Jump to content
  • 0

How would my strategy "turn out" in Multiplayer?


kleaverjr
 Share

Question

I have been hesitant trying multiplayer with others I don't know becasue my luck, i will get my butt kicked every time. I love to play C&C and I do very well against the computer, but as soon as I played against friends who are really good at it, I get defeated every time.

 

Not to "give away" my strategy to future potential players should I have enough guts to go into the multiplayer "world" for Rebellion, but what are the flaws with how I generally play the game.

 

To keep post from going on forever, I will focus being the Empire:

 

First 20 days or so...

 

Use Emporer to recruit

 

Use Vader, Piett, and any other characters with better than average diplomacy rating for diplomacy in core systems - focus on systems with Shipyards first, then Construction Yards, followed by Training faclities, and then resources only.

 

Use any research capable characters to begin research immediately.

 

Construction Yards: Order to build mulitple Constructoin Yards up to 6 on a planet.

 

Shipyards: I have rarely started out with more than 2 on one planet. I order builiding multiple Tie Fighters. It takes too long to build starships for them to be an effective defense. I have successfully defended planets in the beginning, and even later on, with only fighters, but you need a bunch of them as the game goes along.

 

Training Facilities: Though probably thought of more of as a Rebel tactic, I will select one faciltiy to build Stormtrooper Regiments, and all others to build Imperial Commandos

 

Send out Imperial Commandos and appropriate characters to target first Shipyards, then Construction Yards, then Training Facilities, then refineries on rebel controlled systems

 

Any Troop Transport ships fill with any kind of troops available, create as own Troop Transport Fleets, send to outer rim systems. Start moving troosp to "uninhabited" planets.

 

Send all war ships (IDS, VSD, Dreadnaught, Carrack Cruiser, etc) to Corsuscant

 

Send all existing Fighters to Coruscant

 

Since I know I start with Ozzel, promote him to Admiral of Defend Coruscant Fleet

 

Take any available "General" character who is not useable for any other assignment and promote him as General of ground forces for Coruscant.

 

 

 

Wintin first 100-200 Days....

 

PRIORITY FOR CONSTRUCTION YARD ORDERS:

 

When "garrison" (by moving a regiment onto an unihabited planet) in New sector in outer rim established, and when multiple construction yards have been built, build and send new construction yard to new system. One system per sector. Once arrived, build multiple (up to 6) construction yards. If advanced Construction Yard has been researched, build them instead of course.

 

Build additional shipyards

 

Build additional training facilties

 

Build resources and do best to keep in balance

 

PRIORITY FOR SHIPYARD ORDERS:

 

1-3 Shipyards : Fighters...When Tie Interceptor become available, then build them, when Defenders become available then them. I never found Tie Bombers to be effective at all.

 

3-5: Victory Class Star Destroyers - Smaller than the ISD's but quicker to build and not as many Command Points..

 

6+: ISD .... By the time I have 6+ shipyards going, i usually have enough command points from building more refineries

 

PRIORITY FOR TRAINING FACILTIES ORDER

 

1-2: Imperial Commandos

 

3+: Stormtroopers

 

 

As game goes on:

 

When Dark Troopers become available, they are the primary Regiment I use to defend garrisons and for invasion

 

After infrastructure is built up, start to build fleets to "defend" each sector

 

I tend to go after a sector at a time. Once all the alliance forces are defeated in a sector, I build a new fleet of ships and move to the next. It is the only way I have found effective to find the Rebel Base and to find Luke and the Senator.

 

 

General thoughts on system defense:

 

I have found shields and laser batteries are not that all effective, so I tend to not use them. On planets where garrison requirement is 6, I try to have 9, where requirement is 4 or less, I try to have 6. Though as game goes on, 9 is my standard when I am able to start training large numbers of troops.

 

I first use Stormtroopers, then upgrade to Dark Troopers. Stormtroopers are replaced at garrrisons, first sent to coruscant, then evenetually scrapped to save on command points when needed as long as there is sufficient numbers of Dark Trooper regiments at Coruscant.

 

Coruscant is usually also where I keep my prison garrison. By the end of the game, I usually have 144-201 regiments on the planet.

 

For key planets of importance, such as Coruscant, there is a general assigned to improve "security" on planet

 

 

 

General thoughts on Fleets:

 

I tend to use ISD's, VSD, and Super-ISD as the ships of the line. (that would also include the Mark II upgrades of the ISD and VSD!)

