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wrath0fb0b

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  1. Would anyone be up for some multiplayer Protectorate? It should be intresting to see the multiplayer dynamics. . . Drop me a line if you are interested: AIM: OrenElrad MSN: OrenSPAMElrad@email.com ICQ: fucked if i can remember that
  2. (1) Research fortresses are unnecessary. Your production facilities should be protected enough to protect 1 researcher (ie: spread them out a bit so the loss of that one planet doesn't jeapordize them all). You'll want them all on different missions anyways (and i've never heard of a bonus putting them on the same planet). (2) LNRs and KDYs are useless. Gencores are the only useful defense, and 2 is almost always enough (except the HQ . . . ). Past that, it's better to invest in high-detection/high-defense troops and a general. For general strategy, think of it as a balancing act between the benifits of concentration (ie: faster) and spread (less vulnerable). As it stand, the Empire has advntages doing concentration: Better protection in the Sesswana sector More expensive/powerful units take long to build Stormtroopers! <- Rebs don't start with a good defense/high-detection unit The rebellion, however, can benefit from more spread: Less vulnerable to Imperial counter-force Can slowly build fighters and escort carriers in separate places will acquire a few from diplomacy anyways. FINAL NOTE: Because of the refined-materials crunch in the midgame, you have to be careful about scrapping your mines/refineries to make room for mega-facilities. Try to find planets that have 6 energy free (after 2 shields) and built up the complex slowly. When you have idle construction resources, look at refined materials and remember that scrapping mines/refineries for production facilities is a TRIPLE whammy to refined materials: (1) You produce less (2) The consume more (3) You just spent a whole bunch building the production facility. The only exception to this is the early-game when you need to build up construction-facilities ASAP. I've seen players with 12 shipyards that produced an ISD in 300 days!!! Don't let that be you!
  3. I usually play as Imperial and do the exact opposite. I almost never build TIEs (or TIE bombers) and not many interceptors (and most games are over before Defenders become an issue). In the very early game, I just mooch off of Coruscants initial garrison of TIEs and try to avoid comitted the SDs against any rebel fleet with more than 6-8 fighter squadrons until i have a few carracks around for anti-fighter duty. I like the cruisers because they are multipe-duty: anti-starfighter and quick (100 build time) and cheap personel transport (hyperdrive = 60 - team them up with VSDs and you have a fleet that gets there in 3/4 of the time). Fighters, on the other hand, are a logistics nightmare when going on a long excursion into enemy territory as you squads slowly get decimated by the superior Rebel fighters. Once lancers are available, I beleive Imperial fighters (Defender nonwithstanding) are a waste of money. 1 ISD (sub 1 or 2 VSDs if you need bombardment) , 2 carracks and 6 lancers will absolute eat any early rebel fleet for breakfast without any TIES. I just target the VSDs on the enemy capital ships and have the lancers escort them (one group on each flank). At this point, I have seen a little bit of the Rebel fleet and build to counter that (or just an even blend of SDs and lancers if you don't know). For the rebels, my ship strategy is a little bit convulted. In the very early game, I build only escort carriers and xwings (and 'vettes if the opponen is TIE crazy) until MCs, which i build at all major facilities but try to keep a secret. This usually has the effect of causing the opponent to invest too heavily in lancer frigates, which MCs can eat for lunch. Because of the MCs high damage control rating, they can take SD pounding while they target the lancers and usually still be in some condition to fight back (depending on the numbers). If the opponent is really TIE-happy (which I haven't seen too much . . .) I get a few nebs to help the fighters chew them up. It should also go without saying that you should build interdictos as soon as possible and station two in each major fleet. Past that, late-game strategy simply requires decent intelligence about the fleet you will be fighting against. Send espionage/recon missions around. Remember that even a foiled espionage mission will reveal the content of an enemy fleet. There is no best overall fleet - it's a game of rock-paper-scissors. <> Also (this is getting offtopic but what the hell), I think people overrate the importance of ship