I'm thinking about scratching the general objective, as it makes it feel like a game more than a roleplay. But while it may not be the roleplays objective it can still be an objective of the Rebels to acquire the necessary comm parts. Here are the ranks players will initially have... [u]Empire[/u] Captain if the Line (Navy) [Taken] Lieutenant Colonel (Commands 1,000 soldiers) Lieutenant (Commands 35 soldiers) [u]Rebellion[/u] Colonel Major (Commands 700 soldiers) Lieutenant (Commands 35 troops) The Rebellion has fewer numbers for two reasons. Firstly, it is not a militarized planet, but of course they keep a contingent on the planet. Secondly, the main military base is unfinished, being new. All systems and functionality are, however. It's just interiors like more barracks and such. X-Wings are expensive as hell, how much do you think bases cost? Also, neither side will send all of their forces. A faction must keep their base secure, correct? Which means using all forces must be a last resort. And that means that the end is near. As a note; no, the Stormtroopers will not have horrible aim in this roleplay. [b]The plan[/b] is to be that, while the Captain/Lieutenant Colonel does command so many troops, they use the Player Platoon (Lieutenant ranks) to actually do anything concerning the enemy. Scouting, attacking, salvaging, etc. The Colonel on the Rebellion is able to command everyone and holds Martial law, this includes civilians. Ready civilians to take up arms are 1,000 (Usually only become active if the Rebellion homestead place is attacked. And that means leaving women and children unprotected if they are readied for war.) The Colonel controls a total (including players and their teams) of 2,500. The Captain of the Empire is able to command all personnel, and can even ready his pilots for ground assaults if so needed. Ready crewmen for ground assaults are 4,000 (Do not have average aim as Stormtroopers, however generally better than Rebel civilians. Do not wield anything more than a pistol, rarely have a grenade launcher, as much armor as a Rebel Trooper, not soldier. Also, no crewmen means no repairs, no complete control of the ship, etc.). The Captain controls a total (including players and their teams) of 5,700. The Imperials do have a massive ship, but it was the last surviving ship and crash landed. There were casualties already before they crash landed. The massive number for the Empire does not mean victory. As with such a large ship, and there being no power, there must be regular patrols within the ship, and all crewman are at work attempting to fix everything. They can not expend more than they can. Besides, if they do, the Rebellion could have already laid traps, and can circle around the massive army, take control of the ship, and also call for reinforcements... making the Empire cannon fodder. However, it's essentially the same on the Rebels side. [b]Vehicles[/b] Unfortunately, for the Empire, (thankfully, for the Rebels) with the power down, only so many doors can be manually opened. So their vehicle regiment is extremely reduced. Not to mention the damage suffered before and after the crash landing has dwindled their vehicle force. With that said, I will determine a suitable vehicle outfit for the Empire and the Colonel can also figure out their own. Once we both agree that our outfits are not overpowered and balanced, the vehicle outfits will be made final.