Goldenshadow Posted February 18, 2006 Share Posted February 18, 2006 If you take the deathstar and attack a planet all by itself. you will win no matter what. win or lose the space battle, at the end of the battle, the deathstar will still be at the planet and the empire will get free space control even though they lost the battle. Even if there is a level 5 space station and a gigantic fleet of mon cals, they all will disappear at the end of the battle. If you choose the destroy the planet. Then you can easily steam roll every alliance planet. This is what I did at the end of the empire campaign. In normal games, if you have red squadron to worry about. I guess it would be very risky to send the deathstar around by itself. Link to comment Share on other sites More sharing options...
Darth Alec Posted February 18, 2006 Share Posted February 18, 2006 Thats the problem, red squadron. If you don't have a fleet to protect it, you auto lose. Link to comment Share on other sites More sharing options...
Kij0t Posted February 20, 2006 Share Posted February 20, 2006 If you take the deathstar and attack a planet all by itself. you will win no matter what. win or lose the space battle, at the end of the battle, the deathstar will still be at the planet and the empire will get free space control even though they lost the battle. Even if there is a level 5 space station and a gigantic fleet of mon cals, they all will disappear at the end of the battle. If you choose the destroy the planet. Then you can easily steam roll every alliance planet. This is what I did at the end of the empire campaign. In normal games, if you have red squadron to worry about. I guess it would be very risky to send the deathstar around by itself. Yeah, its stupid. Link to comment Share on other sites More sharing options...
popcorn2008 Posted February 20, 2006 Share Posted February 20, 2006 For an expansion they really need to fix up the Death Star. It is still un realistic. > No matter if you have red squadron or not, if the empire has the death star in orbit over a rebel planet and your in battle they will always be able to destroy the planet if you keep your fleet alive for 70 some odd seconds. Meaning, no matter what you cannot prevent planet destruction. > This reason were discussing here. If you lose your fleet the death star should just auto retreat or something. It isnt fair for the rebellion. Link to comment Share on other sites More sharing options...
Slocket Posted February 21, 2006 Share Posted February 21, 2006 You can change the Death Star count down timer to something higher than 77.99 seconds. Plus you can slow down the Death Star hyperspeed even more; using long range scanners upgrade, should let you time to get Red Squadron's butt over there with the whole fleet to stop it. Link to comment Share on other sites More sharing options...
popcorn2008 Posted February 21, 2006 Share Posted February 21, 2006 But the problem is, even if you get red squad there the Death Star can still destroy your planet. Unless the imps brought in a tiny fleet, then you can kill that quickly, but that doesnt matter as the timer is so short. Red Squad can't kill the death star until after the battle is over. Unrealistic. Link to comment Share on other sites More sharing options...
Slocket Posted February 21, 2006 Share Posted February 21, 2006 Seeing that some battles last over 15 to 30 minutes, I would have to basically disable the Timer. Who ever wins, well wins the game, unless the Imps were able to kill Red Squadron and fight all over again in a draw. I think I may have a solution contained in your remark "if the Imperial brought a small force, only then could you dispatch them quick enough before the timer ran out" OK so I make the Tactical Battle Cap on the Death Star so large, only a small force of Imperials can ever be on the map at any given time for support (even if they had a huge fleet only so much can be on the map at one time). Meaning the Imps would have to risk losing their DS if they think a large Rebel force may attack them. Plus having so much of their total galactic population cap tied up into the DS, it would be difficult for them to hold onto other planets or astroid field they are leaving in the dust. I would make a Death Star Mod that would inflate its tactical and galactic population cap points quite high (say 10 out 20 allowed for Imperials on space map). Then slow its hyperspace speed even slower. Long range scanner to warn you helps some. As now, no pop cap penalty applies when Death Star is in fleet? This would make it more fair to crush them within 90 seconds (or modded to higher value such as 5 minutes or 15 minutes for old guys like me). Also I can change it so it is always visible to all players all the time if you really want to know where it is, though I would rather have you use your spies to find it. EDIT: Make it more like Rebellion. Red squadron lways has a small chance to destroy the DS every so many seconds using a special secondary ability. Then make the game not end with the destruction of the Death Star. This way it can go on and on. Eventually DS can be rebuilt and Red 5 always comes back after timer expires. But this would require LUA scripting to get around the games focus. I would try the above method first? Maybe if they did not let the DS Timer count down if Red 5 is present on battle field, then at least the planet is not destoyed until the result of the battle is determined. But that is game over one way or the other. EDIT: I found this, it would seem the DS does not count as population to the maximum allowed on purpose. Turn it back on so the fleet that excorts it will be smaller to destroy faster (of course reinforcements will appear as you dispatch them.) <Population_Value>15</Population_Value> <!-- It's important that the Death Star doesn't have a population value in space mode since --> <!-- it's kind of a special case and we don't want to limit the number of 'real' space units --> <!-- based on its presence in the background. --> <Space_Override_Population_Value>0</Space_Override_Population_Value> Link to comment Share on other sites More sharing options...
aggie_john Posted February 21, 2006 Share Posted February 21, 2006 Yeah I think that the rebels should be able to attack the DS during the battle. In fact any x-wing or b-wing can make a run just have their chance of hitting that port very very small while red squadron is pretty good. See I think this could have a larger affect. I think that advancing fleets should be able to attack planet based defenses such as ion cannons and hyper guns. It would work the same way as attacking the DS. Some sort of special attack move call it "attack run" or something the fighter/bomber disapears into the lower levels for awhile random chance of sucess maybe influenced by planetary defense or some DS upgrade "fighter protection". or have the ability to send your fighters to protect your defenses or DS. Link to comment Share on other sites More sharing options...
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