In Chaos, you will often hear fleeters talk about "meterage". Usually this refers to the sum of the length of all the capital ships in a player's control. Often, in Chaos, fleeting will feature engagements up to about 5 km in meterage per character: in practice, only invasions and board events feature greater meterages because large-scale fleeting engagements usually make other players cringe - battlecruisers (ships in the 2000-3000m size bracket) usually do not see action beyond these engagements.
Attack craft. They usually do not count towards a player's meterage in an engagement, but you must pay attention to the squadron count (that is, how many of a given attack craft there is in a squadron) and how many squadrons can ships house. Usually smaller than 50m. Four types of attack craft are distinguished:
- Interceptors. They are great to fight off other attack craft but are useless against capital ships. Usually faster but also more fragile than the rest, and often come in squadrons of 12.
- Fighters. They can be used against both attack craft and capital ships, and is the stuff to which all other attack craft is compared. Usually come in squadrons of 12.
- Bombers. They are better used against capital ships than against attack craft because they are slower (yet still faster than capital ships) and more heavily armored, plus they are outfitted with proton bombs vs. proton torpedoes. Usually come in squadrons of 12
- Gunships. They are larger, more heavily armed and armored, but pay for it by having smaller squadron counts (since they come in squadrons of 6, sometimes even 4, as opposed to 12). Usually as fast as bombers.
Squadron counts aren't always the same as their default values: read carefully if you're not using canon designs (as for canon designs, vulture droids, tri-droids, Hyena bombers come in squadrons of 20).
Capital ships. The larger they are, the slower and more cumbersome they get, and there seems to be a tradeoff between mounting large numbers of attack craft vs. large numbers of turbolasers. Dedicated carriers are often vulnerable on their own, ships with weak point-defense are more vulnerable to missiles and attack craft.
I understand if the fleeting system may seem complex, tabletop-like even, but, there are some older ships (usually dated September 15, 2014 and older) for which the speed and maneuverability ratings seem out of sync vs current ships: here the lower the number, the better. Think of it as akin to the radius it takes to perform a given turn, or the time it takes to cross a certain distance.
Rules for ship ownership and creation are found here:
http://starwarsrp.ne...ation-template/
Don't worry about hyperdrive ratings in fleeting engagements: they matter only when you do threads about hyperspace flight. But, most importantly, you need to make clear what ships you have, and what attack craft you have. And also one of the tricky parts of fleeting is resolving the damage dealt by the opponents.