power level. Nobody wants to see a Sith take down a Stardestroyer with the power of the wank force. :P
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Re: Star Trek/Star Wars STGOD?

Post by Fingolfin_Noldor »

Can't we.. do a point system and then maybe expand the details to assign points to firing arcs etc. etc.?
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Re: Star Trek/Star Wars STGOD?

Post by Ryan Thunder »

Some preliminary suggestions for creating your ground forces, shamelessly based on Coyote's SDN World Build Your Own Military thread.

INFANTRY REGIMENT
- Infantry, Light (marching, or trucks when not near fighting): +0.2 points
- Infantry, Speeder (speeder bikes or jetpacks): +0.3 points
- Infantry, Mechanized (light repulsorlift vehicles): +0.4 points
- Infantry, Airborne (high-altitude repulsorlift transports): +0.5 points

TRAINING MODIFIERS
- Gangsters: +0.0 points
Informal warriors with little or no training at all. Poor organization. (Light infantry and speeder troops only) e.g. gangsters.
- Basic training: +0.1 points
Volunteers and conscripts who have basic proficiency with their weapons. Move in formation and take cover. e.g. Naboo palace guard, police forces, B1 battle droids, etc.
- Professional training: +0.2 points
Career soldiers; improved marksmanship, initiative, camoflage, patrolling, navigation and communication. e.g. Imperial Army, late-war Rebel troops, etc.
- Legacy/Guard: +0.3 points
Highly professional career soldiers with a reputation to uphold. e.g. Imperial Stormtroopers, Clone troopers, etc.
- Elite: +0.5 points
Storm Commandos, Clone Commandos, MagnaGuards, etc.

EQUIPMENT MODIFIERS
- Gangsters: +0.0 points
Whatever they can find; blaster pistols, slugthrowers, etc.
Speeder troops: swoop bikes.
- Conscripts: +0.1 points
Consistently armed and equipped; blaster pistols or blaster carbines, uniforms, blankets, helmets, comms.
Speeder troops: Flitknot speeders
Mechanized vehicles:
Airborne vehicles: Imperial Troop Carrier
- Professional: +0.2 points
Body armour, helmets, disruptors, DC-15A blaster rifles, repeating blasters, thermal detonators, etc.
Mechanized vehicles: Armoured Personnel Carriers, Reconnaissance Troop Transporters
Airborne vehicles: LAAT/i gunships, MAAT gunships
- Elite kit: +0.4 points
e.g. DarkTrooper kit, Storm Commando kit, Clone commando kit, etc.
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