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Why can't I choose the units for initial engagement?


Uranium - 235
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This has seriously annoyed me to no end. Before an active space battle, the game randomly decides the units I want to bring into the fight. If I want to bring Y-Wings (always a good choice), I do NOT want my Y-Wings there at the beginning of the battle. Everyone knows what this is like. The game starts, send my bombers off to hide while I take down all the heavy anti-fighter weapons.

 

Now, I know how this can be abused, IE: hypering in my bombers behind the enemy, but that's what Interdictors are for. Maybe give the AI something of an upgrade and have them keep Interdictors close at hand?

 

The same goes for Fleet Commanders. It'd be nice to assign them to different ships so I can bring a handful in in case I loose one.

 

Any chance we can see this? Sometimes I *DON'T* want my first forces in the system to be my silly weak ones...

 

 

 

Also one this note, how about a feature that allows me to manually release my TIEs? I have no need whatsoever to release my bombers right when the battle begins.

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This annoys me with ground forces as well it just takes the strongest unit and lands them but what if i want to keep them in reserve?

for a stratergy game it doesn't give you much strategic choices.

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In the case of ground battles I have found that I can choose which units I send in first by zooming into the planet, and then dragging the specific unit I want to one of the ground garrison squares.

 

Often I like to send in a unit of infiltrators first to secure the buildpads around the landing sites in order to build defense turrets before I begin landing the rest of my invasion force.

 

In space on the other hand, this annoys me to no end. It always decideds that my initial force should be at least 50% figther craft (playing as rebels) and, as someone already said, at the start it is a mad rush to get all my fighters behind the rest of my fleet, and preferably hidden in a nebula before the inevitable march of the Tartens. If I am not quick enough the tartens wipe out my entire fighter complement in seconds.

 

While we are on the subject, i'd also like to express my displeasure at the way the imperial fighters atuomatcially spawn (This is also a problem w/ space stations). Time and again, they spawn right into the teeth of a waitng CC or tarten. With me pleading to the screen for them to just wait in the hanger until I call for them.

 

CC's and Tartens are almost overpowered in my opinion. It takes forever for them to go down. They should not be able to park themselves near capitol ships (especially those that are supposed to counter it) and just munch on fighters/bombers for 5 minutes.

Edited by Blackjack2
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While we are on the subject, i'd also like to express my displeasure at the way the imperial fighters automatically spawn (This is also a problem w/ space stations). Time and again, they spawn right into the teeth of a waiting CC or tarten. With me pleading to the screen for them to just wait in the hanger until I call for them.

 

I agree.  I wish they would have given the Imperial capital ships the ability to launch fighters and launch bombers as a special ability button.  Something akin to the way the AT-AT's drop storm troopers.  Let the player choose when to launch his squadrons and how many to deploy.  I find it stupid that the ISD launches 2 ties and 1 bomber than just waits to something is destoryed to launch more.  I want to be able to scramble all my fighters!  But than I also don't think that they should be free  ;)

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I agree.  I wish they would have given the Imperial capital ships the ability to launch fighters and launch bombers as a special ability button.  Something akin to the way the AT-AT's drop storm troopers.  Let the player choose when to launch his squadrons and how many to deploy.  I find it stupid that the ISD launches 2 ties and 1 bomber than just waits to something is destoryed to launch more.  I want to be able to scramble all my fighters!  But than I also don't think that they should be free  ;)

 

make them (ties i mean) cost mony just like static defences!

it is so simple one tie is like 20 credits...what is the big deal? they are still disposable..i mean what is 20 credits to the entire empire? also it would add another strategic element if you run out of money durong a fight no more fighters for you! so you better make sure you always have a little extra buffer money

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Actually another big annoyance I have in Space Battles are the space stations.

 

1) I'd actually like a NON-space-station battle once in a while. The Level 5 defenses are rough, and the endless reinforcemens are even rougher.

 

2) Limit reinforcements from the space stations. Nothing sucks more then making the final push on a station and a Tartan jumps in and shreds your bombers, and there was nothing you could do about it. The Hangar is ALWAYS the highest priority target simply because of the endless waves of Tartans and CCs.

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About the space battles default sending of troops i hate it too...

 

but hangar as first priority? i guess not.. i go for the shield generator than the missile launchers. Once the shield is down..

everything is down.

 

Bombers - shield, missile launchers

All other ships except for cc/tartans - hangar, and missile launchers.

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Low levels, shield generator then hangar.  Higher levels, hangar then shield generator.  Just the way I do it, but does depend on what type of force you're packing.

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For either side, once the space station is level 2 or higher it will spawn (Emp) Tartans or (Reb) Corellian Corvettes.  You don't want your bomber units going up against that type of defense.  You need to take out the hangar before anything.  The rest of the targets depend on your force.  If you are using fighters to take on the station, go after the concussion missle launchers and then the laser batteries.  If you are using your capital ships for the station, or they are close to the station fighting the defending units that are already there, take out the torpedo launchers.

 

I usually go for launch bay then shield generator.  I will ignore the shield generator if my captial ships do enough damage to the shields to knock them down while taking out the launch bay.

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