Reinforcement
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[edit] Reinforcement List
At beginning of the round, every unit, including the flagship is on the reinforcement list. However, flagships can only be deployed inside the deployment zone for its team.
A Unit on the reinforcement List is ready to be deployed. Such a unit could be ordered to jump to any location within a radius around the flagship (The actual distance is to be determined by testing). Unit on Reinforcement list can also be deployed into the default deployment zone for the team.
Unit jumped to the flagship will emerge after a short jump delay that is proportional to the distance between the default deployment zone and the destination point.
Unit with tactical jump modules can be deployed anywhere.
Beacon subsystems can project an “arrival zone†around certain unit that allow unit on the reinforcement list to jump to them.
Subsystem or stellar object that emits a powerful magnetic field (e.g. earth, sun) prevents deployment of units within that magnetic field. This is to be consistent with Heim theory of magnetic field manipulation. If a unit attempt to jump into a magnetic field, it would actually emerge at a random location whose distance to the original destination depend on the strength of magnetic field at the original destination. (Players can use this to jump their unit to where they'd normally not be able to, as well)
Interdiction subsystem on a flagship may cause enemy reinforcement to be returned to the reinforcement list, this only work if that unit is jumping to another vessel (flag ship, or Beacons). It does not work if the unit is jumping into the default deployment zone.
[edit] Waiting List
Any unit has a waiting time associated with it. Smaller and lighter unit will usually have a smaller waiting time, despite their large unit size. Flagships usually have very large waiting time.
A unit Destroyed in battle goes back onto the waiting list for the entire duration of the waiting period.
A unit withdrawn from battle onto the waiting list for a duration proportional to damage it has sustained (percentage module loss + constant withdraw penalty)
Once a unit has completed waiting, it is removed from waiting list and placed on the reinforcement list.
If one or more vessel of a unit is infected or captured, that unit does not go on the waiting list until the infected or captured vessel is destroyed or returned to the original player's control and withdrawn from the battle. These will hopeful give some incentive to capture depleted enemy units.
Specific subsystems on the flagship (or any command module capable vessel) could decrease wait time for some or all units.
[edit] Special Rule for attached unit
Attached strike wings are considered systems on their parent vessels. As such they are treated like systems. They never enter waiting or deployment list; instead, they are “repaired†by engineering system. They are always repaired to full strength each time they are lost or dock. They are repaired faster if they are docked instead of lost, by the virtue of having less system to repair.
With sufficient engineering systems these crafts can be replaced almost immediately. However constantly rebuilds lost strike wings can exhaust the carrier.
--Nerdfish 09:55, 16 February 2008 (CET)
