Star Wars Destiny of The Force
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Star Wars Destiny of The Force

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PostSubject: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:44 pm

Production
There are many varieties of items that can be constructed in the RP, the most popular being spacecraft and facilities, but given enough raw materials, custom items can also be built.

Spacecraft
The most common method of purchasing a ship will be to buy one directly off of the market, which in some instances could be cheaper then constructing the ship from scratch, depending on who the seller is and how good your negotiation skills are.

Buying From the Market
Ships that are bought from the market are a simple transaction. The same as how there are planetary trading stations, the same is for space. There is a public market for things to be purchased over the holonet, and that will be where you can buy ships from another player. There is no specific method or format of buying a ship from another player, other then posting what class of ship it is, its location and your starting and ending credits and the cost.

Building From Scratch
Ships that are built from scratch require actual in game resources, such as metals for constructing the ship and a facility for it to be constructed at. To build a ship from scratch (this is different then custom ships) you will need to create a post in the production section by your player name. This will be for all of your purchases from the production section. Your post must include the following:

Class of Ship
Resources being used (ie Metals)
Planet Location
Facility Location
Days to Build (will vary depending on how many resources are used)

Custom Spacecraft
It is possible to build your own spacecraft based on your own specifications and using resources in game to build it. To do so, the parts for the ship will need to be researched. The more researching done in the game will increase the Tech Level of the RP, so more sophisticated and advanced craft can be built.

To build your own vessel, in the post you have created by your username in the production section, include the following:

Class Name (as named by the player, already existing Star Wars classes will not be used here)
Resources being used (ie Metals, weapons, shields etc)
Planet Location (could be multiple depending on where certain resources are)
Facility Location (could be multiple depending on where certain resources are)
Total Days to Build

Facilities
Facilities are fairly straight forward. Very similar in format to the spacecraft production, you simply post in your production thread the following:

Starting Credits
Facility Name
Planet Location
Cost
Days to Build

Final Credits

Some facilities can be built on land, and some are for space. No matter which type it is, your post will always look like the one above.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:44 pm

The Holonet
The Holonet is a tool for general communication purposes. Updates to the RP will be posted there, players can engage in long range trade negotiations, diplomatic missions etc using the holonet. Any player can start a new topic there but it is separate from the general RP discussion. The purpose of the General Discussion is for players to discuss the game outside of the game, ask questions etc. The Holonet is part of the RP and therefore RP related tasks will be conducted there such as purchasing ships from other players.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:47 pm

Planets
This RP has a broad selection of planets that players can visit, produce items on, conquer etc. Each planet has a set of stats and a default owner. Individual players can own planets should the laws of combat/conquering be followed or if some other situation occurred like a government sells a planet.

Along with these stats, certain planets have particular benefits, namely minerals. Minerals are something that can be mined and used for a variety of purposes. Minerals can be sold for money, used to build things, used for trade negotiations and can be used to help research new items to increase the RP tech level.

Mining
The different minerals/metals can be mined on planets that have the mineral. A specific type of mine is required though for each type of mineral and players must keep close track of their mines and their minerals. Mines require to be maintained by continually paying the workers and paying for the keeping of their mine. The specific rules for paying for a mine are found in the mining facilities stats in the production section.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:47 pm

Space
Space travel and combat is an integral part of this game. Space travel is fairly easy but has explicit rules. Each ship that has a player on it must have a thread created in the SPACE section. The only threads that will be allowed in the space sections are ones titles by:

Name of Ship/Class of Ship

In that thread, anything that happens on that ship except for ship to ship combat must be put there and only there. Anything else will be deleted. If something happens and players begin to talk out of character, then it must be taken to the GENERAL DISCUSSION section as it will be promptly deleted no exceptions. That goes for any threads made in the space section that are not space craft threads. The only exception is fleet movements, but that follows a different set of rules.

FLEETS
Fleets can have their own thread in the space section, however, no RPing is to occur there other then posting stats such as Hyperdrive transits. A Fleet movement thread should look something like:

Thread Title: Fleet Name, Owning Go'vt Name

Thread Content:
Ship Name 1/Class
Ship Name 2/Class etc

And then any hyper transits such as:
Fleet Name
Planet 1 - Planet 2
Speed: (Only as fast as the slowest ship if moving a whole fleet at once)
ETA

If any players are on one of the ships, THEY CANNOT RP in the fleet section. They must create a new thread by the Name of the ship and its class and RP there which would include individual Hyperdrive transits.

