For my introduction I need to describe a Freelancer mod called Freeworlds Tides of War,
this was built on the DX9 2003 Freelancer game engine (
https://en.wikipedia.org/wiki/Freelancer_(video_game ) but borrows SWG JTL Ship content to create star fighters, pob, and gunships.
In addition to immense capital ships (which are in fact gigantic star fighters controlled by a single player) combine to fight in pvp fleet engagements,
initially I was offered a CR90 to fly in a Rebel fleet but found the game doesn't support joystick controls.
That being said what if I revised this for SWG but as monstrous Gunship's blistering with weapons,
I am familiar with SWG's Diminishing Returns and have experience authoring FASA tabletop simulators like Star Trek and Mechwarrior.
Game Assets:
#1. JTL's 15x15 km space zone will not support anything larger than Star Destroyers,
so demands Fleet Zones that measure 65 km in dimensions with little of the usual JTL markers or spawns.
#2. Capital ship weapons fire on targets many times greater than starships and are far more powerful,
however targeting restrictions apply by hull class, specializations, and weapon type versus nimble starships.
#3. Capital ships will have massive components like all starships and subcomponents directly supporting such as Hangar Bays when possible (effectively cloner like respawn points, munitions reloading, and repairs) while the Bay remains intact.
#4. Diminishing Returns are placed by Tech Era's, range, and only mitigated by the new Mariner Profession (Based on ship Troopers and Admirals),
although any profession my command a Capital ship.
#5. The Mariner Expertise while consist of two trees (Trooper for ranged combat, obscuring and frag grenades),
while the Naval aspect focuses on Officer like buffs that directly impact the ship or fleet.
#6. Fleet Group mechanics require use multiplayer ships or fighter squadrons (fighters/pob pool stats) as one fleet member with the group leader as it's commander,
enabling greater player participation in fleet battles.