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greenmm

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Everything posted by greenmm

  1. I second the call for a force breakdown. First off, were you both playing Imp? Secondly, did he have some anti-fighter cap ships (i.e. Lancer Frigate) to back up his fighters? 4-6 of those are as good as 4-6 squadrons of fighters, especially since they last a lot longer. Thirdly, what kind of cap ships did you have? Speaking as someone who normally plays Rebel, I've been defeated by the computer before when I had more cap ships, but only because the cap ships I had weren't as powerful. 2-to-1 odds aren't that great when you have Neb-B frigates and Dreadnaughts against ISD-I's and VSD-I's.
  2. That reminds me... Supposedly, the SW material (either canon or EU, can't remember which) says that Ackbar was responsible for the design of the B-Wing, which provides Rebellion with the reasoning for allowing him to research starships, right? Well, the same material credits Dodonna with designing the A-Wing... but he has no research abilities, let alone starship. And since Wedge and Dodonna are 2 of your starting characters, wouldn't it make sense to let both of them start in on starship design right off the bat?
  3. Makes sense. Have the cost/construction time be the difference between the new-build costs for the advanced and regular, and the upgrade has to be done by another construction facility.
  4. Key to defense: 1 or 2 shield generators 1 LNR optional KDY 6 fighters minimum Early in the game, when the enemy can't send too much against you, this should help prevent your being bombarded into dust. Sure, you don't get your refineries and mines as quickly, but it allows you to better keep what you do have. Also, I strongly suggest using the manual's suggestion. Picking 1 planet as your construction depot, 1 as your shipyard, and 1 as your academy per sector allows stuff to be built and deployed much more quickly. Nothing like cutting the construction time for an ISD to 1/4 normal...

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