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How long do your campaigns last?


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#1 Madurai

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Posted 23 August 2012 - 05:32 PM

Has anyone made it to 0 BBY? Typically, things have gone one way or another pretty decisively by the time 936 weeks have passed. Even when reducing the other side to a rump state of a few systems so I can finish all the R&D lines, I rarely see more than five years of war.

Related: how long does it take you to max out R&D to New Republic-era levels?

#2 smashedsaturn

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Posted 26 August 2012 - 03:29 AM

70-80 weeks is the longest it's taken me to win GFFA as both empire and rebels, fully maxed out tech in most areas and upgraded heroes.

#3 predator30

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Posted 26 August 2012 - 09:30 PM

About 300 weeks, only because I like to play around with the AI and make suffer a slow death :) .

#4 Phoenix Rising

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Posted 05 September 2012 - 04:17 PM

Actually, there are 73.6 standard weeks in a standard year, so Week 936 is something like 29.7 GRS (5.5 BBY). Still, your point is valid (and I'm glad you raised it): research is too quick. A few people complained about it being too slow a while back and I probably shouldn't have listened to them. The tech tree should not be completed in the course of an average game; certainly not all the upgrades either. Expect cost/time increases.

#5 Madurai

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Posted 05 September 2012 - 04:57 PM

I proposed in another thread that Strife goes away too quickly on conquered systems, as well. Conquests should be money pits for years.

#6 evilbobthebob

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Posted 05 September 2012 - 05:01 PM

I think the problem with slow research is that it requires a planet dedicated to the task which also has a number of buffer worlds surrounding it so that it remains safe for the duration of the research. In a lot of campaigns this is difficult to pull off in the early game (which it probably should be) however in many cases research for basic ship classes (e.g. first-generation destroyers such as the Victory-class) is almost impossible without leaving a planet bereft of production capabilities for a time. These early ship classes are important to allow expansion in a lot of areas where sheer numbers doesn't tend to work that well. This is especially important in light of the changes we're making.

Tech tree musings:
If we do greatly increase the time taken for research I'd like to see ships such as the Victory I-class begin as unlocked in the 18BBY campaigns. I am also in favour of scrapping the Acclamator I-class as a buildable unit in 18BBY, instead beginning the line with the Acclamator II. Of course then balance issues occur in comparison to the Rebel fleet, though there could be a case for unlocking the MC80 series at campaign start.

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#7 Ghostrider

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Posted 05 September 2012 - 05:49 PM

I proposed in another thread that Strife goes away too quickly on conquered systems, as well. Conquests should be money pits for years.


Already covered. Mid V1.3 testing has included a strife increase and the reports are ..... riots still in progress .... systems are noticeably slow to settle down after conquest and we like the change.

#8 Phoenix Rising

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Posted 06 September 2012 - 04:00 PM

Taking up the production capacity at a certain planet for a long time isn't necessarily a bad thing. Actually, I would prefer it if there were more incentive to raid research structures.

Point taken on early research though. We can either add enough "prototypes" to starting forces to cover the research time, or, yeah, I could move stuff around on the tech tree. However, if the VSD goes Tech 0, I'd have to match it on the Rebellion side.

#9 Ghostrider

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Posted 06 September 2012 - 05:17 PM

I will also keep an eye on this sort of thing during testing. Adding a couple more destroyers for balance is easy enough if required.

#10 P.O._210877

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Posted 06 September 2012 - 09:46 PM

What would seem logical, IMO, is to match ships by era. The Victory-I is a Clone Wars ship. So the logical counter would be another CW era vessel. A Providence-class, the carrier/destroyer type not the "Dreadnaught" type; it seems likely that some of those would linger in the galaxy for a while. And as time goes by they're hunted down and destroyed by the ever increasing Imperial Fleet. Just make the Vic-I and Providence starting units and non buildable. The Empire didn't build new Vic-i and the rebels didn't have much in the Star Destroyer department (Anaxes War College System) , so, as I said earlier, it makes sense from a canonical point of view.

Edited by P.O._210877, 06 September 2012 - 09:47 PM.

If it's hard then it's worth doing.

 


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pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
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#11 Henry X

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Posted 13 September 2012 - 11:21 PM

I like anarchy. It's good. And taking up more time with research is brilliant.

#12 Zeta1127

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Posted 14 September 2012 - 05:47 AM

Sadly, as I alluded to the v1.3 beta testers thread, I have never actually beat a Campaign.
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#13 Henry X

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Posted 14 September 2012 - 08:24 PM

Neither have I. What I end up doing is getting to a point where I am certain I will win and then I start over.

#14 Phoenix Rising

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Posted 17 September 2012 - 03:55 PM

Ha, sounds like how I play The Elder Scrolls.

There's a victory condition where you win by controlling a percentage of the galaxy - does that sound better for GFFA and derivatives?

#15 Ghostrider

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Posted 17 September 2012 - 07:02 PM

Yeah. That sound better than "the whole galaxy".

Besides there will always be a few planets in the mod that you will probably want to avoid for quite some time unless they are at a critical trade nexus.

It also means that you can choose to focus all of your finance on one sector of the galaxy - eg try and pour your finances into securing say what will become the Imperial Remnant or try and connect multiple threads of mini empires into an interconnected spider's web along the key trade routes.

I'll get the idea added into the next IR/OR test batch and see how it plays out.

#16 Phoenix Rising

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Posted 18 September 2012 - 05:18 PM

It's not currently the whole galaxy (although that would work) - you win by eliminating the other faction. Independent planets currently have no bearing on victory.

#17 Ghostrider

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Posted 18 September 2012 - 07:12 PM

I wonder how the same campaign plays out with "win x% of galaxy" instead of "vape the other faction"

Attacking and defeating opposing factions then becomes good military/strategic sense as it stops them from expanding. I think this might be one to explore for the GFFA set.
One for the testers to explore once we have built up the V1.3 testing team?

#18 Guest_Andy_*

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Posted 19 September 2012 - 03:43 AM

Victory based on a % of the Galaxy is a great idea and much more realistic

#19 P.O._210877

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Posted 19 September 2012 - 04:31 AM

You could do an hybrid with a % of the galaxy plus certain key objectives.

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#20 Phoenix Rising

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Posted 19 September 2012 - 04:05 PM

Yeah, we'd need testers to nail down the ideal win percentage. I want to say 80%, but depends how it plays out.



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