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Building up Characters


R2-Opus2
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One of my favorite ways to build up characters relatively fast is to blockade a couple enemy systems in a sector, preferably with the highest energy slots there are (maximizing target opportunities), making sure I've already taken the others.

 

What my blocade fleets consists of is largely escort carriers, maximizing fighter support in case the enemy comes my way, in addition to a few transport ships minimum for troops. I put an Admiral, General and Commander (whichever chars I'm wanting to boost up first) onboard each blockading fleet.

 

With the remaining worlds in that sector, I have one character on each doing diplomacy. They'll be continuing to do that mission for awhile as I rotate to each fleet one of these characters after another is build up where I want them. Here's what I do...I assault the system with troops, then I use construction yards in that same sector to build mines and refineries on those occupied planets. When they're full up, I send the troops back to the orbiting fleet, thus returning the planet to the enemy while still keeping the system blockaded.

 

Then I have a character going to work sabotaging what has just been built, rinse and repeat. I assault again, build up the world, remove the troops when done, and send that same character or another to sabotage. Each time troops are sent back up to the orbiting blockade, that lowers popular support in the surrounding planets, hence the diplomats.

 

The main downside is one sector is tieing up a significant number of characters and a coupla chunks of fleet resources...in my current case 8 diplomats on the surrounding planets + 6 characters on the fleets...3 to each. The fighter defenses in each fleet I have go up as I gain new info on similar enemy fighter defense averages from their roving fleets when they make appearances.

 

I use the remaining characters in other roming fleets of my own, those I build up as I can, though they're progress is much slower than my other chars in that blockaded sector. When possible, I also use Han to shuttle characters around to save time, rotating the more strengthened characters out to those other fleets.

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I should note also that sometimes I build up characters first, before seeing if Vader or Luke detects them to be jedi if they havent already. Sometimes just being detected raises their stats significantly, but even moreso if I've worked on them first.

 

Right now I'm trying to get each one to about 130-150 in combat before sending them to where Luke or Vader is. With others I'm doing a similar thing, blockading a system, removing resistance, but having them boost their leadership through insighting a revolt.

 

If I have no where to use that group of characters or fleet in question, I continue to use the same world as one to boost leadership. One way to make a neutral world turn sides is continue to send missions to it...espionage and recons. Soon the world will turn sides, however it takes much less time to bring the world back to neutral than it would if the world was fully to one side.

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Oh yea, my next goal as I'm playing Rebs right now, is to use Coruscant as my place to boost characters. With Rebed, I gave each side the max number of facility slots to make them a stronghold worlds, that's somewhere in the neighborhood of 120-130 energy slots loaded with target opportunities :D

 

Anyway, its fun to keep seeing the cinematic of Coruscant getting overrun as I do the risnse/repeat process :P

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Oh yea, my next goal as I'm playing Rebs right now, is to use Coruscant as my place to boost characters. With Rebed, I gave each side the max number of facility slots to make them a stronghold worlds, that's somewhere in the neighborhood of 120-130 energy slots loaded with target opportunities :D

 

Anyway, its fun to keep seeing the cinematic of Coruscant getting overrun as I do the risnse/repeat process :P

 

This is a tactic I all ready use. Its very productive.

 

One tip I can give you is that you do an espionage mission, when this mission is succesfull you can see if there are any spec. forces there. Usually there are. What you do next is let your characters do sabotage the spec. forces and you will see when the compleet the mission their combat and espionage improves with one piont each.

R2D2 Where are You.
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True enough Ric, I also send espionage missions out with specforces while my characters are doing their thing, and if your using Coruscant to boost your characters up, you get a more complete assesment of the Empire's planets, including outer rim ones.

 

I love it too when an enemy system has built up a ton of specforces and they're just sitting on a world not being used. Best places to expect a good surplus of specops is on worlds the AI has built up mostly training facilities.

 

Those also tend to have some of the highest troop counts, and unless you have an insane amount of infiltrators or commandos with you, best just to bombard the troops away, and go to work on the rest of the specops stationed on the planet and whatever items are left standing. This tactic is only good if you expect you'll need to hurry up and move that group elsewhere, otherwise you can actually take more time to take out each troop regiment in addition to everything else.

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I can't agree with you more on that part. And I see you know as much as I do about that.

 

But when you send one of you characters on an espionage mission, the character will improve his or hers espionage skill by one.

 

And when all enemy stuff has been sabotaged I let my character, who have leaders skill, preform uprise mission. This while for instans Chewie and the characters like him preform espionage missions to inprove their espionage skills, and to get me info. about the rest of the enemy plannets.

 

And mostly I have a fleet with about 10 mon cals, 10 Liberators, 20 Nebulon-Bs, 10 Assault Frigats and 1 or 2 cc7700s. That fleet gives me enough fighters to repel an imperial fleet.

R2D2 Where are You.
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I have a similar loadout with my roving fleets, only heavier on the escort carrier/neb-b/corvette/gunship..this sort of fleet is often on the move, and all it is meant to contain is enough fighters to take out the enemy's interdictor and run if I have to do that, but essentially these are your typical hit and fade kinda groups. The fighter count on this kind of group for me is anywhere from 50-100 depending on how I've set up Rebed at the time (for instance if I've made any particualr ships that hold fighters cheap enough on the enemy's side that I have to have more of my own).

 

Average fleet here might be approximately 10 escort carriers, 6-10 neb bs, 10 corvs, 10 gunships. Enough stuff to draw in enemy fighters, knock as many out as I can with at least one free squadron dealing with any inderdictor trouble if I have to flee. If I think I might need more bombarding stuff in such a fleet, I just add a few assault frigs to it.

 

Fleets I want my characters to be on are a tad more robust. Again, depending on how cheap I've made cap ships on each side determines the sizes, but character fleets will have maybe 10 more of each type above (doubling up on corvs, gunships, & neb-bs especially), but with the addition of 10 mon cals, halve a dozen or so assault frigs with some cc-9600s, a few Daunts or Liberty and maybe a Bulwark or two to give the group appropriate punch.

 

My HQ fleet on the other hand I go nuts on depending again on resources and how cheap I've made things. (i.e. I double the average number of each cap ship found in a different typical character fleet). Fighter count here is at least 50-100 more squads than the largest Imp fleet I might've run into.

 

Sometimes I just forego an HQ fleet altogether, making sure instead that three is at least one interdictor and plenty of fighters based there.

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I see you have played more with the Rebed then I did, I just know about it. I just played one game with Rebed. And I noted that I really need al larger fleet when I lower the Maintenance.

 

So I'm still experimenting with Rebed. And I must say that I'm very impresed with the result so far. The fight for the galaxy is biger and harder. And I LIKE IT.

 

I see that you mostly use the smaller ships in the game. I think you upgraded them so that those ships are stronger. I mostly use the big ships and Load them up with fighters. This gives me an offensive punch agenst ISD, VSD and the rest of those kind. Plus the newer ships are faster.

R2D2 Where are You.
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In the beginning yea, I use mostly smaller faster vessels that deal with starfighter defenes rather than battling fleets head to head. Btw, I seldom tweak ships from their standard stats, but a typical tweak for me is on the maintenance side of things most usually.

 

When I have tweaked cap ships though, it's generally been to give ships firepower on arcs where they didn't have anything at all. However I stray from lowering maintenance too low, cause when I get into tactical mode, sometimes the fleets are so huge on both sides, watching the battle is like watching a slide show, there's too much going on and too many objects hogging the screen, but I chalk that up to my system, it's quite old, but oddly, it's way more qualified to handle Rebellion than my first computer.

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