 

As the upgrade versions of VSD and ISD become available, if the first generation are in fleets other than Defend Coruscant, they are replaced. Older ships are sent to Coruscant.

 

All fleets have atleast one SISD when they become available and there are enough command points for them

 

When they become available, every fleet has an Interdictor Cruiser

 

In tactical battles, I don't find Lancer Frigates or strike cruisers to be effective at all. And i've never used the Escort Carrier, though for multiplayer games, I might have to change that choice to have enough Fighters available for a good brawl.

 

As soon as the newer version of Fighters (Interceptor and Defenders) become available, they replace the older version. When enough new fighters are online, the old ones first go to Coruscant to increase defenses there, and are eventually scrapped to save Command Points when needed as long as there are sufficient defenses avaialble there already.

 

Ships in fleet are manned by Imperial Fleet Regiments.

 

Each fleet, if possible, has an admiral, and for Defend Coruscant, a General.

 

 

 

 

Thoughts on Troop Invasion Fleets and Invasions

 

I build first Galleon's then Star Galleons for "Troop Transport" fleets

 

They explore systems and land troops to unihabited planets. Neutral Systems encountered will have sent to them a diplomat for diplomacy.

 

Early in the game, before the CC-7700 is available, if rebel planet encountered, retreat... By time CC-7700 is in rebel fleets, SHips of the Line composed fleets for "invading" new sectors have been created.

 

When that "step" has been reached, the Ships of the Line go in first as the "Defend Sector" commanded by a Character who has been promoted to Admiral, and either with spec forces or bombardment, planetary defenses are removed, including garrison troops. Troop Transport Fleets (usually having a total capacity of hopefully 90) follow up a few "days" later and assault the planet and each garrison will be 9. When sector is conqured, Troop Transport Fleet moves to training facilty for embarkation of new troops while awaiting next sector fleet to be built.

 

 

 

 

Of course, it is difficult to decribe more specifics since each "game" is different, but this gives yo ua general idea how I have been doing it since the game first came out many years ago.

 

I still enjoy playing it, but the AI has become very predictable (obviously) so it is not as much fun, so playing multiplayer interests me, but in terms of playing multiplayer, I would definitley be considered a "newbie".

 

So for the expert mulitplayer players, what potential flaws do you see, so I might have a slim chance of winning if and when I join the mulitplayer arena?

 

Thanks

 

KDL

Link to comment
Share on other sites

10 answers to this question

Recommended Posts

  • 0
  • SWR Staff - Executive

I find the lack of epsionage interesting.. I think you may be crippling yourself by trying to play your own game and not having the data to respond to your opponent's game.

 

Also the lack of shields... all amounts of troops will be destroyed by bombardments without shields. But I guess you're playing as if they get past your fleet defenses, they could get past your shields too.

 

(But then what do I know.. I don't play multiplayer much at all)

Evaders99

http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmaster

http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

Link to comment
Share on other sites

  • 0

I never found espionage to be effective for the Empire....For the Alliance using Han and Chewie (Chewie as a decoy) to be very effective for that purpose.

 

My concern with going into mulitplayer is I don't need espionage for Single play becasue I'm used to what the AI is going to do, so I don't care what the AI does. I defend key systems (like coruscant) so no matter what the AI throws at me, i might get hurt but not cripplied.

 

As for shields, later in the game it does cause a bit of irritation when they do genarl bombardments to destory my facilities. I find Dark Troopers hold up pretty good with most military bombardments. By the time the AI is ready to do that though, I have control over half, and at times 3/4 of the galaxy so I can absorb the hit

 

This all might be different with Multiplayer though playing against an acutla thinking person and not a bunch of "what-if-then" statements

 

Ken L.

Link to comment
Share on other sites

  • 0

I think E's right; your current strategy without espionage is going to get your butt kicked. Remember multiplayer is nothing like going against the AI.

 

Some suggestions:

 

don't always build the latest and greatest troops - they cost a lot (in maintenance & refined materials) and take a long time to produce. Using stronger troops on key systems is OK, but I would never do it for every single system (that's a waste of maintenance & refined materials). Always have at least one GenCore per system or at a minimum an LNR. This usually discourages "causul" bombardments from "hit & run" raids. Two GenCore's will outright prevent enemy assaults (usually).

