Using friendly forces to neutralizing enemy stations and starships so that they no longer influence regional control by their presence. Methods include:
Destroy enemy star forces
Destroy or capture enemy stations
Capture enemy regions (or points of control)
Blockade of resources and travel through space sectors
Interdiction of resistance activities
Control of station facilities
Disarming of sympathetic civilians
Space Control means cheaper goods and transportation fees, more friendly patrols against raiding NPC ships.
Force Control (planet inhabitants are Corrupt or Honorable)
Using the Jedi arts to sway city alignment to your Jedi Clan or Council by corruption or diplmoatic influence of NPC officials or destroying the opposing faction and their ability to influence officials. Methods include:
Capture of Force-sensitive locations and items
Destruction of enemy forces
Conduct missions to influence local officials and interest groups
Informants gathering vital intel of occupation forces and their bases
Assassination of political figures
Acts of sabotage against enemy infrastructure and personnel
Counter espionage against enemy agents
Establishing Dark Sider or Jedi refuges within cities
Force Control means opposing Jedi gain perks from captured shrines and items, favors from local politicians, immunity from scrutiny, informants notifying if opposing Jedi are in the city limits.
Space Control system
First we assume large ships will be included at some point in the future. Second, I would mark each space sector into 27 sub-sectors, each about 5300m across.
1 Neutral for the landing station, free of enemy ships
4 Hyperspace entry areas, mostly free of enemy ships
6 Station zones (these will act like surface cities), captured when you take over the sector, but for a stronghold station for Empire and Rebel each.
6 Hunting areas, located around POI's patrolled by NPCs like pirates, quest characters, etc.
8 Adventuring areas, primarily for scripted encounters, NPC raids, etc.
10 Base sub-sectors, where players can place defense stations known in SW lore as Golan Platforms
Base sub-sectors
These areas are the only regions you can place a PVP starbase.
Each base will generate it's own PVE fighters.
Upon purchase of a PVP defense platform, the buyer has the option of placing extra PVE ships with fighter escort, but which will orbit the platform at 1500m out.
You can choose 1 large cap ship with escort
2 medium cap ships with escort
4 small cap ships with escort
6+ Gunships with escort
The more ships you place the greater the chance to catch interlopers, but the less powerful they are.
Whereas a powership can deal with a direct assault by players, but can only engage along its patrol path (unless the PVP starbase comes under attack).
If players attempt to attack a PVP starbase, all orbiting ships and fighters not engaged will respond to the threat.
Controlling adjacent sub-sectors allows you to mark patrol routes between bases for capitol ships or fighter squadrons to delay any Combatant or Special Forces pilots. These patrols will also respond to base attacks.
Special Forces pilots with high faction will have the ability to spring hyperspace ambushes on Combatants trying to attack the PVE ships.
Capturing the entire Sector
Players must capture each base through boarding and slicing, or destroy it and build their own.
Once all 10 sub-sectors are under military control within the alloted times, the sector switches hands
Sub-Sector captures also count toward planetary Military control (bases) whether Space is under your entire control or not.
This affects commerce and space travel depending on who has Military and/or Popular control on the planet below
If a Faction controls Space but not Military or Popular control on the planet, then the world is under blockade and affects the price of city services and surface PVP/PVE base features, among other things.
If a Faction does not control space but has either Military or Popular control of the planet, then the world is contested. Again, surface services like shuttles, commodities, off-planet travel are delayed or increased in cost, unless you secure other means (Smuggler revamp!)
Controlling the sector should also let your Faction create player capital ships at a Shipyard for use in attacking starbases and their defensive fleets
General Sub-sector attributes
Each station, base, or POI will sit in a 3000m diameter sphere of control, within which orbit various NPC fighters and ships associated with that location.
This provides a 2000m buffer zone between all sub-sectors that players can fly around relatively safely, although there will be some pirates and encounters that cross between these areas.
The map will reflect these new boundaries
An overlay grid will be marked for the 27 sub-sectors
These will be split into 3 levels
The top 9 are level A
The middle 9 are level B
The bottom 9 are level C
The 9 sub-sectors themselves will be arranged from 1-9 as they do on a touch-tone phone. 1 being the top left, 9 being the bottom right, if you're looking at the sector top-down.
This provides easy reference for height and location when providing situational information between players. "I'm at B5, sector center." "OK, I'm heading down from the base in A3." "Enemy ships in sector B7!"
In the voids where 8 sectors meet, these locations can be special Faction hyperspace points, allowing players of the controlling faction to jump in-system closer to their intended destinations
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