Star Wars Universe

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 Rules

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PostSubject: Rules   Sun Mar 14, 2010 8:40 pm

Production
There are many varieties of items that can be constructed in the RP, the most popular being spacecraft and facilities, but given enough raw materials, custom items can also be built.

Spacecraft
The most common method of purchasing a ship will be to buy one directly off of the market, which in some instances could be cheaper then constructing the ship from scratch, depending on who the seller is and how good your negotiation skills are.

Buying From the Market
Ships that are bought from the market are a simple transaction. The same as how there are planetary trading stations, the same is for space. There is a public market for things to be purchased over the holonet, and that will be where you can buy ships from another player. There is no specific method or format of buying a ship from another player, other then posting what class of ship it is, its location and your starting and ending credits and the cost.

Building From Scratch

Ships that are built from scratch require actual in game resources, such as metals for constructing the ship and a facility for it to be constructed at. To build a ship from scratch (this is different then custom ships) you will need to create a post in the production section by your player name. This will be for all of your purchases from the production section. Your post must include the following:

Class of Ship
Resources being used (ie Metals)
Planet Location
Facility Location
Days to Build (will vary depending on how many resources are used)

Custom Spacecraft
It is possible to build your own spacecraft based on your own specifications and using resources in game to build it. To do so, the parts for the ship will need to be researched. The more researching done in the game will increase the Tech Level of the RP, so more sophisticated and advanced craft can be built.

To build your own vessel, in the post you have created by your username in the production section, include the following:

Class Name (as named by the player, already existing Star Wars classes will not be used here)
Resources being used (ie Metals, weapons, shields etc)
Planet Location (could be multiple depending on where certain resources are)
Facility Location (could be multiple depending on where certain resources are)
Total Days to Build

Facilities
Facilities are fairly straight forward. Very similar in format to the spacecraft production, you simply post in your production thread the following:

Starting Credits
Facility Name
Planet Location
Cost
Days to Build

Final Credits

Some facilities can be built on land, and some are for space. No matter which type it is, your post will always look like the one above.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:40 pm

The Holonet
The Holonet is a tool for general communication purposes. Updates to the RP will be posted there, players can engage in long range trade negotiations, diplomatic missions etc using the holonet. Any player can start a new topic there but it is separate from the general RP discussion. The purpose of the General Discussion is for players to discuss the game outside of the game, ask questions etc. The Holonet is part of the RP and therefore RP related tasks will be conducted there such as purchasing ships from other players.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:40 pm

Planets
This RP has a broad selection of planets that players can visit, produce items on, conquer etc. Each planet has a set of stats and a default owner. Individual players can own planets should the laws of combat/conquering be followed or if some other situation occurred like a government sells a planet.

Along with these stats, certain planets have particular benefits, namely minerals. Minerals are something that can be mined and used for a variety of purposes. Minerals can be sold for money, used to build things, used for trade negotiations and can be used to help research new items to increase the RP tech level.

Mining
The different minerals/metals can be mined on planets that have the mineral. A specific type of mine is required though for each type of mineral and players must keep close track of their mines and their minerals. Mines require to be maintained by continually paying the workers and paying for the keeping of their mine. The specific rules for paying for a mine are found in the mining facilities stats in the production section.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:41 pm

Space
Space travel and combat is an integral part of this game. Space travel is fairly easy but has explicit rules. Each ship that has a player on it must have a thread created in the SPACE section. The only threads that will be allowed in the space sections are ones titles by:

Name of Ship/Class of Ship

In that thread, anything that happens on that ship except for ship to ship combat must be put there and only there. Anything else will be deleted. If something happens and players begin to talk out of character, then it must be taken to the GENERAL DISCUSSION section as it will be promptly deleted no exceptions. That goes for any threads made in the space section that are not space craft threads. The only exception is fleet movements, but that follows a different set of rules.