HYPERDRIVE
Ship can travel planet to planet by means of hyperdrive. To go to hyperdrive, the ship must have a speed of 1 or greater. Speed 0 means the ship is non-hyperdrive capable. Ay ship that doesn't already have a thread started in the Space section that is going to go to hyperdrive, must then get a thread started following the rules of the Space Section. Taking a ship to hyperdrvie means the player will have to create a new post in the ship's thread and put the following content:

Planet 1 - Planet 2
Speed
ETA

You will arrive when it says you arrive, not sooner not later, but when you do. To calculate hyperdrvie ETA's, take the amount of days it would initially require and divide it by the ships speed:

Days/Speed

Then take the answer from that and multiply it into one day (if it is less then 1 that is)

Answer x 24 (as there's 24 hours in a day)

Tht will give you how many hours a journey will take. You don't need to be specific own to several decimal places, just round it out to the nearest hour (ex. 6.72 hours becomes 7 hours, 6.4 hours becomes 6 hours etc)
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:47 pm

BANKING/CREDITS
Players and factions are responsible for keeping track of their own credits and transactions. This is important because if you miss a payday, then it is missed and if transaction records are missing, then someone will coming knocking on your door.

Payday happens every week, and despite the name payday, it can be misleading. It is the day when any planetary resources are collected and added to the inventories (the Banking thread in each inventory that is). It is also the day that fees are payed, such as keeping mining facilities up. There will be a Galactic Bank Inventory, but this inventory will be used to upgrading the tech level of the RP. Once a certain amount of credits are reached, then a new item can be researched and once enough items are researched, then the tech level can increase. Players/factions can donate to the galactic bank should they wish. However, should a player/faction have for instance a mining facility which requires it to be payed each week, if it is missed three times in a row, then the facility will be taken away/destroyed.

As stated before, it is the responsibility of the faction/player to keep the inventories up to date.
NOTE: It does not have to be the faction leader who is responsible for keeping track of inventories, it would be best to assign roles to each player of the faction.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:48 pm

COMBAT

Combat is a turn based system in this game. There are two categories of combat, Space and Land.

SPACE:
Space combat is when two or more ships engage in combat in space. There is a section for this entitled Space Combat and can be found in the Space RP section. Combat will usually have two types of players, the challenger and the defender. To initiate a combat, a battle ready ship or fleet(s) must be present at a planet. There is no dead space in this RP due to logistical reasons. Also, the player must be present at the combat in order to control the fleet. The player can not be at a different planet or in hyperspace to engage in combat somewhere else.

The format of combat is fairly simple. The challenger creates a new thread in the Space Combat section entitles by the name of the combat or planet or something that is suitable.
The challenger then posts the following:

Ship(s) (Names and Classes)
Attack Stats
Target Ship(s)
Amount Damage done to each ship

Then the defender will reply back with the same post, except this time including the damage done to the ship(s), and it continues until combat ends.

Different players can join and leave combat at any time. They must simply be at the planet that the combat is occurring and at some point post the attack post (as was shown above).
To leave a combat, the player simply retreats to hyperspace. If there are only two players left fighting, then one must either be destroyed or surrender. The terms of surrender is to be determined by the players involved. Should one of the two be destroyed, then the character is quite dead and the player will have to create a new character and re-enter the RP. They do not get their items or credits back once dead. Players can have a will specified in the inventory section of wo will get what. Otherwise, players can scavenge the items lost and add them to their inventory. Note, they must be where the player died to get the items.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:48 pm

SKILLS
Skills are for NPCs, they determine what an NPC can and can't do, and how well they can do it.

