Teradyn_pff Posted January 19, 2006 Posted January 19, 2006 (edited) One thing that I tested while playing is whether or not damage is carried over, both for the station and for the capital ships. Neither carry over, I took out the hanger bays and shield generators on all 3 and let my forces get crushed (since for some reason, the retreat option was disabled in this battle) and then came back. I guess it makes sense if the space station can produce ships in less than a galactic day, but I wonder if the same thing would happen if there was not a space station. I plan on testing this out after work today. Anyway, if you are having trouble with the space battle, be sure to destroy one completely before working on another if it is apparent that you wont be able to finish off both. Edited January 20, 2006 by Cain My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
Sven Posted January 20, 2006 Posted January 20, 2006 I had retreatet on Tatooine after I destroyed 2 of the 3 larger turrets and the device that actually makes the shield (not the generator). When I came back with new troops, that device was not rebuilt but the turrets were. http://www.sw-eaw.de/images/banner4.jpg
Grand Admiral Thrawn 889 Posted January 20, 2006 Posted January 20, 2006 i have noticed this i managed to damage the Space station with my ships before they were destroyed by the TIE Fighters however when i'd built the forces required to go back and take it out everything i had taken out wasx completely repaired. http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpghttp://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg I Support the Resistance!
Guest JediIgor Posted January 20, 2006 Posted January 20, 2006 I noticed this too. Very disappointing, it should take the proportional amount of time of however long it took to build the unit to the damage it took to repair it.
Sven Posted January 20, 2006 Posted January 20, 2006 Well, does it take the proprotional amount of time to produce new units for your assault?I mean, if you can buy another fleet or 2 or 3.... they can repair their base, don't they? Also take this into consideration. http://www.sw-eaw.de/images/banner4.jpg
MerLock Posted January 20, 2006 Posted January 20, 2006 One thing that I tested while playing is whether or not damage is carried over, both for the station and for the capital ships. Neither carry over, I took out the hanger bays and shield generators on all 3 and let my forces get crushed (since for some reason, the retreat option was disabled in this battle) and then came back. I guess it makes sense if the space station can produce ships in less than a galactic day, but I wonder if the same thing would happen if there was not a space station. I plan on testing this out after work today. Anyway, if you are having trouble with the space battle, be sure to destroy one completely before working on another if it is apparent that you wont be able to finish off both. I don't think damage was ever said to be persistent. Someone brought up the question about the need for repair before and it was stated from the developers before that there was no need for manuel repairs after a battle because once a battle was over everything gets repaired. It's the troops that are persistent. For example, in star craft you have to build your army EVERY single time you play. Every battle would start from scratch. But as we can see from the galatic conquest map, Star Wars perserves your remaining troops after a battle. They are carried over from one battle to the next or can be re-deployed else where. That is what they meant by persistance. The troops and equipment are persistance but not the damage taken.
Teradyn_pff Posted January 20, 2006 Author Posted January 20, 2006 What I would like to see is if the fleet repairs itself if there is no space station in orbit. My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
MerLock Posted January 20, 2006 Posted January 20, 2006 (edited) It should since as mentioned before, the only requirement for the fleet and troops to be repaired is that a battle is over. Either by victory or retreat. But again, it's just the demo and I could be wrong. They could've just sped up everything (building,repairing) just coz it's a demo. Edited January 20, 2006 by MerLock
Grand Admiral Thrawn 889 Posted January 20, 2006 Posted January 20, 2006 I also had one of my Mobile Proton Torpedo Launchers, destroyed and then managed to retreat from combat the second respawn when i did a secondary attack. http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpghttp://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg I Support the Resistance!
Cain Posted January 20, 2006 Posted January 20, 2006 I am sorry to say but this issues really sucks. The buildings don't keep their damage between the attacks. You don't need to pay to repair them as well as the ships. TIE Fighters just spawn for fun they are not persistant. This are samll things that will not afftect the petroglyph grand picture of fun/gameplay - but they do piss of people that played RTW or SWR or etc. I still try to calm down ... since i've seen so many minor things that will not have affected the gameplay but gived such grat dboost to the realism....petty - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
MerLock Posted January 20, 2006 Posted January 20, 2006 I think it depends on the player. Some pple don't like having to keep track of what needs to be repaired and what doesn't. So to some, this is a blessing. If it was turn based, then I would agree, repairs would be cool coz you have the time to look around and see what needs to be repaired and such but with it being an RTS, I think it'll cost too much time to see which units need to be repaired and pull them out of harms way.
Darthscharnhorst2 Posted January 20, 2006 Posted January 20, 2006 I am ticked off at the lack of persistant damage as well. Like the super short build times in the demo, it kills the realism factor. They have said that they sped up the build times for them demo but I doubt it will take more than a few days to build an ISD in the full version. My hope is that this is easily modable for those of us who like the added realism. As for damage, I wish they would have taken the same approach that RTW war did. Players who enjoy just the combat portion can set the game to arcade mode and let the AI manage the settlements while those who prefer more can fiddle to their hearts are content. In a perfect world we would be able to select from a list of "realism" settings in Empire at War so that everyone could get what they wanted. Maybe if enough people clamor for added realism they can make it part of an expansion pack. Other than the lack of realism, I am very happy with how it turned out ;D
dougsmithuk Posted January 21, 2006 Posted January 21, 2006 Same here. Liking the game so far, but wish there was no instant quick repair after battle. If this is moddable into the game afterwards then hurrah!! But if not, I can see the same battle going on and on and on as one person retreats, gets fully repaired and goes straight back again!! Could be incredibly tedious!! Other than that and the fact that when chewie captures a vehicle it is automatically fully repaired, its a good game so far. Small things, but hopefully fixed in a patch or mod
Grand Admiral Thrawn 889 Posted January 22, 2006 Posted January 22, 2006 well we don't know what will be in any expansion packs, yet. (part from Delphi-PG's hinting about mustafar and the Witches of Dathomir.) so maybe if it's possible then they may add it with this as it would make the game better. http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpghttp://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg I Support the Resistance!
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