
Click here to view the Planetary Control system
Flash Demo of possible Travel Options
GCW in Space – affects control of the planet, acts like a blockade if the fleet above controls space, but the opposition controls the ground.
- To travel space, you must have energy or fuel in your vessel.
- Hyperspace lanes crisscross galaxy as fastest method of travel but aren’t very convenient in the frontiers.
- Normal trade routes crisscross galaxy from the lanes and make non-linear travel easier, but its still not convenient enough.
- Moving from planet to planet zone costs you that energy.
- Control over the space lane affects movement across routes, taking up more energy to bypass blockades, chokepoints, and patrols.
- If you run out of energy you can only make one-hop jumps
- When out of energy you must refuel at a station, a planetary spaceport, or if you’re small enough you can dock with a friendly ship
- Therefore finding the quickest route is useful to saving fuel, time, and money.
- To plot a quick route you can either do it manually from the hyperspace screen, or rely on your navcomputer or nav droid level to give you the quickest route.
- These computers will automatically figure in your faction alignments to determine the quickest Faction routes you can use between hyperspace lanes and trade routes. If there is more than one option, you can choose, cancel, or go manual.
- Faction routes create shortcuts by connecting the lanes and trade routes to one another. These are kinda like secret routes, and there are several criteria for using them:
- To use GCW routes you must be either:
- A declared individual of that faction (Imperial or Rebel)
- Have enough faction points with that side
- Have a faction-member on board
- Have a passenger with enough faction points
- To use Race routes you must either:
- Be a member of that race
- Have enough faction points with that race
- Have a member of that race aboard
- Have a passenger with enough faction points
Interdictor cruisers or deploying gravity mines will slow down hyperspace travel for enemy ships.
More notes:
Starports and Docking Bays relating to the CGW
Faction Bases should have landing pad or docking bay for up to 40m craft. Both should be side opening, but above the ground rather than on the surface - otherwise you can see into it and it's supposed to be an instanced area.
- Can't land faction fighters and craft at starports of enemy-controlled planets. You can dock at a neutral space station and transfer down by shuttle.
- NPC cities handle galactic commerce, player cities handle local commerce.
- Stations handle ships 76m+ and can transport massive containers
- NPC starports handle ships 41-75m and can transport medium containers
- Player starports can handle ships 1-40m and can transport small containers of resource.
- Shuttle transport costs money
- Player city shuttle transport costs money - shuttle can use docking bay
- Docking Bay can only handle player ships up to 40m, cost associated with landing.
- Fuel must be stocked at Docking Bay for ships to refuel (takes half a fuel point to land, and half a point to take off)
- From Docking Bay you can fly to a Starport on the same planet (if you are flying a TIE fighter it has to be a neutral city, imperial city, or you have to use a different ship), to orbit,
- Player cities can request resources through a terminal. Someone can visit a resource delivery terminal and see what is needed, go to the system to pick it up and return it for the sum. The requester has to put up the cash first into the terminal. He can withdraw it anytime before the delivery is accepted. Otherwise a timer will count down and the entry deleted, the money returned.
- Some kind of major resource will be needed, probably to generate stuff for faction points? Otherwise there wouldn’t be a need for the bulk freighters. Small ships can transfer small cargo and have the ability to go directly from one docking bay directly the player city that requested the resources. There will need to be a market for hauling multiple loads of large cargo, possibly a single large ship going from planet to planet dropping off a container each?
- NPC cities could require massive amounts of resources to rebuild city damage or whatever. This would provide a market for large ship owners up to 75m that can land at the star ports.
- Landing fees, refueling costs, maintenance services, cargo transferring, charter flights.
- Each planet should provide the best of a certain resource or product, facilitating commerce across the galaxy.
Resource (Supply Line) Delivery Missions
- Stations (massive storage)
- NPC Cities (moderate storage)
- Player Cities (
- Faction Bases (decreases at steady rate depending on NPCs there.)
- Ideally, there will be players who ply the trade routes, hauling big cargo for the stations. Players who like to remain on one planet can make runs to and from the stations, hauling moderate cargo for the starports. Other players can then use their ships or ground transport to make runs to Player cities and bases, hauling small resource crates (which are the only kind of crates these locations will accept into the silo).
- Resources can be fuel, processed food, construction materials, crafting materials, ore, etc.
- Interdiction. Resource gathering-movement happens automatically on a small scale, but this can be interrupted if the supply line via hyperspace lanes is compromised. Supply always follows the main routes, imperial, or rebel routes, it never goes through other faction routes. That’s the domain of player pilots.
- NPC Hovertrucks are always moving from the main detachment HQ or city to other faction bases. These can be ambushed and looted if you have the vehicles to haul the cargo off. Then it’s up to players to restock base. Special Forces can only restock PvP bases. Combatants can only restock PvE bases.
- Bases can only spawn troops so long as they have weapons for them (in weapons crates). Run out of weapons and you can only spawn a default amount.
- Fuel crates, Food crates, Weapons crates, Building materials, Crafting materials.
