Questions for the Audience
This post exists solely to ask for recommendations/advice on various parts of the story. While I am open to suggestions regarding just about every aspect of the story, there are some that I am particularly looking for.
- Politics: the council voting system I cooked up was a rush job, and upon further inspection kinda shit, as it overwhelms voters with teams from the boonies that will never get voted for, due to cities' overwhelming advantages in population . Obviously, there is no perfect political system, but any advice/recommendations regarding a voting system and the greater council system will be taken into consideration. However, please keep the discussion civil, cause I've seen some stories with 2 chapters get locked cause people couldn't stop yapping for five fucking minutes.
- Expansion: Where should the MC go from here? Should he slow things down, speed things up, get down low or make a big splash? There are many paths, and I want to know your opinions.
- Military: Assuming the Minda System recovers from this attack easily in the near future, and gains a minimum of 50 million credits to spend on ships, attack craft, etc… along with the manpower to crew them, what fleets would you build? How would you organize the defense and trade fleets of the Minda System? This is a hypothetical, because there is a damn good chance the MC never gets there, but theoretical fleet building is fun. What dangers might said fleet encounter in the future? These kinds of questions are fun to answer, so go ham.
- Allegiance: While I already more or less have a plan for how the MC will steer the Minda system allegiance wise(Empire/Rebel/Republic/Pentastar/Independent, etc…) I want to know what direction you think he should lean and why. Anything from moral arguments to pushing profit margins, who should he side with, and why?
This is mostly just a rush post, cause I have literally nothing else to do. No homework, and no games, since my house burned down in the Eaton Canyon fire earlier this month, so I only have the macbook I use for college.
Speaking of college, winter semester or not, I gotta lock in, so while I will still update frequently, most of the new chapters will still be weekend releases.
Thanks for reading!
-Freefaller
1: I can't say much about the ideas for a more refined democratic system. First off I won't pretend to know the subject well enough to come upon with a better plan without a lot more research, and in all honesty I don't exactly think too highly of the Democratic system at the moment.
2: I suggest you slow down for a bit. He's honestly made a LOT of progress already, but pushing too aggressively could just as easily fail to make returns and his progress will stall and burn out. Better to shore up what he already has and think of further expansion later after everything is solidified enough to survive a few failed ventures.
3: Three ships in particular. The Carrack-class Light Cruiser, the Quasar-class cruiser-carrier (followed IMMEDIATELY by the Ton-Falk-class escort-carrier) and the Broadside-class cruised kdb-1 (or maybe scale up to the Peltast-class Star Destroyer if Thrawn is willing to share). You don't have the manpower, funds, logistics or infrastructure for even a handful of Venators, but Thrawn's success with other ships considered 'lesser' by Tarkin Doctrine shows those are honestly overrated. The key to victory is efficient usage of combined arms tactics, and these ships more than provide.
There would be two layers of a formation; the first would be the Carracks in the front, specifically the turbo laser heavy variant. These things are INFAMOUSLY durable and capable of punching out a MUCH larger ship if they work as a small group. But their true purpose would be using their frankly 'ASTONISHING' speed for a ship of their size to close in and knife-fight with an enemy fleet. They are durable and hard hitting enough that then enemy couldn't afford to ignore them, they would NEED to put attention on them so they don't get gutted, especially since their tractor beams when used in groups would mess EVERYTHING up. And that's where the second layer of formation would come in. Because far in the backline would be the Quasars and Broadsides offering all their ranged support, protected by a number of Carracks with an anti-starfighter loadout. Quasars are meant for one thing - STARFIGHTERS. Lots and lots of starfighters, deploying screens of them to support the Carracks by countering enemy starfighters as needed to support the Carracks and send out bombers to hit openings. The Ton Falk is straight up better in every way, so you should probably scale up to that, but it doesn't come out until the destruction of the first death star, if I recall correctly. Lastly would be the Broadsides. Despite the name, these ships are HEAVILY front loaded, capable of firing huge salvos of ship grade concussion missiles, effectively allowing it to function as a sniper ship capable of reaching out and touching an enemy ship from a long distance, with one HELL of a payload. Best part, all of these are cheap and plentiful enough making a small fleet of them would be easy.
4: Empire for now, but the Emperor won't be around forever. I can seen him having SOME degree of lenience towards the Rebellion, simply because the Empire IS pretty stupid levels of evil under Palpatine and other leadership elements, but there's no point in openly supporting them for all the bad attention it would bring. He can probably allow them to have a base in his system, in the OUTSKIRTS of it far away from everything else, where he can quietly arrange sales of surplus resources and supplies, but nothing more. Of course, AFTER the Emperor is dead, go on Independent. He'll be in a perfect position in the Outer Rim with probably the biggest fleet around for a LONG distance, meaning he could easily bargain his forces and resources for the formation of his own league and rapidly expand into a burgeoning major power.