NPC
Player Attack: How much damage one can do to a player/troop.
Vehicle Attack: How much damage one can do against vehicles
Accuracy: How many hits per turn the player/troop can make
Cover: How well the player/troop can avoid being hit. This is always a negative integer as you subtract the number in your cover skill from the previous attack on you.
Vehicle Piloting: Whether or not the player/troop can pilot a vehicle
Vehicle Accuracy: How many targets a player/troop can hit while in a vehicle
Engineering: How much a player/troop can fix a vehicle. This is always a negative integer as you subtract the number in this skill from the attack done to you in the previous turn

NPCs are generally trained in the production section, but can be traded like any other item.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:48 pm

CHARACTER CREATION
Each player is allowed one character. There are a few exceptions, but those are deemed by the administrators of the site and are not requested. To create a new character, post in the thread by the name of the faction you wish to join. In this post, include:

Character Name
Starting Planet
Short Bio
Why you wish to join this faction


Character names must be the same as your user name, and numbers will not be tolerated in the name unless an administrator is contacted and informed as to why a number would be appropriate in your name. Users who put numbers in their name will have them removed by an administrator. Do note that you requesting to join a faction is simply that, a request. It can be denied by the faction.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:49 pm

TECH LEVEL
The tech level of the game determines how advanced technology, both custom built and pre-built can be. The Tech level can always be viewed in a widget on bot hthe main forum page and the Portal. The tech level is determined by how much is researched and how much is built. The new tech level can be reached one of two ways (or a mixture of both). If enough is researched, then the tech level is increased to the next level, if enough items are built in the area of Space Craft and Land Facilities/Vehicles, then the tech level will be increased. It uses a point system, and researching creates points, and building creates points. How many points each production item is will be stated in the production stats of the items to be built. Researching is as simple as building research facilities on planets. This is an overall rating and is calaculated not by one faction or person, but by everyone. So one faction doesn't have to go and build a hundred items for the tech level to increase, once enough has been reached in the entire RP, then the tech level increases for the whole RP and all involved.

With regards to players donating to the galactic bank, every 25 credits equals 1 Tech Level Point.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:49 pm

CREATING FACTIONS
It is possible for new factions to both come into existence in this game, and for them to die as well.
To create a new faction, all of the following must happen:

An application must be created stating:
Player Starting Faction
Faction Name
Players wishing to Enlist
Description of faction, it's purposes/goals

On top of the application, the new faction must have 3 members signed up for it excluding the faction founder. Also, factions must pay the sum of 25,000 credits to the Galactic Bank. This will serve several purposes, it will signify the faction as legitimate and willing to contribute to the galactic economy, it will allow a starter fleet to be assembled and will help to increase the Tech Level.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:49 pm

TRADING
Players and factions can trade anything from simple items to starships in this RP. The terms of the trade are basically up to the player selling/buying. Some players may like to deal face to face, others might like to go through an actual trader (third party). In any case, the items being traded can only be ones in play. A player cannot create an item from their head and sell it. It is possible to do much in this game, including crime even. (Cue the scam artists)

For trade to occur however, the people involved must put the item at a trade shop in existence. Then they must transport themselves to a trade facility to conduct the trade. A player can not be on Fonder and Trade an item at Tatooine. The only exception is through the holonet, in which case a player would post and ad stating that something was for sale at a particular planet. They can even negotiate the terms of the trade through the holonet, but when the final sale is reached, they must go to the trading facility where the item is located.

Trade facilities can and probably should have shopkeepers, ones who can keep an eye on the items and sell them for players when other players are interested. They must be located where their trade facility is.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:50 pm

Governments/Factions
Each faction begins in the game with a claim on some planets, ships etc. Beyond just being a collective of people, factions can be a system of government. Not all factions have to be governments though, there can be transportation factions, religious factions the options are quite wide. Those that wish to be governments must create a set of laws, freedoms/rights etc. There are no set rules for creating a factions laws, and being a governement, they can update their own laws at will. However, their laws are only applicable to the planets/sectors they own. Not necessarily the people though. If a government catches a player in their system with a weapon they deem illegal, they can have the player arrested and tried and even executed if that's what type of government they choose to be. Set your government up wisely, appoint leaders and chiefs and run the government as you would in life.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:50 pm

Security Level
Security levels determine how secure a facility is. The more secure it is, the harder it is for people to escape or break through the security forces.

Level 1
The most basic security level. Means it is more likely that a prisoner can escape or smuggle a weapon in.

