Re: Lucasarts on GOG
Posted: 2015-01-23 01:00pm
Speaking of that. I've read that there is stuff you can do with Luke if you capture him. But I've newer actually done it. So what gives? Can anyone tell?
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http://stardestroyer.dyndns-home.com/
http://lparchive.org/Star-Wars-Rebellion/Purple wrote:Did anyone ever actually play a LP of that game?
Even for its time rebellion had a UI from hell. 14 years worth of advancement since then has not made that any better...Fingolfin_Noldor wrote:Ah... Star Wars Rebellion... where half the battle is finding planets with at least 10 slots for shipyards...
You are a sick, twisted individual, do you know that?Purple wrote:What do you mean? I found the UI to be quite good my self. Than again, I do enjoy micromanagement.
Yeah, except that's pretty much bunk. Even if there literally wasn't enough population to support them you could just recruit more soldiers and station them there in much the same way that we run military bases in the arctic today, only much easier. Shipping in supplies is also a non-issue given that we know that a private firm was able to supply the raw materials to an out of the way planet on a large enough scale to get 60% of the DSII built in less than a year. Logistics should be a complete non-issue.Lord Revan wrote:in the game each "building" including things like shield genertors and space stations take up varying amounts of slots in the systems, this repesents the system's ability to logistically support those stuctures, so when we say there's "no room" for a shipyard what we really mean is that this system doesn't have the logistics to support a shipyard.
Actually, for shipyard systems, I tend to leave a fleet there for defense rather than rely on planetary shields. Sure the shields will delay the enemy but a fleet provides a surer defense than just shields which could be crippled with enough bombardment or sabotage.Lord Revan wrote:in the game each "building" including things like shield genertors and space stations take up varying amounts of slots in the systems, this repesents the system's ability to logistically support those stuctures, so when we say there's "no room" for a shipyard what we really mean is that this system doesn't have the logistics to support a shipyard.
Then it could be seen as an abstraction of the kind of political fights that prevent every planet or even one arbitrary planet from reaching its full potential, even in Canon there really are only a few really significant shipyard worlds where presumably the bulk of investment was put into them, over centuries, so I don't really have any objection to the difficulty of finding suitable planets. But I suppose if we wanted to get really nitpicky, it's not like in canon the empire and rebellion were busy building up planets or colonizing the galaxy anyway, they were fighting with the infrastructure they already had more or less. I mean, in the real world, the US pulled of some incredible industrial development and all that, but it wasn't like the yards that built the battleships and carriers sprung up overnight, they already existed and were just expanded and run much harder than they normally would have been...every major shipyard world in canon I can think of was already a shipyard world in the Old Republic era, and had been for centuries (Kuat, Rendilli, Anaxes, Corellia so on so forth), the Empire itself only ever established suppy yards and repair depots (e.g. that one in the Black Fleet crisis).Jub wrote:Yeah, except that's pretty much bunk. Even if there literally wasn't enough population to support them you could just recruit more soldiers and station them there in much the same way that we run military bases in the arctic today, only much easier. Shipping in supplies is also a non-issue given that we know that a private firm was able to supply the raw materials to an out of the way planet on a large enough scale to get 60% of the DSII built in less than a year. Logistics should be a complete non-issue.Lord Revan wrote:in the game each "building" including things like shield genertors and space stations take up varying amounts of slots in the systems, this repesents the system's ability to logistically support those stuctures, so when we say there's "no room" for a shipyard what we really mean is that this system doesn't have the logistics to support a shipyard.
You could, but that's taking control away from the player. If I want to play a total war footing Empire why shouldn't I be able to? If the game doesn't want me doing that they can add some system to represent political will and have planets defect or go independent if I piss them off too much, but really there shouldn't be anything aside from that preventing me from taking the Empire from barely militarized to something that would make the factions in 40k blush. Plus, in canon, I should be able to crank out a new Death Star every few years or so at any random world I so choose and the rebels shouldn't have a way to respond as long as I don't try to use my incomplete super weapon as some form of trap.AniThyng wrote:Then it could be seen as an abstraction of the kind of political fights that prevent every planet or even one arbitrary planet from reaching its full potential, even in Canon there really are only a few really significant shipyard worlds where presumably the bulk of investment was put into them, over centuries, so I don't really have any objection to the difficulty of finding suitable planets. But I suppose if we wanted to get really nitpicky, it's not like in canon the empire and rebellion were busy building up planets or colonizing the galaxy anyway, they were fighting with the infrastructure they already had more or less. I mean, in the real world, the US pulled of some incredible industrial development and all that, but it wasn't like the yards that built the battleships and carriers sprung up overnight, they already existed and were just expanded and run much harder than they normally would have been...every major shipyard world in canon I can think of was already a shipyard world in the Old Republic era, and had been for centuries (Kuat, Rendilli, Anaxes, Corellia so on so forth), the Empire itself only ever established suppy yards and repair depots (e.g. that one in the Black Fleet crisis).
