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rebel_scum

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  1. In regards to missions, I find it is always best to send an odd number of agents when using special forces only (no characters). I find sending a group of 5 is a good rule of thumb (Less is fine for a relatively unguarded planet). I like sending two as the primary and then three decoys. It isn't a 100% success rate but have found it works good. Also I have found that if there is a crucial mission, like a rescue or assasination/abduction, that it is good to send in two seperate teams. Often one team will fail and the other will succeed, almost like one mission is actually the decoy mission and the other slides through and is successfull. So, for example, I needed to assasinate a character trying to subdue an uprising on a planet. I tried a couple of times with a small party with a character and failed. Then I sent in 5 noghri's (2 primary, 3 decoys) and then group of three Nog's and 1 leadership character, Grammel I think (with the nogs as primary, and Grammel as decoy). The first crew failed, and sent back maybe 3 survivors, but the second crew succeed with Grammel as decoy. It seems that over doing it with decoys rarely works, or if it does you loose some of those forces. It seems like a waste. All this being said, having at least two good characters and no more than 3 is the best formula with things weighted toward the decoy side. So if I'm sending in a Niles Ferrier Menndo combo, this works great, but sometimes I'll add a commando/noghri to the decoy side. This works well for me. Just some thoughts.
  2. oh man was I way off. I kind of figured before the problem even got this bad, but I just stayed the course... oh look a huge iceburg as big as the ice planet Hoth, and my titanic Bulwark Cruisers are blowing up left and right. So, I'm being a bit over dramatic here... As I understand it my blunder was producing a stockpile of refined materials (pts for building) but not producing much in the way of maintenance pts, so even though I can build a ton of stuff, I wouldn't be able to maintain it, so I can't build anything until I have both. Since building new objects take a chunck of refined and maintenance pts both. That's the rub I was missing. Thank you for clearing that up. I am assuiming then, in order to remedy this problem that I need to scrap some refineries and even up my mine to refinery ratio. So I did that, I'm now at 484 mines and 483 refineries. I should see some change in my maintenance pts, right? I'm hoping an improvment. What I'm wondering now is how often do maintenance pts get made? Is that a formulaic type thing that is dependable or what? Because if it is, it would seem that when starting the game you want to maintain balance between refineries and mines, so that they are relatively even from beginning to the end of the campaign. When you leave it up to C3-PO he seems to favor mines, which was how I got into this mess in the first place... I was trying to compensate for excess of raw materials... so I built more refineries... gah. I was getting the upper hand and this snafu stalled out my whole plans. Hopefully I've done enough to make sure the Empire can't regroup. Oh well, lesson learned. Much appreciation for your help, and this site!!! May the Force be with you...
  3. I am kinda a nooob, I just started playing again after several years exploring the outer rim. The thing that has always confused me the most about this game is the raw materials/refined materials/maintenance points relationship. In theory it is easy to understand. But it doesn't behave in a way that I can get any sense of what the "rules" are that guide this facet of the game. Looking at the materials monitors at the top of the galatic map, I assume the first number is the raw materials, the amount of materials that have yet to be mined. Then the next number would be the amount of mined materials that have yet to be refined into usable maintenance points. The last number is easy to monitor, it is the usable maintenance points. If you build something the number goes down. Pretty obvious there. That all seems pretty logical unless I am missing something. So... that brings me to my current game. First number, raw materials = 0 Second number, is up over 8000, and my maintenance points is low as 200, after rebounding from a negative number. I get it that uprisings, blockades, and even shaky loyalty can all affect the efficency of taking raw materials through to maintence pts. But I have way more refineries than mines 192 vs 161, something like that. Which brings me to my question, finally... How is it possible to have such a backlog of raw materials waiting to be refined, when I have plenty of refineries on systems of 100% loyalty, no blockades or uprisings??? Maybe I am reading the monitors wrong? Maybe I need more mines than refineries? I was really careful to keep my building fairly conservative, keeping my maintenence pts around 1000 for most of the game. I'm so confused about this. Most facets of the game are easy to test and find the best way to do things, but this doesn't seem to respond to increased refineries v mine ratio. Very strange, I must be missing something, I must be.... any light that you Masters can shed upon this lowly padawan, is very much appreciated.

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