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Nepleslian Ranks | |
---|---|
Rank Name | Master Chief Petty Officer |
Rank | MCPO |
Rank Paygrade | E6 |
Rank Desc. | You're highly experienced and hardcore. |
In the interest of fairness in faction versus faction roleplay and to keep military forces proportional to their nations, the Star Army setting has limits on military buildups. These limits are based on the number of industrialized star systems controlled by a particular faction.
The following limitations were created to:
The buildup limitations are intended for nation states, not for their subordinate organizations such as corporations. Corporate and civilian ships not involved in national defense are not limited.
Many individuals hate being the little person or the weak guy in a setting. This comes from the subconscious desire to keep one's creation safe from those who would cause it harm. But we must also remember that in roleplay, weakness is also necessary for both realism and, in most cases, having fun overcoming obstacles. Logistically, each solar system has its own limitations when it comes to resources. These resources are considered by the number of planets (both habitable and desolate), the number of asteroid fields, etc. The limitation system takes these into consideration, but simplifies them by setting a standard value per system.
For each system controlled, which also has an established industrial base, a faction can support the following:
Item | Maximum Number |
---|---|
Huge Space Stations | 1 |
Shipyards | 10 |
System Defense Platforms | 25 |
Capital Ships | 100 |
Other Warships | 150 (or 250 minus the number of capital ships) |
Military Support Ships | 250 |
Additional Fighters/Bombers | 25,000 |
Mothballed ships still count against this limit. Factions over the limit will need to scrap the excess.
The combined total number of “extra” shuttles and fighters a faction can operate is equal to 100 times their maximum number of ships. This should be plenty since very few ships carry more than 100 shuttles and fighters each.
Military ground installations on planets are not restricted.
To count towards a faction's total:
If the number of active factional players is less than the number of star systems controlled by that faction, the faction is unable to expand. For example, a faction with four active members would only be able to colonize new worlds if they had three or less. This is to prevent small players from having a disproportionate influence on the SARP universe and to keep factions from sending a ship to every planet on the map at once.
Note: The above paragraph is a general guideline, and does not need to be tracked or adhered to in an “exact” fashion. It should only be invoked in the face of an unjustified factional mass-expansion, particularly one that is not done through plot-based roleplaying.
Civilian orbital stations (such as agricultural facilities, solar power collectors, trade hubs, and so forth) are not counted as system defense platforms.
A starship is considered a warship if it meets two or more of the following criteria:
Capital ships also meet two or more of the following conditions:
Certain starships are exempt from the count. These are:
Military ships and stations take two OOC days for every 5 base SP they possess.
Class | Description | Base SP | Base Tier | Build Time |
---|---|---|---|---|
Very Light | Small Escorts and Patrol Craft | 10 | 10 | 4 days |
Light | Destroyers and Gunships | 20 | 11 | 8 days |
Medium | Cruisers | 30 | 12 | 12 days |
Heavy | Carriers, Heavy Cruisers | 40 | 13 | 16 days |
Very Heavy | Battleships | 50 | 14 | 20 days |
Massive | Dreadnoughts | 50 | 15 | 24 days |
Shipyards | ~150 | 14/15 | 30 days | |
Star Fortresses | ~300 | 15 | 60 days |
These build times override any previously listed build times on starship stat pages.
Newly approved factions start out with one shipyard.