STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
FireStorm20 Dec 11, 2018 @ 12:09pm
My feedback after 2 games (both in late game now ) on 2.7.1 on Expert
My feedback after playing 2 games as Empire on 2.7.1 on Expert level:

Overall good stuff, I enjoy the game a lot:

1-The tactical AI is much better, for example not getting themselves killed from behind when fleeing to station.

2- The fighters seem much more balanced , love it.

3- The new SSD Belator is super cool.

4-The new descriptions are realllly nice and informative, even tough there is a lot of spelling errors in english:).

5-I have forver been ambivalent about the missions system, as it breaks up your strategic plan, but i must say this iteration of them is quite interesting

Now what I would improve:

1- Maybe i have been playing to much of this game, and i know all the tricks, but atm despite the much better tactical AI , the AI doesnt seem to be to difficult to beat even on Expert. I just keep on attacking and during a long part of the game I seem maybe attacked 3-4 with decent fleets.It just doesnt seem to attack often and doesnt seem to have a lot of resources.I even allowed the game to run for 10 weeks without doing anything to have more challenge, didnt help a lot(AI tooka few of my planets , but doesnt seem to be fielding more powerfull fleets).

2-The skirmish mode seem pretty broken, you cant load a save made during it, and it crashes regulalrly.

3-My forever grips with the game: it seems to reward greatly being on constant offensive, while building up your economy and defenses seem more like a hobby. When you attack you get:
a) instant bonus from conquering a planet
b) Planets income
c) Planets bonus
d) The hidden but huge trade income bonus for each new planet under your control. Specially this means building a smaller empire even with mines seems a waste.
e)The high station upgrades cost versus its power versus for example an ISD.
Imho it would play much better if playing more defensively ,w ith a small empire would be a reasonable option. Get rid of the hidden trade income alltogether. Make stations more powerfull and maybe a bit cheaper. Get rid of instant credit bonus for conquering.What it could help also is creating a real need for endgame super powerfull units, to break those very popwerful level 5 stations.
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Showing 1-9 of 9 comments
Comsqare Dec 11, 2018 @ 12:50pm 
Absolutely agreed, especially on the Space Stations and Endgame Part... IMO the Endgame gets pretty boring, this could really change if the Ai would build up stronger defenses, and if they would be harder to break anyways
Than's Vans Inc.  [developer] Dec 12, 2018 @ 6:43pm 
end game in EAW will always be boring, that's just how it is, this games AI noticeably attacks in rapid succession at the beginning of the game, but slows down after 20-30 weeks, this is because as the AI gets more units, they overcompensate for even simple attacks, which makes them, for the most part, unable to mount massive offensives late game as late game they have a lot of units
Than's Vans Inc.  [developer] Dec 12, 2018 @ 6:46pm 
Trade route income isn't going anywhere, but i do agree that instant income from capturing planets should maybe be reserved for important planets rather than every single world
FireStorm20 Dec 14, 2018 @ 10:16am 
Originally posted by Than's Vans Inc.:
Trade route income isn't going anywhere, b

Why?
It would seem a pretty simple change, at least deacreaing it to 0.
FireStorm20 Dec 14, 2018 @ 10:17am 
Originally posted by Than's Vans Inc.:
end game in EAW will always be boring, that's just how it is, this games AI noticeably attacks in rapid succession at the beginning of the game, but slows down after 20-30 weeks, this is because as the AI gets more units, they overcompensate for even simple attacks, which makes them, for the most part, unable to mount massive offensives late game as late game they have a lot of units
Well it can be less boring and more boring. IF AI would have very powerful level 5 stations and , maybe, at least on expert, nearly free SSD , IT could make building late game units needed for soemthing not just for role playing.
Last edited by FireStorm20; Dec 14, 2018 @ 10:18am
Than's Vans Inc.  [developer] Dec 14, 2018 @ 2:12pm 
Originally posted by FireStorm20:
Originally posted by Than's Vans Inc.:
Trade route income isn't going anywhere, b

Why?
It would seem a pretty simple change, at least deacreaing it to 0.
because if you haven't noticed trade route income makes up a decent portion of everyones income, removing it entirely would crash the rebels early game economy, crash the black suns early game economy, and decrease the imperial economy
Than's Vans Inc.  [developer] Dec 14, 2018 @ 2:14pm 
Also trade route income makes sense for the star wars galaxy, and if you think it is too high sometimes, you might want to check if it's like producing 5000 with only a couple planets because that is a bug with base game trade routes getting double the credits when you load a save, it's rather random whether it happens or not
Arganite Jan 3, 2019 @ 7:16pm 
Really? The AI turns all of its planets into fortress worlds as it is; I don't think the devs need to encourage the AI to be any more defensive. The Endgame can get pretty tiring when every single planet is equipped with a high tier space station and velocity cannon/plamsa cannon defences.
FireStorm20 Jan 4, 2019 @ 10:31am 
Originally posted by Arganite:
Really? The AI turns all of its planets into fortress worlds as it is; I don't think the devs need to encourage the AI to be any more defensive. The Endgame can get pretty tiring when every single planet is equipped with a high tier space station and velocity cannon/plamsa cannon defences.

The defenses you describe are meaningless for even a small late game fleet, not talking about for example a Bellator SSD.
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