No, you can bombard them with a large enough fleet, an Admiral and all that jazz. What two or more generators accomplish is making it impossible for the enemy to assault the planet.Luke Starkiller wrote:I thought that it was hard coded that 2 intact generators made bombardment useless; the problem being that shield generators take away space for more shipyards
In that sense, Rebels have it on easy-mode when they get far enough. A pair of GenCore II Shields is enough to stop bombardment from most AI fleets, and those Sullustan Regiments not only have the best detection rating against special forces in the game, but they're stupidly cheap to boot. Even Dark Troopers aren't as good, while being far more expensive to maintain.
And really, your primary limitation will be the maintenance pool. Once you get your economy going, the refined materials won't matter as much. Speaking of which, replace your GenCore Is with IIs as soon as you can; turns out the advanced models are cheaper in maintenance points, which will help if you're like me and stick them on pretty much every system because you don't feel like playing whack-a-mole against random AI invasions. Though I suppose a strong enough fighter garrison can chase away enemy fleets, but that'll probably be more expensive than the shields.
I've never worried about the energy points thing. I just accept it as necessary gameplay mechanics to try and provide some kind of balance to where you can't just spam shipyards on one planet and pump out a Death Star every other day. FYI, with 12 advanced shipyards it only takes 98 days to build one; the maximum energy I've seen normally is 14 but on a mega-shipyard planet I always make sure to have a couple shield generators handy so I don't know how much of a difference those last two shipyards would make.Jub wrote:I've never played the game, but canon wise; why should any system not be able to support as many shipyards as you desire them to? Star Wars shipyards aren't planet based, rather they are space stations and the only limitation should be the ease of getting raw materials and finished parts shipped to any given system. We also know that the shipping or said resources isn't a huge deal simply because we know that something as massive as the DSII can be built out in the ass end of nowhere in secret. If I was a modder I might allow any planet to support an unlimited number of shipyards, or, depending on the games time scale, I would simply make building new shipyards outside the scope of the game so you're stuck with what you started with and the focus of the game would be capturing or destroying the enemy's shipyards.
Also I'm not sure the primitive-as-fuck tactical space battles could really support the massive fleets you (or was it Purple?) went on to mention. I think the game would cry.
But really, if you want to get annoyed, here's this: natural disasters (ie: earthquakes, volcanoes and crap on the planet's surface according to the little picture) will take out your orbital shipyards.
God I hate natural disasters and wish I could mod those out. They always seem to go for my shipyard systems, and any planet that gets hit is effectively useless for the rest of the game as they get reduced to like 3 energy/materials after. Fuck I've seen especially bad ones that'll take you down to 0/0 at which point you might as well hit it with the Death Star.
Speaking of, you can perform Base Delta Zero operations if you're so inclined. That's a nice touch. I typically do that as the Empire to whichever system had the Alliance HQ, and occasionally Yavin if I'm feeling especially vindictive that game.