- For player cities, food crates and weapons crates allows NPCs to be hired to patrol (as factional troops or police to keep spawns clear). Fuel allows replenishment of spacecraft. Building materials allows bases and city defenses to repair themselves and for players to place new faction add-ons. Crafting materials allows extra uniforms and armor to be made for NPCs for customizing a base or player cit (player will require direct crafter interaction for their own faction uniforms). Chefs can add food to city coffers to give NPCs a bonus to food supplies. Weaponsmiths can add weapons or components to city coffers to give bonus to weapons supplies.
- You can toggle your nav computer to avoid enemy systems or factions when calculating hyperspace jumps. You can toggle a warning if your destination will deplete your fuel before arrival.
- Players can’t eat or use Food crates and stuff. It’s just “resources” to gauge planets.
- Buy in one area, and sell in another for profit.
More on the Galactic Supply System:
Supply crates aid in support of NPC cities, troops, and assets.
- Supplies are generated by planet
- One type will appear in each city’s warehouse.
- Each planet yields a certain amount of resources per cycle.
- One city will yield food, another materials, another fuel, weapons, etc. Taken together a planet will look like 5+ Food, 10+ Weapons, 20+ Materials, etc.
- Each planet, each city, will have a lot of one thing, but not enough of another, fostering trade.
- NPC supply ships slowly ply open trade routes to planets, providing basic supply lines, but these can be interrupted by player missions. It’s up to players to pick up the slack or really help out their empire.
- Delivering resources from one planet/city to another is rewarded with credits and faction XP.
- Supplies are stored in the city’s warehouse and can only be transported by ship, vehicle, or mount.
Supply crates come in different sized crates
- Small crate can be carried by any ship
- Medium crates can only be carried by +40m ships
- Large crates can only be carried by +75m ships
- Only Starports and Stations can break down or combine resources into different sized crates
- Large amounts of resources will have to be loaded into medium crates to be taken to the surface
- Medium amounts of resources will have to be broken into small crates to be transported by ship to Player Cities.
- Large crates hold 2000 resource
- Medium crates hold 200 resources
- Small crates hold 20 resources
Ships can hold various numbers of crates
- Large ships can carry 10 large crates or 20 medium crates or 40 small crates
- Medium freighters can carry 10 medium crates or 20 small crates
- Small freighters can carry 10 small crates
- Mounts, Fighters, and Vehicles, can only carry 1, 2 and 3 small crates respectively.
NPCs run off of Supplies
- Increased Food supply increases spawn rate
- Increased Weapon supply upgrades NPC weapons to carbines and rifles and rockets
- Increased Materials supply increases rebuild times for structures and equipment
- Increased Fuel supply increases number of supply ships coming and going from the station to the Starport.
Crafters can greatly increase yield of crates by adding their wares to them at time of crate swapping.
- Chefs can include crafted foods to increase a food crate’s yield
- Weaponsmiths can include crafted weapons to increase a large weapon crate’s yield
- Miners/Engineers can include refined reactant to increase a fuel crate’s yield
- Artisans can create better crates to increase crate volumn or supply storage
- Architects can include refined materials to increase a material crate’s yield
- Crafters can boost a Large crate’s yield to 2500 or 3000
- Medium crates can be boosted to 500 or 800 per
- Small crates can be boosted to 100 per
Delivering NPC Supplies
- Each City and Station has a need and will post that need in supply mission terminals
- The further the distance the resource comes, the higher the payout
- Each mission will dictate the planetary station or NPC city that has the supply needed. You must go there and bring back that amount. You are being paid for transport.
- Players can also gather supplies without a mission for a higher reward but you have to buy the resources yourself and sell them at the locations which pay the most.
- Each station gives planet-bound missions that delivers goods on the station, or station-bound missions that delivers goods to another system’s station. These pay higher because of the risk of pirates.
- Faction Space delivery missions deliver goods from Imperial or Rebel stations to other stations.
- Faction Ground delivery missions deliver goods from a sympathetic or neutral city to nearby faction bases. A portion of the supplies goes to pay the maintenance costs as well.
- Again, simply buying resources and transporting them yourself without doing a mission will yield you greater profits.
- If a city offers a contract to deliver 5000 food supply, you will have to make 2.5 trips to the surface with a 40m-75m vessel. A large vessel can carry enough for 4 such missions to a station without another trip, but it can’t land on the surface and will either sell it to the station (which will then sell it to someone making a planet run) or that pilot can break down the large crates into medium and use a medium ship stored at the station to make surface runs.
- Corporations will also demand supplies separate from cities and will have supply terminals outside their buildings which will supply credits and company faction points upon services.
Delivering Player City and Faction Base Supplies
- Mayors and Commanders can set up supply terminals for their cities and bases, dictating payouts for increased supply crates the city needs for its various buildings, features, and NPC patrols.
- Setting up a supply terminal will register their town or city in each NPC city’s supply terminals.
- This will draw players to PC areas.
Players with small enough ships and permission to land can use a Player City ’s docking bay for direct deliveries.
|