 

Espionage: sometimes I do it on every single system I have (2 droids minimum) to ferret out what the enemy is doing and if he has missions and/or ships enroute. Then you can respond accordingly. Spying on your enemy gives you "key" info to hamper his war effort. Sabotaging facilities to slow down his production rates (or eliminate them entirely). Blockading systems prior to the arrival of facilities (do you know what happens if you blockade an enemy planet right before the arrival of ... let's say ... a mine, GenCore or any facility? It gets scrapped :twisted: A great waste of your opponent's time).

 

Go on the offensive:

 

Spy on your opponent, sabotage/destroy his infrastructure (you can only sabotage what you have info about. For example: without updated info, you might destroy two shipyards but missed the additional four that were built), kidnap/assassinate key personnel (you can't find them or know when they're coming without espionage).

 

Just remember one thing: if you want "big" space battles and such, destroying the enemy's infrastructure will greatly diminsh the chances this will happen. If it's win at all costs, then you have a war of attrition. Destroy everything of the enemy's you can't take over, and hope you have more stuff than he does. Of course having capable characters and wise use of their talents helps :wink:

 

 

I'm sure there are lots of more aspects to multiplayer play that I haven't mentioned, but others can fill you in on their "suggestions". Good Luck!

Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
Link to comment
Share on other sites

  • 0

Thanks for the feedback. I am practicing adding espionage and the other "new" strategies with my AI games in preparation for playing multiplayer.

 

I didn't realize that performing espionage on one's own system was beneficial that way. Most of the time when I try using Espoionage Droids (for Empire) or Bothan SPies (for Alliance) most missiosn get foiled for the Empire, and only slightly better for Alliance but not by much.

 

The only success I have had with Espionage mission on enemy planets is with Han, and I do that on planets the Empire controlled but whose loyalty was strong for the alliance in prepration to sabotage troop regiments.

 

It seems, to me, against the AI, though the Empire does have superior weapons and technology at first, and even possibly throughout the game, the alliance has the advantage of more successful covert activities such as sabotage and incite uprising. Though I usually find more successful destroyign regiments than training guerilla's for incite uprising. Using spec forces characters I do find most effective.

 

Thanks for the tips. Hopefully it better prepares me for the future.

 

Of course, now that "everyone" knows my basic strategy I need to drastically change it becaue everyone will exploit the weaknesses they see.

 

Ken L. (aka. Darth Siditiious)

Link to comment
Share on other sites

  • 0

Things you said that will work:

Use the Emperor to recruit (leave on Coruscant)

Use diplomacy strong characters to turn key systems (conyards, shipyards)

Use of Vader for dip in normal/large galaxy game (use to recruit in huge gal)

Start of research ASAP is good idea only after reinforcing uprising planets

Construction yards, build 6 in the same spot, good move

Shipyards, start with Tie Fighters (and/or build carrack cruisers)

Training facilities, build troops to colonize outer rim w/ galleons (and/or build Recon droids to explore!)

Send all existing fighters to Coruscant! (especially in HQ victory)

 

Shipyards:

Tie Fighters/Tie Interceptors/Tie Bombers (they are effective! against capital ships in large numbers)/Carrack Cruisers/Lancer Frigates/Interdictors/Escort Carriers/Victory I/ISD I/Strike Cruisers - nothing else matters!

 

Fleets:

Think in terms of purpose rather than ship configuration.

Defense, heavy battle class with lots of fighter support. Use primarily ISD I class ships with lancer frigates as anti-fighter flak and tie interceptors as anti-fighter and tie bomber as anti-ship. Destroy or disable as many rebel anti-fighter ships as possible before sending the tie bombers into the melee.

HQ Defense, defend Coruscant with an abundance of tie fighters and an Interdictor cruiser. High yields of tie fighters required to overwhelm an attacking fleet or slightly less fighters and some anti-capital ship support of ISD I, Strike Cruiser, or Dreadnaught.

Raiding, light class ships with fast hyperdrive (=<60). Use primarily VSD I, and carrack cruisers. Stock the destroyers with tie bombers (bombardment bonus 2). A fleet on 8 vsd and 16 carrack loaded with 16 bombers equates to 8*4, 16*1, 16*2 = 80 bombardment value in fleet. Enough to crush two shield generators with a decent Admiral targeting at helm.

