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pagan

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    Locked in Kalo's Basement....HELP!!!

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  1. LOL I won't accept mission aborting as a cheat, (exploit maybe but cheat never ) I also don't believe there is any online player that never used this exploit. None would wait for the result of the espionage missions when a huge fleet got into a sector that they owned, assaulted and scrabed everything on the planet than moved on to another target. You will never know if your opponent aborted missions to see incoming fleets anyway. About HQ colonizing it can be very annoying to explore that rebels colonized rest of the rim untill you hardly build up two rim sectors. But it can be decided before the game start. I had some games that I or my opponent let HQ colonizing free. So I don't think it is cheating. I don't think suncrushing is cheating also. Suncrushing can be decided before the game start since both sides can use it. I find it annoying. I really piss off when I see a sector's whole systems sun crushed either by opponent or by myself. I am not sure if I am too sensitive And about ghost fleeting, It is a no-no. You can never defend a sector if you don't see the incoming fleet days before it arrives. And you can have a ghost fleet on your orbit in just 2 days before it arrives. It is a cheat for sure. And it is kinda hard to notice it. Defence depends on noticing incoming enemy fleets days before their arrive. Thats way online players ussually move onto a closer neutral (ussually to a uncolonized rim planet) planet and than attack to the closest target of enemy.
  2. I won't get into mathematics of the game but here are some answers: I am not sure is leadership rating has any effect on assault but there are 2 characters that has a bonus on both assault and defence, for rebels he is Jan Dodonna and for empire he is Veers. Using those two on assaults will enhance your efficiency. LNR II's kills 1 regiment also. LNR II's fire power is only good against bombarding enemy ships. 2 LNR II's will kill 2 enemy regiments if you don't have any troop defending the planet. So empire can quite easily assault with a couple of dark troopers on a sullustan garrisoned planet. Mon calamari regiments are much better defending the planet.
  3. Time of the mission is variable, a single character may have success sooner than a team with three characters assigned to the same mission. Point is; diplomacying a planet with a team with 5 diplomats always get a success (lets say in 10 days), and gains slightly higher loyalty than a single players success but try sending 5 diplomats alone to the same planet, assume they are reporting in 10 days also, some of them will fail to succeed but rest of them will increase loyalty much better than a 5 diplomats team. And also later in the game ussually diplomats have 100 - 150 diplomacy rating which means they will ussually succeed in missions on their own, even if they dont have amazing diplomacy raitings there is a good chance for 5 diplomats succeeds at the same time. This is why seperate missions is more advantageous than teaming everyone on a single mission. Also character with the highest rating wont always get the stat increase, try sending a jedi with a low (40 - 50) diplomacy rating to a diplomacy mission teamed up with a good diplomat. He will get some of the missions stat increase also.
  4. Only one of them get a skill increase... This works for every mission of the game. 1 success 1 skill increase. Also if a character assigned to a mission (not as a decoy) with spec forces he/she always get the skill increase unless there are other characters attached to the mission. So its a good thing to attach spec forces with your characters. Especially espionage will make great if you manage to blockade an enemy planet.You will notice that your 80 espionage rating character gets up to 120 in no time with only 2 espionage droid/bothans attached as a booster.
  5. It is amazing to hear someone working on the game, I bet everyone addicted to this game had dreamed what they would like if there was a rebellion 2. Would like to sign up for beta testing if you ever manage to finish coding.
  6. Game can be advanced in many ways. Too bad there wont a new version of this game
  7. 1. can send some unused non diplomat charaters to do diplomat mission - u send 5 characters with 10-30 diplomacy points each other. In this way (of course, u will send them to a planet, where the loyalty is balanced to ur favor) by a long time u also can aquire the planet. 2. I've been amazed once, when i've sent one Corvette for recon duty - they've found a neutral colonized planet - with loyalty to my factions favor. I've forgot to remove the ship from above the planet, and i really doesnt remember - after 50-100-150-200 days that planet turned to my side. I didnt know why happen this, but i observed, that if u leave a ship above a neutral planet wich have more loyalty to your foe, that planet will turn to ur foe's side. Opposite of this situation is also true. When you blockade a neutral planet favoured to your opponent for a long time the planet will join to your oppnent There is also another way that effects loyalty. Losing/destroying troops at bombardment. It also has an effect similar to side change loyalty bonus of a planet by diplomacy. Destroying a capital ship also has a loyalty effect. Invading Coruscant has also an effect on Sesswenna sector which only applies for rebels.
