Trying to remember all the rules we operated under last time...
As I recall, there was a premium paid for new designs, 1.5x? for a new ship design, and then you paid for new hulls at the normal rate? Is that still in effect? Does that make sense for the 1st turn to not have at least some existing designs? These navies aren't coming from a vacuum?
Are we worrying about/designing stations or abstracting them out somehow? I'd prefer jump v. defense, and have them be generic like dropships and fighters, but people really seemed to enjoy designing them previously. If so, do they also have the prototyping/design cost bump?
I see some "as stratops" but I don't have that book(?) memorized, is there a page ref we can get, or a rule quote so I don't have to search or look it up each time I forget what it means?
I saw the question, but no answer yet, can a shipyard be double increased in a turn? ie, going from class 1 to class 3 in one turn? Is it possible to move existing shipyards at all? (that q should have been asked last game, but I failed to do so)
Fleet train- If we have dedicated, or semi-dedicated fleet train ships, will they change how low-cargo ships can be used/behave? For instance, if I have 10 BBs with 1% cargo, and 1 fleet tender with 50% cargo, is that the equivelent of 10 BBs with 6% cargo? What about having jumpships and dropships devoted to fleet tender?
Can we have a definitive list of "missions" the navies will be expected to handle to some extent? If nothing else, so that any doctrine written covers the bases? I'd hate to write a few pages of doctrine, only to forget one specific mission, and have "default" behavior applied. To prevent a situation such as: "Anti-piracy= no mercy." "you kill a bunch of 'legit' privateers and the world frowns on you."
How will intel/espionage be handled? BuINT/NAVINT is a serious and specific line item on navy budgets for a reason. Not just stealing tech, but ship deployments or refits, ship status, locations, corruptable leaders to get an advantage, knowledge of and therefor possible predictability or flaws in leadership, etc.
Should tech research be guaranteed? Pay x, get x? That seems unrealistic to me, though nice and predictable to the gamer in me. In addition, is the reduction enough when others have it? A bill here, a bill there, is essentially meaningless when you're talking percents of budgets. And while "doctrine and retooling" makes sense, when others have found the flaws in the system for you, the cost to adopt a new system is less. 85 bill to adopt, vs. 83, isn't significant. 85 v. say 76 for AC/10s is significant but not overwhelming.
Doctrine- What are you looking for. I, unfortunately, did not serve in the navy and thus do not have a pre-existing set of skills and knowledge to know what essential points to bring up and determine when laying out a fleet's doctrine. Do I need to state a stance on piracy/commerce protection, given that's a navy's primary role in peacetime? Relief service/disaster response? etc? I want to make sure that I cover all needed information, so the GMs know without a doubt what the navy's intentions are, spirit and letter. There were several times where things happened, and I said to myself, "thats not how my navy would have done things." I want to avoid that.
That's what I have right now.