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so i only need the jailer unit to move them to a ship from there are are imprisoned on the ship and the jailer can go collect more correct?
and if i keep the ship mobile they cant escape
i heard someone people use a jail planet
I like to set up such a transit to be as far apart as i can make them - outter rim planet to outter rim planet on the opposite side of the galaxy for extra long transit. Use a real slow obsolete ship too. I also make note of the nearest enemy planet to those points, so if they do escape, I know exactly where they'll end up. Then I can have a couple of fast fleets geared up near those spots to dash in there if that's what's required.
If they escape and I blocade the planet I think they're going to, the characters won't be able to go anywhere. I can take my time recapturing. Leaveing a spec ops type on the ship is helpful just in case they escape and go right to the planet you own below for the sake of moving them back to the ship.
Prison planets are an option, however as noted above you have to beef them up in terms of security. Beefed up security hits a problem it isn't impregnable, the planet can be invaded (potentially costly but always doable), and all characters are freed in one go.
If you're rebels I wouldn't use your HQ planet as a prison one, if an enemy is imprisoned there if they escape they give away it's location, not game ending but can be a pain.
Coruscant is an option as a prison planet, because you'll be beefing up it's defences anyway, and everyone knows where it is from the start.
Prison Fleet, obsolete ships (obsolete ships because you never want it to actually be in combat, and also to be slow in transit) and I'd say ideally a bulk transport, filled with your hightest detection Soldiers, that bulk transport being the prison and some jailer units on that ship too.
Corvettes/assault transports in the fleet have some jailers and can go off to ferry prisoners back to the fleet.
Keep the fleet jumping around the rim systems are it's hard to find, only rule about jumping to rim systems make sure they are ones you know, so you don't stumble into an enemy fleet.
In transit the prisoners can't escape, so the only risk should be the couple of ticks they are over a planet before you jump them again (too short for an enemy rescue mission, so only them escaping on their own). The fleet I will jump into an inner system when I've finished taking it over to ferry out bulk groups of prisoners (but only at a loading site I know is secure).
Later game, the fleet may get caught by an enemies interdictor, hopefully avoid this by going to systems you know what's in orbit, don't stay in one place for long. And being captured by an interdictor could go bad for the enemy as they blow up your ships with their people on board they risk killing some of their characters (most will escape, but it's a possibility, especially if the character is injured), if you've got some sluggers in the fleet, focus everything on the interdictor you may get lucky and disable it, then jump out, I'm reasonably sure as long as one of your ships escapes you don't lose any prisoners (I don't even think it has to be the bulk transport) but I've never had my prison fleet caught to test that theory, just from when I've seen the odd prisoner on a ship in a main fleet.
Option three - move the jailer and prisoner between planets without ships. Bonus is this is very slow movement. This can be very cheap as you can move all your prisoners with one jailer unit. Downsides, you might be sending them somewhere with low detection rating risks solo escapes, it's easy to lose track of characters in transit between planets, especially if you have a lot of things going on (easier to track a fleet).
This option isn't quite as flexible as a fleet, the fleet is a mobile prison, it has detection of the ships and units on board to protect it, whereas you effectively need 'beefy' security at both ends of the trip. So realisticaly this option is the transport side of a prison planet.
Sending out the captured caracter along with something like infiltrators or imperial saboteurs is not advisable, like I said the game continues to check if they can escape in their current situation and will instantly escape the moment he/she arrives to the destination because those checks were successful due to a weak "jailer".
Considering it's one of those likely places AI prioritizes to strike on. Why not just but all in the one basket that they can't take. ;)
I either make a prison planet somewhere out in the Rim with tons of lvl 2 generators and Dark Troopers or simply use an Assault Transport as the Empire to zoom around one end of the galaxy to another. They can't rescue them if they're in hyperspace