  8. I wont get into mathematics but here is how things work; Fighter shileds wont regenerate, for example a ywing wont regenerate its shield once it depleted all of its shields even if you keep it away from battle forever. It will just simply start losing squadron as soon as it continues getting hit by others. Every laser fire and torpido fire at tactical battle is a hit but effect differs. Turbo lasers are much powerful than lasers but ineffective against fighters. Lasers are weaker to capital ships but good on fighters. I really never tried to calculate the damage ratios one by one but I know there is a random luck factor at tactical battle also like on all other elements (missions, natural disasters). Commanders and admirals also effect effectiveness factor. Turbo lasers - lasers: Turbo lasers are effective against capital ships, but ineffective against fighters. Think a strong laser that most of the shot is missed at fast moving fighters but all accurate at capital ships for example. But again theres no miss factor at tactical battle every laser and torpido fires do some damage (shield or hull). Lasers are effective against fighters but ineffective against capital ships. Turbo lasers, lasers, ion lasers and torpidos are all different kind of weapons. So dont think there are related to each other. A single X-wing squadron only killes 2 tie fighters on a single hit, now that is one thing I am sure of I examined this situation lots of times. This means laser power of the attacker has a ratio on a kill. (There are other ratios also like agility)
  9. First 20 days or so... Use Emporer to recruit fine Use Vader, Piett, and any other characters with better than average diplomacy rating for diplomacy in core systems - focus on systems with Shipyards first, then Construction Yards, followed by Training faclities, and then resources only. [Training facility first on enemy systems than construction and shipyards Use any research capable characters to begin research immediately. fine Construction Yards: Order to build mulitple Constructoin Yards up to 6 on a planet. up to 11 will be better alywas save 2 or 3 energy slots for lnr 2's Shipyards: I have rarely started out with more than 2 on one planet. I order builiding multiple Tie Fighters. It takes too long to build starships for them to be an effective defense. I have successfully defended planets in the beginning, and even later on, with only fighters, but you need a bunch of them as the game goes along. if you can protect your shipyard from sabotage than always produce carrack early on the game, if you are not sure build tie fighters or galleons (which is almost useless but can be very useful for sneak specops attacks, exploring rim Training Facilities: Though probably thought of more of as a Rebel tactic, I will select one faciltiy to build Stormtrooper Regiments, and all others to build Imperial Commandos dont bother buiding storm troopers instead build lots of espionage droids, comandos and death comandos, always esp your own plantes with 2 esp droids this will get the information of incoming fleets and enemy missions which you can react, never leave any character idle every spec ops must conduct a mission either on defensive or offansive, sab the production facilities starting with construction yards on enemy sectors, when you clear the enemy sector from production facilities sab every thing you can, if rebels have planet on sessvenna than dont assult on to it, instead blocade it and esp it with every droid you can produce so that you can have info on every rebel planet regularly Any Troop Transport ships fill with any kind of troops available, create as own Troop Transport Fleets, send to outer rim systems. Start moving troosp to "uninhabited" planets. if you have seperate troops and available galleon at sessvenna do it, else gather your troops to key planets that enemy most likely to send missions but can not bombard and appoint a general with high combat rating to it Send all war ships (IDS, VSD, Dreadnaught, Carrack Cruiser, etc) to Corsuscant never do this, instead use your fleet stregth against opponent assult on planets that you are sure he cant attack to your fleet and you can subdue and diplomacy it, try to catch their diplomats by guessing where he will send diplomcy mission next but never gather the fleet on coruscant this will mean you give rebels free space to develope early on game Send all existing Fighters to Coruscant Since I know I start with Ozzel, promote him to Admiral of Defend Coruscant Fleet Take any available "General" character who is not useable for any other assignment and promote him as General of ground forces for Coruscant. make your commanders conduct missions on enemy instead, tie fighters will protect coruscant quite well, only thigh you must worry is correlian corvettes attack against coruscant and your isd will take quite easliy of them so you have nothing to worry against attack on coruscant (beware though there are lots of sneak attack tactics against coruscant which includes sabing your isd Wintin first 100-200 Days.... PRIORITY FOR CONSTRUCTION YARD ORDERS: When "garrison" (by moving a regiment onto an unihabited planet) in New sector in outer rim established, and when multiple construction yards have been built, build and send new construction yard to new system. One system per sector. Once arrived, build multiple (up to 6) construction yards. If advanced Construction Yard has been researched, build them instead of course. Build additional shipyards Build additional training facilties Build resources and do best to keep in balance PRIORITY FOR SHIPYARD ORDERS: 1-3 Shipyards : Fighters...When Tie Interceptor become available, then build them, when Defenders become available then them. I never found Tie Bombers to be effective at all. 3-5: Victory Class Star Destroyers - Smaller than the ISD's but quicker to build and not as many Command Points.. 