I prefer to always have two shield generators since that makes planetary bombardments impossible. That way I don't have to tie half my fleet down defending the shipyards.Fingolfin_Noldor wrote:Actually, for shipyard systems, I tend to leave a fleet there for defense rather than rely on planetary shields. Sure the shields will delay the enemy but a fleet provides a surer defense than just shields which could be crippled with enough bombardment or sabotage.Lord Revan wrote:in the game each "building" including things like shield genertors and space stations take up varying amounts of slots in the systems, this repesents the system's ability to logistically support those stuctures, so when we say there's "no room" for a shipyard what we really mean is that this system doesn't have the logistics to support a shipyard.
I think you need to treat the "shipyard" facilities as an abstraction and not just an assembly plant. In my mind they always represented the entire production and logistics train that goes into building a starship. You have your turbolaser factories, your sensor assembly lines, plumbing installation companies etc. Once you start doing that things start making a lot more sense since you can see how every planet can only supply so many skilled hands and resources to work on all these diverse fields which none the less make it into a starship.Jub wrote:You could, but that's taking control away from the player. If I want to play a total war footing Empire why shouldn't I be able to? If the game doesn't want me doing that they can add some system to represent political will and have planets defect or go independent if I piss them off too much, but really there shouldn't be anything aside from that preventing me from taking the Empire from barely militarized to something that would make the factions in 40k blush.
You pretty much can do this in game. Not at the beginning of course but give it about a year worth of building shipyards and developing them and you can just start cranking out death stars. That's basically my primary strategy in the game. Turtle up and take the core worlds. And when production is high go around blowing everything up until I am left with a one planet empire that's 100% loyal to me.Plus, in canon, I should be able to crank out a new Death Star every few years or so at any random world I so choose and the rebels shouldn't have a way to respond as long as I don't try to use my incomplete super weapon as some form of trap.
Cool, people were making it sound like it was a struggle to build even normal sized fleets. Though it might be cooler just to get the equivalent billions of ISD's instead. Just picture running around with an ISD for every man woman and child alive today and crushing your foes.Purple wrote:I prefer to always have two shield generators since that makes planetary bombardments impossible. That way I don't have to tie half my fleet down defending the shipyards.Fingolfin_Noldor wrote:Actually, for shipyard systems, I tend to leave a fleet there for defense rather than rely on planetary shields. Sure the shields will delay the enemy but a fleet provides a surer defense than just shields which could be crippled with enough bombardment or sabotage.Lord Revan wrote:in the game each "building" including things like shield genertors and space stations take up varying amounts of slots in the systems, this repesents the system's ability to logistically support those stuctures, so when we say there's "no room" for a shipyard what we really mean is that this system doesn't have the logistics to support a shipyard.
I think you need to treat the "shipyard" facilities as an abstraction and not just an assembly plant. In my mind they always represented the entire production and logistics train that goes into building a starship. You have your turbolaser factories, your sensor assembly lines, plumbing installation companies etc. Once you start doing that things start making a lot more sense since you can see how every planet can only supply so many skilled hands and resources to work on all these diverse fields which none the less make it into a starship.Jub wrote:You could, but that's taking control away from the player. If I want to play a total war footing Empire why shouldn't I be able to? If the game doesn't want me doing that they can add some system to represent political will and have planets defect or go independent if I piss them off too much, but really there shouldn't be anything aside from that preventing me from taking the Empire from barely militarized to something that would make the factions in 40k blush.
You pretty much can do this in game. Not at the beginning of course but give it about a year worth of building shipyards and developing them and you can just start cranking out death stars. That's basically my primary strategy in the game. Turtle up and take the core worlds. And when production is high go around blowing everything up until I am left with a one planet empire that's 100% loyal to me.Plus, in canon, I should be able to crank out a new Death Star every few years or so at any random world I so choose and the rebels shouldn't have a way to respond as long as I don't try to use my incomplete super weapon as some form of trap.
They aren't that quite impossible if you bring a large enough fleet to do the job and keep bombarding till the planet cracks. Granted the AI might not be smart enough on average to do that.Purple wrote:I prefer to always have two shield generators since that makes planetary bombardments impossible. That way I don't have to tie half my fleet down defending the shipyards.
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 shipyardsFingolfin_Noldor wrote:They aren't that quite impossible if you bring a large enough fleet to do the job and keep bombarding till the planet cracks. Granted the AI might not be smart enough on average to do that.Purple wrote:I prefer to always have two shield generators since that makes planetary bombardments impossible. That way I don't have to tie half my fleet down defending the shipyards.
Also, leaving a sizable number of squadrons of fighters can actually be quite a deterrent against enemy fleets.
Maybe I brought a Death Star or lots of saboteurs.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 shipyardsFingolfin_Noldor wrote:They aren't that quite impossible if you bring a large enough fleet to do the job and keep bombarding till the planet cracks. Granted the AI might not be smart enough on average to do that.Purple wrote:I prefer to always have two shield generators since that makes planetary bombardments impossible. That way I don't have to tie half my fleet down defending the shipyards.
Also, leaving a sizable number of squadrons of fighters can actually be quite a deterrent against enemy fleets.