Assault, heavy class ships such as ISD I supported by Lancer Frigates and Escort Carriers carrying an assortment of Tie Interceptor and Tie Bombers. Strike Cruisers if you have research progressed that far.

 

Use of Characters.

Dont bother with ranks early in game.

All imperial characters have 50% leadership bonus w/ Emperor on Coruscant, use it. Systematically reinforce planets near uprising with defense while pulling troops off the planet to a nearby location. This induces uprising, use diplomats and/or command characters in the area to "Subdue Uprising" mission. Assign 2 agents and no decoys or a "bounty" type character as a decoy. Best results with 2 teams with 2 agents on each team. Contine to pull troops off until 1 unit is left and uprising is subdued, now the planet requires 0 or 1 troops and is ~50% loyal. Removal of 1 troop would turn planet neutral rather than rebel. Now proceed to diplomat the system or rest of the cluster.

Likewise, find planets barely in rebel hands and use strong non-diplomatic rank characters with high leadership ratings to induce "Uprising" missions on rebel planets in the same sectors being diplomated. This has a domino effect with diplomacy turning multiple systems at once when ratings begin to shift from systems affect entire cluster.

 

Garrisons and defense, you don't need them, use the resources elsewhere. Troops for outer rim colonizing and assault/raid fleets only. Never leave defense in one place for too long or the ships or defenses get sabotaged by good opponent.

 

Carracks and Lancer Frigates and Strike Cruisers are among some of the best units in the game, learn how to use them. Carracks are moderately armed anti-fighter ships with fast damage repair, if shields weaken, move it to the back of the action and let it recharge and storm back into battle. Lancer Frigates are heavily armed anti-fighter and are appropriate for first wave use against an incoming squadron of rebel fighters and/or as the "Surround" formation assigned to waypoint or flagship forms a defensive sphere with large numbers of these ships creating an impenetrable bubble of death for fighters trying to move within it. Strike Cruisers have the best value of Turbolaser/Ion cannon firepower of any anti-capital ship class in the Imperial fleet.

"In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.]

 

My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy

Link to comment
Share on other sites

  • 0
Rebellion, like so many strategy games, boils down to Chess. Your job is not to take your opponent's pieces, but to take one of your opponent's pieces (or three, depending on the type of game you're playing). When you're playing as the Empire, you must understand that your enemy, be he AI or human, has the distinct advantage of being able to take his King off the board and move it somewhere else. That's why espionage and recon, to a lesser extent, are absolutely essential. This may not have occurred to you if your typical game expands to thousands of days and you take the time to build SSD's; you've gotten so good at keeping the AI Rebels at bay, you've always been able to choke them out of resources and hunt them down at your leisure. I advise that you put your own limit on how long you play a game out, maybe start at 1000 days, then cut it back to 800 and so on. This is going to force you to recognize what the Empire's strengths and weaknesses at the start of the game are and ultimately make you more dangerous to a human player.
Link to comment
Share on other sites

  • 0

I am quickly finding that out!

 

The Alliance seems to have the strategic advantage from the start with it's characters and spec forces....han kept sabotaging and abducting no matter what I did! This is goign to be something new to learn. At least it now makes the game a challenge again!

 

Ken L.

 

aka Darth Siditious

Link to comment
Share on other sites

  • 0

Nicely said dulljackieboy.

 

I have never played a multiplayer Rebellion game. Only against the AI. Even those are sparce now days as I am kept pretty busy with other things in life.

 

I was always pretty worried about Multiplayer games of low numbers, like Rebellion and BattleStations Midway for instance. I feel that my failure will be really obvious and embarrasing! Where as a newb can kind of sink into the background for the first few rounds in something like Battlefield or CounterStrike.

 

Gotta be a noob once......

Link to comment
Share on other sites

  • 0

First 20 days or so...

 

Use Emporer to recruit

fine

 

Use Vader, Piett, and any other characters with better than average diplomacy rating for diplomacy in core systems - focus on systems with Shipyards first, then Construction Yards, followed by Training faclities, and then resources only.

[Training facility first on enemy systems than construction and shipyards

 

Use any research capable characters to begin research immediately.

 

fine

 

Construction Yards: Order to build mulitple Constructoin Yards up to 6 on a planet.

