Galactic Civil War Intro

Imperial Faction

Rebel Faction

Bases

Planetary Control

GCW affects on Space Travel and Trade


Planetary Control or GCW Metagame

 

4 Areas of Planetary Control - Ties into Galactic Civil War


- Example of Planets under various types of control
- Click for Larger Image

  • Military Control (armed forces occupy the planet)
    • Using friendly forces to neutralizing enemy bases and units so that they no longer influence planetary alignment by their presence. Methods include:
      • Destroy enemy forces
      • Destroy or capture enemy bases
      • Capture enemy territory (or zones of control)
      • Blockade of resources and travel through planetary zones
      • Interdiction of resistance activities
      • Control of population centers
      • Control of transportation facilities
      • Disarming of sympathetic civilians
    • Military control means more NPC patrols against enemies, more perks and cheaper items for active troops.

  • Popular Control (planet citizens voluntarily aid your faction)
  • Using uncoventional warfare (such as propoganda, assassination, and sabotage) to sway city alignment to your faction, Methods include:
    • Entertainers staging events to sway public opinion.
    • Conduct city missions to influence local politicians 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 resistance cells within cities
    • Inciting populace to riot
    • Safe passage of friendly forces
  • Popular control means items and fees cost less, less military patrols and more local police patrols in cities, safe houses for favored faction.

  • Space Control (armed forces occupy space zone)
    • 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)
  • Part of the Light vs. Dark gameplay
  • 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.

Example chart

  • Each sub-sector is of a different type or role
    • 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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