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Once the Imperials lose too many, they can no longer rebuild fleets, so it's over. It's amazing how fast the game ends.
Unfortunately, once you beat the learning curve, it stops being fun as you never get past corvettes and the space battles are lame.
The nice thing about Star Destroyers is you can siege a planet while your leaders incite uprising and start a very slow cascade of the system. The rebels aren't strong enough to kick you out.
The bad thing is it's slow and your leaders are stretched thing while you're in early recruiting.
With that, Rebels depend a lot on Han and Luke for their strength, so make sure to protect them with lots of decoys. Once Han sabotages the starting Star Destroyers, the game is over. Nothing can stop the corvettes at that point, and the planet cascade effect.
The AI eventually starts attacking outer system planets, usually just bombard griefing and colonizing a few uninhabited ones just to make cleaning them up more tedious should you let their leaders escape. Later game, be sure to put shields on them. Of course, the game is so trivial once you beat the learning curve, this is really only for people that want to enjoy late fleet battles and intentionally let their opponent live long enough.
Also, it is imperative that you balance your resource production and production capacity. If you dont have enough resources - as is the case at the start -, it is useless to have a lot of production buildings.
So I basically try to build Construction ards and resources first.
Once I have more resource income than I use for basics, I can build a fleet that is basically undefeatable by the poor AI in no time.
But until there is a ship with a gravity well (Interdictor or CC-77), the enemy will run. So I basically only start to build up my fleet when the Interdictor types are researched soon. Until then, I make do with some basic ships and lots of fighters.
Against the poor AI, you dont have to fight any battles that you wont win. Just retreat. Dont even start fighting if you dont have a chance of killing at lest one enemy ship.
X-Wings are tons better than Ties. They will also make short work of any shieldless ships with their torpedoes.
Unless you have an enemy capital ship without fighter cover, Y-Wings will not lokely to do much damage as they are the first to be targeted by enemy fighters.
Especially because the enemy will just retreat.
So a force user with a combat skill of 150 is better than two agents with 75 each. (If anyone has additional info, I would happily hear about it).
For the above reasons, Rebels have a hard time formenting rebellion. I usually post 3-4 leaders working together on a single mission, and 3 such groups will still incite the natives rather slowly.
The empire can do it with single agent missions if Palp is on Coruscant, and can send all the leaders to a single planet which will change the mood of the natives rather fast.
Palpatine gives +50 Leadership to all Imperial leaders if he is on Coruscant. That is insane. They lose the bonus if Palaptine leaves Coruscant until he returns.
With this bonus, single Imperial leaders can incite rebellion on rebel planets, working alone, with a reasonable rate of success if there is no garrison to arrest them.
Also, I think Admirals give a significant bonus to bombardment strength. It is probable that the higher the Leadership, the higher the bonus.
*Turbo* lasers hit starfighters infrequently. Laser Cannons on capital ships are actually very good at hitting fighters, and are the main offensive armament of ship classes like the Lancer Frigate (as well as being not-insignificant on the oft-undervalued Carrack Cruiser).