[quote=@Willy Vereb] [@WilsonTurner]Alright, I wanted to make a long post about strategies and tactics but it may come off a little insulting. The long story cut short is that your intentions and proposed rules don't match. Writing engaging battles is up to the player and their pool of creativity. Weapons and tech limitations almost don't matter. Same with numbers, I personally can effectively write with any number of ships. Though because of the influence of LotGH, I prefer playing with large fleets, using formations, flanking an all the other fun tactics you can just barely taste with only a few dozen ships. There are tons of other issues I can talk about but really there are way too many directions I can approach this thing and it'd only turn into a tl;dr mess. Let's just say your ideas are based on Hollywood and other popular media instead of level thinking. If you want to avoid the insane messes space NRPs apparently come down to then you don't need rules, you need action. When somebody gets lazy and engages in a war of numbers and doesn't even think about where or how these come from, warn him. It's an effective method, even if admittedly management-intensive. That's a misunderstandment of the scale here. Shall I list how many fighters and ships we produce right now with boorish modern day technology and industry which doesn't involve all the delicious ways to get resources in abdunance? The setting of most Space NRPs is very much an utopia compared to what we have now. It's an issue if people get overboard but the cold fact of warfare is that practically everything is repalceable. It'd hit the nation/civilization's economy and I'd love if players RP that but in effect replacing hundreds of ships in years, months or even days (depending on tech assumptions) is a cold fact with the scale we are all working at. Even a single-planet civilization is pretty damn huge and can afford plenty of resource or industrial capacity. Again, it seems to come back to using rules when it should be the responsibility of the GM. [/quote] I had basically expressed this entire sentiment to catchamber in the chat, but not raised it as an issue mostly due to me awaiting further development. Having GM'd quite a number of NRPs before, I can say creating these artificial rules only invites people to break them whether intentionally or not. Letting the shape of the setting develop more organically in the early stages is much more appealing. For example, if the players/GM felt I'd made a fleet to big, and asked me to address it, as a player I'd be more than happy to. Setting out harsh restrictions from the start just insinuates players are either ill-mannered or idiots and sets about a bad tone from the word go. Again this is just my opinion. I also find the need to classify space vessels in strict naval terms rather contrary. It's a nice analogy to use so we all have a sense of a ships position in a fleet. But restricting them to specific roles assigned to naval vessels which operate essentially in a 2D plane vs the 3D plane of space warfare seems a bit silly. Tl;dr Have some faith in players apply, approach issues as they arise.