FLEETS

Fleets can have their own thread in the space section, however, no RPing is to occur there other then posting stats such as Hyperdrive transits. A Fleet movement thread should look something like:

Thread Title: Fleet Name, Owning Go'vt Name

Thread Content:
Ship Name 1/Class
Ship Name 2/Class etc

And then any hyper transits such as:
Fleet Name
Planet 1 - Planet 2
Speed: (Only as fast as the slowest ship if moving a whole fleet at once)
ETA

If any players are on one of the ships, THEY CANNOT RP in the fleet section. They must create a new thread by the Name of the ship and its class and RP there which would include individual Hyperdrive transits.

HYPERDRIVE
Ship can travel planet to planet by means of hyperdrive. To go to hyperdrive, the ship must have a speed of 1 or greater. Speed 0 means the ship is non-hyperdrive capable. Ay ship that doesn't already have a thread started in the Space section that is going to go to hyperdrive, must then get a thread started following the rules of the Space Section. Taking a ship to hyperdrvie means the player will have to create a new post in the ship's thread and put the following content:

Planet 1 - Planet 2
Speed
ETA

You will arrive when it says you arrive, not sooner not later, but when you do. To calculate hyperdrvie ETA's, take the amount of days it would initially require and divide it by the ships speed:

Days/Speed

Then take the answer from that and multiply it into one day (if it is less then 1 that is)

Answer x 24 (as there's 24 hours in a day)

Tht will give you how many hours a journey will take. You don't need to be specific own to several decimal places, just round it out to the nearest hour (ex. 6.72 hours becomes 7 hours, 6.4 hours becomes 6 hours etc)


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:41 pm

BANKING/CREDITS
Players and factions are responsible for keeping track of their own credits and transactions. This is important because if you miss a payday, then it is missed and if transaction records are missing, then someone will coming knocking on your door.

Payday happens every week, and despite the name payday, it can be misleading. It is the day when any planetary resources are collected and added to the inventories (the Banking thread in each inventory that is). It is also the day that fees are payed, such as keeping mining facilities up. There will be a Galactic Bank Inventory, but this inventory will be used to upgrading the tech level of the RP. Once a certain amount of credits are reached, then a new item can be researched and once enough items are researched, then the tech level can increase. Players/factions can donate to the galactic bank should they wish. However, should a player/faction have for instance a mining facility which requires it to be payed each week, if it is missed three times in a row, then the facility will be taken away/destroyed.

As stated before, it is the responsibility of the faction/player to keep the inventories up to date.
NOTE: It does not have to be the faction leader who is responsible for keeping track of inventories, it would be best to assign roles to each player of the faction.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:42 pm

COMBAT

Combat is a turn based system in this game. There are two categories of combat, Space and Land.

SPACE:
Space combat is when two or more ships engage in combat in space. There is a section for this entitled Space Combat and can be found in the Space RP section. Combat will usually have two types of players, the challenger and the defender. To initiate a combat, a battle ready ship or fleet(s) must be present at a planet. There is no dead space in this RP due to logistical reasons. Also, the player must be present at the combat in order to control the fleet. The player can not be at a different planet or in hyperspace to engage in combat somewhere else.

The format of combat is fairly simple. The challenger creates a new thread in the Space Combat section entitles by the name of the combat or planet or something that is suitable.
The challenger then posts the following:

Ship(s) (Names and Classes)
Attack Stats
Target Ship(s)
Amount Damage done to each ship

Then the defender will reply back with the same post, except this time including the damage done to the ship(s), and it continues until combat ends.

Different players can join and leave combat at any time. They must simply be at the planet that the combat is occurring and at some point post the attack post (as was shown above).
To leave a combat, the player simply retreats to hyperspace. If there are only two players left fighting, then one must either be destroyed or surrender. The terms of surrender is to be determined by the players involved. Should one of the two be destroyed, then the character is quite dead and the player will have to create a new character and re-enter the RP. They do not get their items or credits back once dead. Players can have a will specified in the inventory section of wo will get what. Otherwise, players can scavenge the items lost and add them to their inventory. Note, they must be where the player died to get the items.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:42 pm

SKILLS
Skills are for NPCs, they determine what an NPC can and can't do, and how well they can do it.

