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Agathon

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    Base-jumping on Bespin, the ultimate rush

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  1. Not quite clear on the quest part--- like, for instance, a person could know of some secret location or item that they shouldn't know? Bounty hunters are then hired (competing) to take the target out but they don't know why, then they find out what the target knows and it becomes a race to get there/it?
  2. Special mission would be good. Or how about a bounty hunting mission? Several bounty hunters going after one target, or the target gets help from other people along the way? And what era would this be set in? Original () or prequel ()?
  3. Hah, believe me, Evaders, I know the pains and sorrows of getting a sim going Judging by the lack of response here, starting this type of sim would most likely fail miserably. But like I said, if I could help in any way with SWCIC I would. I don't have much in terms of technical expertise, but if you need a writer you can count on me.
  4. I played in such sims for years on AOL: New Horizons Universe, Legacy of the Force, After Endor, Realms of Chaos...so many good times. Problem was, AOL gradually started changing their message board system, and the SWSF (the collective of sims) slowly changed and became harder to find, so people lost interest. I never really ran anything, though I did achieve second or third in command of several groups. And I'm not looking to be some grand high game master, just trying to find other people who might be interested in rebuilding. I can't take credit for most of the rules and stuff as being my ideas; most were around before I was. I'm just trying to keep the spirit of the ol' SWSF alive, even if it means starting over.
  5. Why not a ground battle that turns into a space battle, too? You know, a fairly weak planet faced with an Imperial fleet sitting in orbit. The planet is valuable to the Empire so they don't bombard it, instead send down their troops. Three key ground locales- a war-torn city, a countryside battlefield, and a sort of refuge/headquarters for the defenders. The main goal is to send out a distress signal; once that's accomplished, there's a battle in orbit when the Rebels come to save the day. A little something for everyone, though it seems a little cliche. Or maybe, just a twist, the Rebels are assaulting a world that's really loyal to the Imperials?
  6. In order to give a more fleshed-out idea of what I'm talking about here, this is a list of some of the more common features I've seen in my experience Space Battles: Players control capital ships (ISDs, Mon Cals, you know, like Rebellion) and fight above planets or in deep space Ground Battles: Players control their troops from their ship(s) when assaulting a planet, while the defending faciton/neutral GM controls the planet's troops; fight until surrender or all of one side is killed Diplomacy: Diplomat goes to a planet to convince them via storylining to join the faction they represent; interesting when two factions go for the same planet at the same time Planets: Divided into sectors; planets ranging in number from dozens to easily over 100 (depending on sim); divided into factions or independent; some sims allowed discovery of more planets; also given a tax value, which usually were described as Very Poor, Poor, Average, Rich, Very Rich, and Capital (faction capital); taxes collected once a month, usually, sometimes twice, rarely once a week Ships, Troops, Etc.: Each faction has unique ships, troops, fighters, vehicles, etc (Imps have ISDs, etc); also were neutral techs (technologies, blanket label for all that stuff, sometimes called specs) that were available to every faction; shipyards, fighter plants, vehicle plants, training centers were all used to build these things --- and could all be attacked by enemies Factions: Most sims had at least four --- Rebs/New Republic, Imps, plus two neutrals (Hapans, CSA, Yevethan, Chiss, Black Sun, Hutts, etc); factions could be allied with each other, could trade with each other, could kill each other; most factions controlled sections of territory and were often divided up into majors (Rebs, Imps, Hapans, etc) and minors (Black Sun, Hutts, Tenloss, etc) Research & Development: Every month factions could submit three new techs that they wanted to introduce into play, could be ships, fighters, anything; High Council (comprised of the GMs and maybe elected ones) would then vote on the new tech Fleets: Factions would sometimes have limitations to the amount of ships they could have, whether by type (a certain amount of Smalls, Mediums, Larges, and Supers) or by length (total meters of length of all ships used by the faction); major factions would be allowed more; factions could keep ships in reserve and these wouldn't count towards the limits; players would be given a ship or several ships depending on their rank and their standing with the faction leader Characters!: Each person would control a single character that they could flesh out with a biography (necessary for joining) plus the usual storylining (RPing) posts about their past or what they're doing in the present; factions would often hold events, and then there were always the occasional huge space battles where everyone could get involved; there were also "mock battles" which were basically just free-for-alls to have fun and have nothing to do with the real sim I can't quite think of anything else that's major that I haven't covered. This is all carried out on message boards. For the most part it's like your standard RP except on a different, galactic scale, rather than having all the action concentrated on a single planet. The only parts where rules play a prominent role are the battles. Personally, I think ground battles can be conducted without rules, and they really aren't all that common compared to space battles. Space battles are all about moving and firing, using an easy to follow hit point system that incorporates simple multiplying (ex: each turbolaser does 12 damage, you fire 6, so you cause 72 damage). The rules can be as simplistic or as realistic as the members like; but the rules allow you to have fun without arguing about who killed who or who's ship should be destroyed. Hopefully this'll interest people even more. Feel free to ask more questions.