to ship combat in the early game (it gets more important as you get along). Interdictors don't usually show up until day 500 or so and retreat is free. For this reason, i prefer to have more, weaker fleets flying around doing more things in more places than one uber-fleet in one place only accomplishing one thing at a time. I've also discovered that most games are over long before you can build an uber fleet (i've never build an SSD in MP) and that games that do go long tend to be terrible attrition wars wherin many planets are totally flattened and maintenance is waay too tight to assemble a proper fleet. (Warning, GROSS simplification). Large ships eat small ships small ships eat fighters fighters eat each other and large ships For reference; Try attacking 8 x-wings with an SSD and a full complement of TIES. The xwings will always win. It's all in the combination of shielding and torpedos. 4 xwings will take out a naked SSD. The SSD kills two by the time it's shield dies and then one more while being pounded by torpedos but the last xwing will ALWAYS kill it. Xwings are also at least 4:1 at killing TIEs and 2.5:1 killing interceptors. Also, the Death Star is NEVER a good idea unless you plan to leave it at Coruscant with a Death star shield (or two . . . ) AND your opponent has 10 Bulwarks heading for you. It is way too expensive and vulnerable to be useful even with all the bonuses because of the reprecussions if it get's blown up. Most of all - be reasonable. You don't need "the ultimate fleet", you need the fleet that can do the job AS EARLY AS POSSIBLE.
  4. All good advice, I would add the following two (possibly obvious but this is a newbie forum) peices of advice: (1) Keep your fighters near your capital ships. (2) It's better to destroy one ship and let the rest escape into hyperspace than let them all escape slightly damaged. If your opponent starts to retreat, keep firing onto one ship until you are certain it won't be escaping (remember, ships systems repair so even if their engines are broken now, they *can* come back. Oren
  5. The only skill that matters for a decoy is espionage EXCEPT, if the decoys are not successful (ie: the mission is foiled) higher combat rating will help them escape un-captured.[/u]
  6. The answer is "depends". Instead of answering, I will try to explain the mission detection rules in the game. Firslty, ONLY military units can detect and foil enemy missions. ONLY!!!. Secondly, the only military units that are any good at it are troops (army is worst, then fleet, then stormtroopers/sullistan reg). Ships can do it, but you need a lot of them around the planet to provide any real defense. Thirdly, officers greatly increase the detection value of their units. Generals enhance troops, admirals enhance ships (commanders enhance fighters, but that's not really pertiinent here). So, how many decoys you needs depends on what is protecting the target. If you are sabotaging a lone army regiment on a planet with no general, you don't need more than 1 decoy (and you have a good chance without one). If the planet has 3 stormtrooper regiments and a general, I'd put at least 2 or 3 decoys*. If Coruscant has 9 dark trooper regiments with General Vader commanding them along with a huge fleet headed by Admiral Thrawn, you probably need a fsck-load of decoys (and even then . . . ) A few notes about (since SWR is so goddamned complex . . .) (1) Generals + troops is the best protection against covert missions (leadership is the critical skill) (2) Officers not only increase your chances of foiling a mission, but also increase the chances of capturing/killing a foiled character. (3) Force based characters are ~2x better at evading defense, so if you expect Vader to arrive, be extra careful. (4) Detection values for troops can be found in "Status" (5) Fleets without an admiral are defenseless against sabotage missions - learn this well. It sucks to lose an ISD because admiral grammel was off machine-gunning some goddamned hippies on some planet. (6) Don't try death star sabotage unless you don't value your characters' lives. (7) The empire has a HUGE advantage when it comes to officers so if you play as them, try to target all the rebelion leadership characters. ( Decoys will not protect a mission from abduction/assasination attempts aimed at the principal actors if the mission is discovered through espionage. This is a price you pay (and why it's always good to have bothans/droids casing out your important planets for you at all times). Hope this helps Oren * Generally speaking (there are exceptions): 2x Specforc == 1x Character[/code]
  7. AIM: OrenElrad or PM me on SWR. ~Oren

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