NPC
Player Attack: How much damage one can do to a player/troop.
Vehicle Attack: How much damage one can do against vehicles
Accuracy: How many hits per turn the player/troop can make
Cover: How well the player/troop can avoid being hit. This is always a negative integer as you subtract the number in your cover skill from the previous attack on you.
Vehicle Piloting: Whether or not the player/troop can pilot a vehicle
Vehicle Accuracy: How many targets a player/troop can hit while in a vehicle
Engineering: How much a player/troop can fix a vehicle. This is always a negative integer as you subtract the number in this skill from the attack done to you in the previous turn

NPCs are generally trained in the production section, but can be traded like any other item.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:42 pm

CHARACTER CREATION
Each player is allowed one character. There are a few exceptions, but those are deemed by the administrators of the site and are not requested. To create a new character, post in the thread by the name of the faction you wish to join. In this post, include:

Name: (Character Name)
Starting Planet: (Starting Planet)
History: (Short Bio)
Faction: (What Faction you want to join)
Why: (Why you wish to join this faction)
Age: (What Age)
Race: (What Race)
Force Level: (What force level, if you don not put this your level is set to 0)

Character names must be the same as your user name, and numbers will not be tolerated in the name unless an administrator is contacted and informed as to why a number would be appropriate in your name. Users who put numbers in their name will have them removed by an administrator. Do note that you requesting to join a faction is simply that, a request. It can be denied by the faction.

Note: The max level of the force to start with is 3, for the jedi and the sith, the faction leaders start at 10.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:47 pm

CREATING FACTIONS
It is possible for new factions to both come into existence in this game, and for them to die as well.
To create a new faction, all of the following must happen:

An application must be created stating:
Player Starting Faction
Faction Name
Description of faction, it's purposes/goals
Units:
Ships:

Faction Creation must be done over PM,and Sent to Nero.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:48 pm

TRADING
Players and factions can trade anything from simple items to starships in this RP. The terms of the trade are basically up to the player selling/buying. Some players may like to deal face to face, others might like to go through an actual trader (third party). In any case, the items being traded can only be ones in play. A player cannot create an item from their head and sell it. It is possible to do much in this game, including crime even. (Cue the scam artists)

For trade to occur however, the people involved must put the item at a trade shop in existence. Then they must transport themselves to a trade facility to conduct the trade. A player can not be on Fonder and Trade an item at Tatooine. The only exception is through the holonet, in which case a player would post and ad stating that something was for sale at a particular planet. They can even negotiate the terms of the trade through the holonet, but when the final sale is reached, they must go to the trading facility where the item is located.

Trade facilities can and probably should have shopkeepers, ones who can keep an eye on the items and sell them for players when other players are interested. They must be located where their trade facility is.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:49 pm

Governments/Factions
Each faction begins in the game with a claim on some planets, ships etc. Beyond just being a collective of people, factions can be a system of government. Not all factions have to be governments though, there can be transportation factions, religious factions the options are quite wide. Those that wish to be governments must create a set of laws, freedoms/rights etc. There are no set rules for creating a factions laws, and being a governement, they can update their own laws at will. However, their laws are only applicable to the planets/sectors they own. Not necessarily the people though. If a government catches a player in their system with a weapon they deem illegal, they can have the player arrested and tried and even executed if that's what type of government they choose to be. Set your government up wisely, appoint leaders and chiefs and run the government as you would in life.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:49 pm

Security Level
Security levels determine how secure a facility is. The more secure it is, the harder it is for people to escape or break through the security forces.

Level 1
The most basic security level. Means it is more likely that a prisoner can escape or smuggle a weapon in.

Level 2: A basic check of weapons occurs. Any large weapons will be collected plus most sidearms will be found. Small secret weapons can be smuggled in.

Level 3:
A more thorough check occurs and it is unlikely prisoners can escape.

Level 4:
Security is high and only the utmost secret weapons can be smuggled in.

Level 5:
Escape is impossible and no weapons can be smuggled in or out.