 

up to 11 will be better alywas save 2 or 3 energy slots for lnr 2's

 

Shipyards: I have rarely started out with more than 2 on one planet. I order builiding multiple Tie Fighters. It takes too long to build starships for them to be an effective defense. I have successfully defended planets in the beginning, and even later on, with only fighters, but you need a bunch of them as the game goes along.

 

if you can protect your shipyard from sabotage than always produce carrack early on the game, if you are not sure build tie fighters or galleons (which is almost useless but can be very useful for sneak specops attacks, exploring rim

 

Training Facilities: Though probably thought of more of as a Rebel tactic, I will select one faciltiy to build Stormtrooper Regiments, and all others to build Imperial Commandos

 

dont bother buiding storm troopers instead build lots of espionage droids, comandos and death comandos, always esp your own plantes with 2 esp droids this will get the information of incoming fleets and enemy missions which you can react, never leave any character idle every spec ops must conduct a mission either on defensive or offansive, sab the production facilities starting with construction yards on enemy sectors, when you clear the enemy sector from production facilities sab every thing you can, if rebels have planet on sessvenna than dont assult on to it, instead blocade it and esp it with every droid you can produce so that you can have info on every rebel planet regularly

 

Any Troop Transport ships fill with any kind of troops available, create as own Troop Transport Fleets, send to outer rim systems. Start moving troosp to "uninhabited" planets.

 

if you have seperate troops and available galleon at sessvenna do it, else gather your troops to key planets that enemy most likely to send missions but can not bombard and appoint a general with high combat rating to it

 

Send all war ships (IDS, VSD, Dreadnaught, Carrack Cruiser, etc) to Corsuscant

 

never do this, instead use your fleet stregth against opponent assult on planets that you are sure he cant attack to your fleet and you can subdue and diplomacy it, try to catch their diplomats by guessing where he will send diplomcy mission next but never gather the fleet on coruscant this will mean you give rebels free space to develope early on game

 

Send all existing Fighters to Coruscant

 

Since I know I start with Ozzel, promote him to Admiral of Defend Coruscant Fleet

 

Take any available "General" character who is not useable for any other assignment and promote him as General of ground forces for Coruscant.

 

make your commanders conduct missions on enemy instead, tie fighters will protect coruscant quite well, only thigh you must worry is correlian corvettes attack against coruscant and your isd will take quite easliy of them so you have nothing to worry against attack on coruscant (beware though there are lots of sneak attack tactics against coruscant which includes sabing your isd

 

 

Wintin first 100-200 Days....

 

PRIORITY FOR CONSTRUCTION YARD ORDERS:

 

When "garrison" (by moving a regiment onto an unihabited planet) in New sector in outer rim established, and when multiple construction yards have been built, build and send new construction yard to new system. One system per sector. Once arrived, build multiple (up to 6) construction yards. If advanced Construction Yard has been researched, build them instead of course.

 

Build additional shipyards

 

Build additional training facilties

 

Build resources and do best to keep in balance

 

PRIORITY FOR SHIPYARD ORDERS:

 

1-3 Shipyards : Fighters...When Tie Interceptor become available, then build them, when Defenders become available then them. I never found Tie Bombers to be effective at all.

 

3-5: Victory Class Star Destroyers - Smaller than the ISD's but quicker to build and not as many Command Points..

 

6+: ISD .... By the time I have 6+ shipyards going, i usually have enough command points from building more refineries

 

lancers as soon as you got them build 30 - 50 depending on how much your enemy rely on fighters, than strike cruisers interdictors tie interceptors are a must dont bother building anything else btw imperial fleet is quite weak comparing against rebel nebulon bs which is researched quite early on the game so rely on your fighter build 100+ tie interceptor on every sector and always check for incoming fleets

 

PRIORITY FOR TRAINING FACILTIES ORDER

 

1-2: Imperial Commandos

 

3+: Stormtroopers

 

dont bother building storm troopers early on the game, getting massive sab missions from enemy is the only reason to build strom troopers which you can instead use your fleet to foil them easily

 

As game goes on:

 

When Dark Troopers become available, they are the primary Regiment I use to defend garrisons and for invasion

 

3 storm or dark troopers on every planets will be enough rest will be waste of resource which means a smaller fleet

 

After infrastructure is built up, start to build fleets to "defend" each sector

 

defend your sectors with tie interceptors not with your fleet

 

I tend to go after a sector at a time. Once all the alliance forces are defeated in a sector, I build a new fleet of ships and move to the next. It is the only way I have found effective to find the Rebel Base and to find Luke and the Senator.