Level 2: A basic check of weapons occurs. Any large weapons will be collected plus most sidearms will be found. Small secret weapons can be smuggled in.

Level 3:
A more thorough check occurs and it is unlikely prisoners can escape.

Level 4:
Security is high and only the utmost secret weapons can be smuggled in.

Level 5:
Escape is impossible and no weapons can be smuggled in or out.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 1:50 pm

CONQUERING PLANETS
Conquering planets can happen in a variety of ways, all depending on what kind of resistance is met. The following are how to conquer planets under different scenarios:

Planet has space and land forces/facilities
If a planet has both space and land forces, they must all be destroyed before the conqueror can lay claim to the planet. Before a player/faction can conquer the ground, they must first conquer space. This would simply mean destroying all the space forces, or having them surrender/retreat. Once the space forces are gone, you can then land troops and vehicles on the surface and wipe out the facilities and ground forces. In a straight out fight, all must be destroyed, both facilities and infantry/vehicles. If the planet being conquered surrenders, then the conqueror may lay claim to the planet. The terms of surrender can be up to the two parties involved, and the fate of the remaining forces of the losing party can be determined via the Holonet.

Planet has Only Space Forces
If a planet only has space forces, meaning no facilities, infantry and vehicles, then the conqueror can lay claim to the planet from orbit.

Planet has Only Ground Forces
If a planet has no space forces, meaning ships or stations, then the conqueror must land troops and destroy the land forces, unless the planet surrenders.

Planet Has No Forces
If a planet has forces neither on the ground or in space, then a conqueror(only faction, not individual player) can claim the planet from orbit. However, the player them self must be in orbit of the planet in question and not just NPC ships.

How to Lay Claim to Conquered Planets
Laying claim to planets occurs in the holonet, that way it is guaranteed that all players can see that the planet is to be claimed. To lay claim, create a post in the holonet with the following info:

Player and/or faction Name
Planet Being Claimed
Combat (Yes, No)
Surrendered (Yes, No)

Now if a planet was defeated in combat, or the planet surrendered, then the conqueror can create the post in the holonet and the planet's ownership will be changed over by an admin. However, if the planet was one that was claimed to that had neither combat or surrendered, then when the conqueror posts in the holonet, the current owner of the faction has 24 hours to retaliate. This includes sending a ship to hyperspace to the planet in question. If this occurs, then the claim is invalid and combat or surrender must occur.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeFri Feb 05, 2010 6:37 pm

Jedi Powers

Level 1:
Kick: 4 dmg
Punch: 4 dmg

Level 2:
Force Pull: 10 dmg
Force Push: 15 dmg

Level 3:
Lightsaber jab: 15 dmg
Lightsaber cut: 20 dmg

Level 4:
Force Crush: 25 dmg

Level 5:
Lightsaber Block: Blocks all income lightsaber by 100% and all blaster fire by 50%
Minor Force Field: Adds a personal shield of 50 around you or an object of your choice

Level 6:
Left Jab: 25 dmg
Right Jab: 25 dmg

Level 7:
Force Fire: 10 dmg next 4 turns

Level 8:
Force Corrupt: Makes 2 NPC's join you
Force Field: adds 100 personal shields around you or an object

Level 9:
Force Combust: 60 dmg

Level 10:
Head cut: 100
Minor Lightning: 50 dmg


Last edited by Founder on Tue Mar 02, 2010 6:22 pm; edited 2 times in total
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeTue Feb 16, 2010 5:07 pm

New Jedi Force powers/rules
you can only use 2 force power moves a turn

Light Side of the Force:

Lvl 1.
Kick (5 dmg)
Punch (5 dmg)

Lvl.2
Left/Right Jab (10 Dmg)

Lvl.3
Kick1 (15 dmg)

Lvl.4
Foce Push (10 Dmg)
Force Move (moves items)

Lvl.5
Minor Jab (20 DMG)
Minor Slash (20 DMG)

Lvl. 6
Minior Cut (25 DMG)
Slash (25 DMG)

Lvl.7
Block (blocks all blasters and 50% lightsaber)