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PostSubject: Re: Rules   Sun Mar 14, 2010 8:51 pm

CONQUERING PLANETS
Conquering planets can happen in a variety of ways, all depending on what kind of resistance is met. The following are how to conquer planets under different scenarios:

Planet has space and land forces/facilities
If a planet has both space and land forces, they must all be destroyed before the conqueror can lay claim to the planet. Before a player/faction can conquer the ground, they must first conquer space. This would simply mean destroying all the space forces, or having them surrender/retreat. Once the space forces are gone, you can then land troops and vehicles on the surface and wipe out the facilities and ground forces. In a straight out fight, all must be destroyed, both facilities and infantry/vehicles. If the planet being conquered surrenders, then the conqueror may lay claim to the planet. The terms of surrender can be up to the two parties involved, and the fate of the remaining forces of the losing party can be determined via the Holonet.

Planet has Only Space Forces

If a planet only has space forces, meaning no facilities, infantry and vehicles, then the conqueror can lay claim to the planet from orbit.

Planet has Only Ground Forces
If a planet has no space forces, meaning ships or stations, then the conqueror must land troops and destroy the land forces, unless the planet surrenders.

Planet Has No Forces
If a planet has forces neither on the ground or in space, then a conqueror(only faction, not individual player) can claim the planet from orbit. However, the player them self must be in orbit of the planet in question and not just NPC ships.

How to Lay Claim to Conquered Planets
Laying claim to planets occurs in the holonet, that way it is guaranteed that all players can see that the planet is to be claimed. To lay claim, create a post in the holonet with the following info:

Player and/or faction Name
Planet Being Claimed
Combat (Yes, No)
Surrendered (Yes, No)

Now if a planet was defeated in combat, or the planet surrendered, then the conqueror can create the post in the holonet and the planet's ownership will be changed over by an admin. However, if the planet was one that was claimed to that had neither combat or surrendered, then when the conqueror posts in the holonet, the current owner of the faction has 24 hours to retaliate. This includes sending a ship to hyperspace to the planet in question. If this occurs, then the claim is invalid and combat or surrender must occur. Should the planet be uninhabited, the Conquerer get control of the planet instently.


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PostSubject: Re: Rules   Thu Mar 18, 2010 12:01 pm

Geniral Rules

Thaz Rules V.1

Contense:
1. God Modding/Ubering
2. Being Rude, inconsiterit
3. Proper Grammer/Errors



1. God Modding/Ubering

It is not good to god mod or uber, you can get banned for this if it is consistent. Ubering and god modding are basically making your charictor so good that it is unstoppible. the force will do this, but this is acceptible, if you are not shure if you are god modding or ubering by doing something, post it, then PM me asking if it is ok, if i say no, good, take it away, but atleast i wont ban you.

2. Being Rude/Inconsiterit

This is basically going to be a long paragraph telling you not to be rude and the consiquenses, so i will just shorten it. DONT BE RUDE, OTHERS JUST MIGHT BE TRYING TO HELP!!!!!!! YOU CAN GET BANNED FOR THIS!!!!!!!!!


3. Proper Grammer/Errors

Basically, type as best as you can, read over your post before posting it, this can help, try to find erros before others do, if you are not go with English (the standard on this site) then why do you have an english keybored?????? Anyway, my grammer is not the best, but i am making rules telling you not to make mistakes, well it is ok to make smaller errors, i also dont care if you use punctuation, just try to spell correctly.

Example:

Bad Spelling: "hi, r u da big bossness rounds her?"
Consiquense: I will ban you almost instantly, and not let you back on unless you have a valid excuse.


Good Spelling: "Hi, are you the admin here?"
Consiquense: I will answer your question, and not ban you.

Ecuses: If your computer is broke, or your keybored, PM me and tell me, i will let you play, but try to use a computer at the library, or get a new keybored, keyboreds are relitivly cheap.
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PostSubject: Re: Rules   Sat Mar 20, 2010 9:44 pm

Starting Stats


Factions start with 100,000,000.000 credits,
characters start with 1,000 credits, they make income by trade agreements, being smugglers, transporting people/goods/metals and so on.
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PostSubject: Re: Rules   Tue Apr 13, 2010 2:31 pm

INCOME

Collects these days.

Sunday
Tuesday
Thursday
Saturday

then repeat.


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