  7. I've long been aware of the SWC; that system is so big and convoluted that it loses its intimacy among players, and it's not very similar to what I'm talking about. That SWCIC, on the other hand, looks really interesting and hopefully I'll be able to put some time into that. I'd be more than willing to do whatever I could to help that get going. Still, it doesn't seem to be quite what I mean. To answer the first question, yes, I suppose members would have the option of overthrowing the leader. Whether or not they could accomplish such an undertaking is another matter entirely. Say a captain --- no, let's make it an admiral for an even better example --- say an admiral decided to be all uppitty and try to take over the faction. We'll say its a splinter Imperial group after the Battle of Endor. The admiral has under his command a modest task force: a couple frigates, perhaps a strike cruiser, and we'll give him an ISD for command (note that in many sims I've experienced, players only had ONE ship, plus whatever fighters/auxiliary craft were onboard). However, the leader, being the leader, would undoubtedly have more and better ships at his disposal than the admiral. A space battle ensues, end of admiral. Or, it is not unreasonable to think that the stormtroopers onboard the ships would be more loyal to their leader than the admiral (stormtroopers were supposedly notorious for their loyalty to the Emperor --- they boarded a giant moon-sized space station that practically had "BLOW ME UP, PLEASE" written all over it...twice). Stormtroopers overthrow the ISD, end of admiral. The leader could probably think of many other creative ways to solve the problem. For in character reasons, however, overthrow attempts are very seldom seen. As for what powers the leader has, well, they are not very numerous, but remember: quality over quantity. The leader chooses what to build (ships, fighters, troops, vehicles, stations, defenses, facilities), where to build them, and how to further allocate these constructions, for instance giving ships to his members. The leader then gives orders to his members and they carry them out; remember, this is *in character*. In character the leader is like any other leader; he can take all these actions upon himself or he might delegate them. Something that happened very often was the delegation of diplomacy duty to a trusted member who had earned it. Diplomacy is carried out by going to a planet and basically wining and dining them to get them to join your faction, thus contributing their income (taxes) at the cost of having more territory to defend. Diplomacy is carried out between the diplomat and the planet's governor/president/premier/etc., controlled by a GM. In this type of sim, the GM (Game Master) is very important. First off, all faction leaders also double as GMs. The GMs run the sim (out of character). They work with the rules: adding new ones, deleting bad ones, making sure everyone follows them. Sometimes there were elected GMs besides the faction leaders to add a little democracy to the running of the sim. Also, GMs needed to be impartial in their rulings, so this often required there to be neutral factions aside from the Rebellion/New Republic and the Empire.
  8. Hey, new here, though I've played Rebellion since it was released and have used Rebed and this site for a couple years now Annnnyways, I was wondering if anybody has ever been in a SW sim instead of an RP. If anybody ever frequented the SWSF boards on AOL (back when they existed, years ago), they'll know what I'm talking about. It involves standard roleplaying like you've got here, with everybody running around with their character and adding on to the story. However, there are some more things. You see, each person is a member of a galactic faction (Rebs, Imps, Hapans, CSA, etc). Each faction controls planets/systems in the galaxy and collects taxes from those systems to build ships, troops, vehicles, facilities, defenses, etc. The leader of each faction gives each member a ship or ships to command based on their rank or respect or performance, however the leader determines. The factions then go about their ways, fighting enemies, allying with each other, gaining new planets through force or deplomacy, etc. Basically, imagine Rebellion except each of your fleets is controlled by another person, and its not just the Empire vs. the Rebellion. It has just as much depth as these RPs that you do here, but it comes with more "reality" -- fleet battles, planetary assaults, gaining/losing worlds, political intrigue, etc. If anybody's interested, I could tell you a lot more about what I know. I was very involved for years doing that sort of stuff. I think with everybody here being Rebellion enthusiasts (I assume), something like this could really work. Imagine playing Rebellion except having a lot more control, including having a real story going on with the action: real plots, real characters, real interaction. You could just PM me or reply here if you want. Let me know what you think.

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