6+: ISD .... By the time I have 6+ shipyards going, i usually have enough command points from building more refineries lancers as soon as you got them build 30 - 50 depending on how much your enemy rely on fighters, than strike cruisers interdictors tie interceptors are a must dont bother building anything else btw imperial fleet is quite weak comparing against rebel nebulon bs which is researched quite early on the game so rely on your fighter build 100+ tie interceptor on every sector and always check for incoming fleets PRIORITY FOR TRAINING FACILTIES ORDER 1-2: Imperial Commandos 3+: Stormtroopers dont bother building storm troopers early on the game, getting massive sab missions from enemy is the only reason to build strom troopers which you can instead use your fleet to foil them easily As game goes on: When Dark Troopers become available, they are the primary Regiment I use to defend garrisons and for invasion 3 storm or dark troopers on every planets will be enough rest will be waste of resource which means a smaller fleet After infrastructure is built up, start to build fleets to "defend" each sector defend your sectors with tie interceptors not with your fleet I tend to go after a sector at a time. Once all the alliance forces are defeated in a sector, I build a new fleet of ships and move to the next. It is the only way I have found effective to find the Rebel Base and to find Luke and the Senator. attack on enemy as soon as you are stronger than enemy assault a planet rip everything you can and move on to next planet until nothing left on that sector. this will kill your opponent. you must be much stronger from opponent to try keeping enemy planets which ussually dont happen since opponent surrender when things get unbalanced much before your attack General thoughts on system defense: I have found shields and laser batteries are not that all effective, so I tend to not use them. On planets where garrison requirement is 6, I try to have 9, where requirement is 4 or less, I try to have 6. Though as game goes on, 9 is my standard when I am able to start training large numbers of troops. I first use Stormtroopers, then upgrade to Dark Troopers. Stormtroopers are replaced at garrrisons, first sent to coruscant, then evenetually scrapped to save on command points when needed as long as there is sufficient numbers of Dark Trooper regiments at Coruscant. Coruscant is usually also where I keep my prison garrison. By the end of the game, I usually have 144-201 regiments on the planet. For key planets of importance, such as Coruscant, there is a general assigned to improve "security" on planet forget shields instead build 2 lnr 2S on every planet 3 or 4 on production planets. this will make your opponent pay if he bombard your planet, shields wont stop your opponent bombarding your planet later in the game even 6 gnr2 shield wont hold your defenses against massive fleets but lnr2s will destroy some of the ships at the bombard General thoughts on Fleets: I tend to use ISD's, VSD, and Super-ISD as the ships of the line. (that would also include the Mark II upgrades of the ISD and VSD!) As the upgrade versions of VSD and ISD become available, if the first generation are in fleets other than Defend Coruscant, they are replaced. Older ships are sent to Coruscant. All fleets have atleast one SISD when they become available and there are enough command points for them When they become available, every fleet has an Interdictor Cruiser In tactical battles, I don't find Lancer Frigates or strike cruisers to be effective at all. And i've never used the Escort Carrier, though for multiplayer games, I might have to change that choice to have enough Fighters available for a good brawl. As soon as the newer version of Fighters (Interceptor and Defenders) become available, they replace the older version. When enough new fighters are online, the old ones first go to Coruscant to increase defenses there, and are eventually scrapped to save Command Points when needed as long as there are sufficient defenses avaialble there already. Ships in fleet are manned by Imperial Fleet Regiments. Each fleet, if possible, has an admiral, and for Defend Coruscant, a General. Thoughts on Troop Invasion Fleets and Invasions I build first Galleon's then Star Galleons for "Troop Transport" fleets They explore systems and land troops to unihabited planets. Neutral Systems encountered will have sent to them a diplomat for diplomacy. Early in the game, before the CC-7700 is available, if rebel planet encountered, retreat... By time CC-7700 is in rebel fleets, SHips of the Line composed fleets for "invading" new sectors have been created. When that "step" has been reached, the Ships of the Line go in first as the "Defend Sector" commanded by a Character who has been promoted to Admiral, and either with spec forces or bombardment, planetary defenses are removed, including garrison troops. Troop Transport Fleets (usually having a total capacity of hopefully 90) follow up a few "days" later and assault the planet and each garrison will be 9. When sector is conqured, Troop Transport Fleet moves to training facilty for embarkation of new troops while awaiting next sector fleet to be built. Of course, it is difficult to decribe more specifics since each "game" is different, but this gives yo ua general idea how I have been doing it since the game first came out many years ago. I still enjoy playing it, but the AI has become very predictable (obviously) so it is not as much fun, so playing multiplayer interests me, but in terms of playing multiplayer, I would definitley be considered a "newbie". So for the expert mulitplayer players, what potential flaws do you see, so I might have a slim chance of winning if and when I join the mulitplayer arena? Thanks KDL remember multiplay is much different than playing against ai, you have to react and build strategy against your opponent, which can create quite interesting strategies against masters of the game like budious and skitzo good luck
  10. tested many times against ai seperate missions are always better at both research and diplomacy it may help at the start of the game when characters research ratings are realtively low (which you can't see) but still i think seperate is better
  11. can be deadly on a withdrawing fleet immobilizing a capital ship while withdrawing will cause that ship blow up after withdraw which can cause losing an entire system to opponent side

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