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Capricia R&D - AE&T 2.0 - 5.0

[font=Garamond][size=3]Caprician Advanced Education & Training[/size][/font]
[font=Garamond][size=3](Society Improvement)[/size][/font]
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[font=Garamond][size=3]*[/size][/font]
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[font=Garamond][size=3]Advanced Tactical Training [/size][/font]
[font=Garamond][size=3]& [/size][/font]
[font=Garamond][size=3]Practical Technological Application Theory[/size][/font]
[font=Garamond][size=3](military and civil application)[/size][/font]
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The mistakes make by the Caprician military and civilian institutions during the First and Second Invasions spoke volumes of the deficiencies within the Caprician organizational and logistical infrastructures as well as gaps in the training of the men and women that served in it's defense.

Therefore, during the first Reconstruction, the Clans under Regent Gomorran Kay began to restructure the entire educational system of Capricia providing much needed incentives for specialized, professional, and higher learning.

However, the new educational system implementation was interrupted by the onset of the Second Invasion.

And yet, with only a half formed educational infrastructure in place, it was noted that the soldiers, civil defenders and emergency response agencies of Capricia had improved though being outnumbered, outgunned and having a third of their planet occupied.


With the creation of the Commonwealth and the disbanding of the Clan-styled government, the educational plan of Gomorran Kay was once again rechartered and a concerted effort was made to complete the initial implimentation and expand. And, coupled with new trade routes established to and from the Corporate Sector (providing a much needed boost on the local system’s economy) Capricia was once again in a position for a more comprehensive rebuilding, reeducating and retraining program.


The depleted numbers of the Commonwealth Fleet prompted the still new Tactical Space Command (TSC) to compensate their numbers with a series of intensive (on ongoing) educational/training program in the most critical of areas (including though not limited too): Advanced Weapons Design and Application (repair, handling, networkign, etc..); Starship Tactics; Advanced Logistical Theory and Application; Power System Design and Practical/Mechanical Application; Crisis Response Application; Quantum Computer/Systems Application (design, repair, handling); Hard Light Theory and Application; Military, Civil and Emergency Supply Crisis; Droid Theory, Application and Construction; Fighter Avionics (tactical, emergency, application)


It was the opinion of the TSC that even inferior starships, ground units and fighters could make a greater impact in various combat applications and experiences with men and women serving their various departments/functions/duties well trained to handle their equipment and manage crisis in emergency situations.


The success of this educational program compelled the creation of a civilian based system (though obviously not as comprehensive as the advanced tactical training) and has become the required staple for those citizens in the employ of the Commonwealth. It was noted that the overall performance of the Commonwealth Merchant Fleet had improved with the government backed regulations requiring program hours logged.

The varing educational institutions and their impact on the Commonwealth force at home and abroad are as follows:




[size=3]Starship Academy (SSA) - 2.0[/size]

Advanced training that allows for faster and more efficient reponse times and execution of varying duties aboard capital class starships (100 meters or above).

30 Days

Fleet Action Effect: two post response (same units) to every enemy's one (or double damages allotted to the enemy).


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[size=3]Surface/Atmospheric Military Training - 3.0[/size]

Advanced training that allows for more efficient and better coordinated offensive and defensive actions by surface/air military units.

30 Days

Fleet Action Effect: two post response (same unit) to every enemy's one (or double damages allotted to the enemy).



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[size=3]Tactical Fighter Command (TFC) - 4.0[/size]

Advanced training that allows for faster responses, more efficient handling of craft, better coordinated squadron attacks/defenses/maneuvers for Fighter/Bomber Class fighters.

30 Days

Fleet Action Effect: Reduces by 1/2 any casualties to fighters and doubles fighter damages.



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[size=3]Engineering/Repair Corps (ERC) - 5.0[/size]

Advanced training that allows for crisis management and emergency repairs to starship systems and planetary defense units. The backbone of any technology application and maintenance.

30 Days

Fleet Action Effect: Reduces enemy damages done to capital class warships by 1/2. Two post repair of Planetary Defense Systems (note: the repair time increases by one post everytime it is brought down again).

Comments

#5 5:39am 14/08/04

I see Union trying to make nano sized machines, where that used to be the area of Cree'ar and BDE only. I seen Tholatin attempt to make their version of the devestator. I seen a cloak craze. Its enevitable that good ideas get copied...

So, we try to stop such things where possible, but the likelyhood of it is there.

#4 10:01pm 13/08/04

You are saying R&D's can be copied then?


I can term items and stuff Elite if you wish.



[b]Inquiry:[/b] I had said this would not be retroactive regarding augmented Fighter/Bomber, ground units and Capital Ship abilities....

However, I would only like to make one exception being for the Engineering Repair Corps (for Planetary Defenses only). The ships/fighters would not be touched by any retroactive thing.

But I do not really wish to scrap all my defenses because I can only repair those that are built after the Corps is formed.

#3 5:52pm 13/08/04

I have no prob with this, except for one thing...

Making these newly trained units as your elite trained forces only, else were gonna go back and forth with a hundred "My training is better than yours" R&Ds and arguments....

#2 5:43pm 13/08/04

Well, I am sure people would roleplay their fleets as top notch or whatever. They would roleplay their crews fingers on the triggers and poised over the shield controls,etc.. as an enemy pops out of hyperspace.

But, in my experience, sad to say, it's mostly a numbers game with fleet roleplaying. There are the rare circumstances where position and maneuvering do matter (ie: Corellia) but it (realistically) depends either on the inexperience of the enemy or just their plain stupidity.

I dislike placing a hope on the stupidity of an enemy.


There is no real fighter combat playout but rather, now hundreds or thousands of fighters roleplayed as "firing" and someone issuing a number of damages.


So, to cull the numbers I have created this.


There are those that wish to create magical techs that whisk their ships away in some gravitronic paradise of slipping behind enemy scanning systems and wormholes their way to victory by popping out of the uniforms of their enemy...

that's all good and fine.


I just decided to up the level of my soldiers which does act like doubling numbers..... and reduces damages.. but really... even doubled, who the hell am I going to overlord it over?

Even with the system, I still am probably the weakest group.


Also, this is [b][i]not[/i][/b] a retroactive system. I read what the R&D mods decision regarding upgrades were.. and I am not upgrading my existing fleet. If I want "Fleet Trained" units, I have to build them after the 30 days.

#1 2:36pm 13/08/04

I dunno, seems to be asking an awful lot (2x damage, etc).

And arguably, most navies are in prime condition as it is.

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