 

attack on enemy as soon as you are stronger than enemy assault a planet rip everything you can and move on to next planet until nothing left on that sector. this will kill your opponent. you must be much stronger from opponent to try keeping enemy planets which ussually dont happen since opponent surrender when things get unbalanced much before your attack

 

 

General thoughts on system defense:

 

I have found shields and laser batteries are not that all effective, so I tend to not use them. On planets where garrison requirement is 6, I try to have 9, where requirement is 4 or less, I try to have 6. Though as game goes on, 9 is my standard when I am able to start training large numbers of troops.

 

I first use Stormtroopers, then upgrade to Dark Troopers. Stormtroopers are replaced at garrrisons, first sent to coruscant, then evenetually scrapped to save on command points when needed as long as there is sufficient numbers of Dark Trooper regiments at Coruscant.

 

Coruscant is usually also where I keep my prison garrison. By the end of the game, I usually have 144-201 regiments on the planet.

 

For key planets of importance, such as Coruscant, there is a general assigned to improve "security" on planet

 

forget shields instead build 2 lnr 2S on every planet 3 or 4 on production planets. this will make your opponent pay if he bombard your planet, shields wont stop your opponent bombarding your planet later in the game even 6 gnr2 shield wont hold your defenses against massive fleets but lnr2s will destroy some of the ships at the bombard

 

General thoughts on Fleets:

 

I tend to use ISD's, VSD, and Super-ISD as the ships of the line. (that would also include the Mark II upgrades of the ISD and VSD!)

 

As the upgrade versions of VSD and ISD become available, if the first generation are in fleets other than Defend Coruscant, they are replaced. Older ships are sent to Coruscant.

 

All fleets have atleast one SISD when they become available and there are enough command points for them

 

When they become available, every fleet has an Interdictor Cruiser

 

In tactical battles, I don't find Lancer Frigates or strike cruisers to be effective at all. And i've never used the Escort Carrier, though for multiplayer games, I might have to change that choice to have enough Fighters available for a good brawl.

 

As soon as the newer version of Fighters (Interceptor and Defenders) become available, they replace the older version. When enough new fighters are online, the old ones first go to Coruscant to increase defenses there, and are eventually scrapped to save Command Points when needed as long as there are sufficient defenses avaialble there already.

 

Ships in fleet are manned by Imperial Fleet Regiments.

 

Each fleet, if possible, has an admiral, and for Defend Coruscant, a General.

 

 

 

 

Thoughts on Troop Invasion Fleets and Invasions

 

I build first Galleon's then Star Galleons for "Troop Transport" fleets

 

They explore systems and land troops to unihabited planets. Neutral Systems encountered will have sent to them a diplomat for diplomacy.

 

Early in the game, before the CC-7700 is available, if rebel planet encountered, retreat... By time CC-7700 is in rebel fleets, SHips of the Line composed fleets for "invading" new sectors have been created.

 

When that "step" has been reached, the Ships of the Line go in first as the "Defend Sector" commanded by a Character who has been promoted to Admiral, and either with spec forces or bombardment, planetary defenses are removed, including garrison troops. Troop Transport Fleets (usually having a total capacity of hopefully 90) follow up a few "days" later and assault the planet and each garrison will be 9. When sector is conqured, Troop Transport Fleet moves to training facilty for embarkation of new troops while awaiting next sector fleet to be built.

 

 

 

 

Of course, it is difficult to decribe more specifics since each "game" is different, but this gives yo ua general idea how I have been doing it since the game first came out many years ago.

 

I still enjoy playing it, but the AI has become very predictable (obviously) so it is not as much fun, so playing multiplayer interests me, but in terms of playing multiplayer, I would definitley be considered a "newbie".

 

So for the expert mulitplayer players, what potential flaws do you see, so I might have a slim chance of winning if and when I join the mulitplayer arena?

 

Thanks

 

KDL

 

remember multiplay is much different than playing against ai, you have to react and build strategy against your opponent, which can create quite interesting strategies against masters of the game like budious and skitzo

 

good luck

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...