Lvl.8
Force Field (blocks everything, creats an unpenitrable field thatnothing can get through unless the jedi attacks)
Block Counter (counters any block move by a jedi/sith)

Lvl.9
Force Peace (stops all battling between anyone in the ship or on the planet unless the jedi attacks(players and NPC's)
Lightsaber blast (must have other player in a force pull, lets you jab right through someone with the lightsaber, 100 dmg)

Lvl. 10
Minor Lightning (50 DMG)
Force Perswade (convinces NPC's to join your side)


Dark Side of the Force:
Lvl 1. (Minor)
Minor Punch (5 dmg)
Minor Kick (10 Dmg)

Lvl 2. (Fighter)
Punch (10 dmg)
Kick (12 Dmg)

Lvl 3. ( Warrior)
Force Move (can move objects, if dropped on another charictor they loose 10 dmg)
Force Push (15 dmg)

Lvl 4. (Apprentice)
Foce Heal (regains 5 health per turn to the player or a target)

Lvl 5. (Sith Apprentice)
Minor Slash (20 dmg)
Minor Stab (20 Dmg)

Lvl 6.
Slash (25 dmg)
Minor Block (block oncoming blaster fire of 20 dmg or below unless specified otherwise, does not block lightsaber)
Stab (30 dmg)

Lvl 7.
Block 1(blocks all blaster fire and takes 1/2 of lightsaber dmg away if attacked by another jedi/sith)
Lunge (50 dmg)
Force Shield (give player a shield of 400)

Lvl 8.
Minor Lightning (50 dmg)
Block 2 (blocks everything accept poisinous darts or specified otherwise)

Lvl 9.
Block Counter (counters block move by jedi or sith)
Minor Corrupt (can corrupt a NPC to join your side)

Lvl 10.
Lightning (100 Dmg)
Corrupt (Corrupts 10 NPC's to join your side)
Force Crush (destroys 1 vehicle or 1 NPC/Player)


Last edited by Founder on Tue Feb 23, 2010 4:48 pm; edited 1 time in total
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeSat Feb 20, 2010 2:45 pm

OK, i am starting with posting Points now, if you have a certain number of them you can graduate to the next level in the jedi force power thing.

0-1 50 Points
1-2 100 Points
2-3 200 points
3-4 400 points
4-5 500 points
5-6 600 points
6-7 800 points
7-8 900 points
8-9 950 points
9-10 1,000 points
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeTue Feb 23, 2010 1:26 pm

Lightsaber Configurations:

Power Cristals:

Standard: Does nothing accept for current Configurations
Required Lvl: 1

Kathracite: Adds 5 dmg to all lightsaber attacks
Required Lvl: 2

Mephite: Adds -10 Dmg to any Blaster Type Weapon Fired at you
Required Lvl: 2

Pontite: Adds 10 Dmg to all lightsaber Attacks
Required lvl: 3

Ankarres Sapphire: Makes all lightsaber moves agenst you not affective
Required lvl: 4

Bane's Heart: Reflects all blaster shots at you bakc to the person who fired it.
Required lvl: 5

Damind: Blocks Sith Electrical Lightning Move and returns it to the sith by 50%
Required lvl: 6

Eralam: Adds 50 dmg to the lightsaber moves
Required lvl: 7

Firkrann: Adds 100 dmg to lightsaber Moves
Required lvl: 10

Focusing Lens:
Adegan Lens: Adds 10 Attack to All Lightsaber Moves
Required lvl: 1

Beam Gem Lens: Subtracts 10 Attack from a blaster Fired at you
Required lvl: 1

Super Focuser: Adds 10 Attack to all lightsanermoves and subtracs 10 from all blaster moves fired at you
Required lvl: 3

Hilt Types:
Adept: Adds 1 Attack to all Lightsaber Moves
Required lvl: 1

Adjudicator: Subtracts 1 attack from all Blasters fired at you
Required lvl: 1

Hilt Mark 1: Adds 1 Attack to all lightsaber moves you use and subtracts 1 to all blasters fired at you.
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitimeTue Feb 23, 2010 4:33 pm

Ok independant people, Empire People, and Alliance People can only goto Force level 4
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PostSubject: Re: Rules/How to play   Rules/How to play Icon_minitime

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