Getting my feet wet in GC
Posted 17 June 2011 - 03:16 AM
I've got to say though, I have no real clue on how to attack playing a GC. I want to do a Core Worlds campaign as the Empire, but I just can't see how to really. Every planet around my own planets have GIGANTIC pirate fleets, and it seems like it would take ages for me to even build up a big enough fleet, and that doesn't factor in the limited money.
So I guess what I'm looking for is some general GC advice. How do I get started?
Any advice would be well appreciated as I very much want to experience how awesome PR truly is!
(And yes, I realize it will change significantly in 1.2, but still)
Posted 17 June 2011 - 04:01 AM
Posted 17 June 2011 - 04:12 AM
At the start of the Core Worlds campaign as Empire your closest easy targets lie is a sector north-west (Not really, since it's space, but you get the point) of Courscant. Draukyze, Caprionril and Tangerene, I think, are conquerable with a moderate sized cruiser force. If you have the money to do so, you can build up lvl 3 starbase production at Byss as well, and start launching attacks on Kalist IV and Khomm as well.
At this point, you need to take one of the planets on the Perlemian trade route. I suggest Corulag, if memory serves that is one of the less defended ones compared to Chandrilla and Brentaal IV. Still, bring at least a dozen cruisers with support. At this point you should have the economy and infrastructure to start teching to Star Destroyers.
Hope this helps.
Posted 17 June 2011 - 04:21 AM
On the other hand, Core Worlds can be done, it's just a bit more difficult. I'd recommend taking Dolomar early on, as it's not as heavily defended as most of your other options. Doing so would also deprive the Alliance of a base, and open up a path to several other lightly defended worlds like Tangrene. After that, you might want to work on linking Coruscant with Byss and creating a pocket of Imperial space in the northwest of the map. Once you've accomplished that and built up your fleet, you can drive towards either Ghorman or Alderaan, and then onwards to victory.
For ships I suggest using Dreadnaught Heavy Cruisers, preferably Mark IV or higher. Their heavy turbolasers allow them to be very effective in large numbers, as the range means they can concentrate fire more easily. Another tactic that you can use, though it may be something of an exploit, is sending carriers. If the enemy has a starbase at the planet, they usually won't mount much of a counterattack on your forces when you invade. This, combined with the free and replenishing nature of carrier based fighters, means you can send in some carriers, leave them at the edge of the system while the fighters and bombers do as much damage as possible, and then retreat if it seems that victory is impossible. Rinse and repeat until you've taken the planet. A little cheap, but it works.
Hopefully at least some of that was helpful.
Edit: It seems I took too long typing, and this post is rather redundant. Sorry about that.
Edited by Talmane, 17 June 2011 - 05:28 AM.
Posted 17 June 2011 - 04:38 AM
Let me just say that we hear you and are doing or have done everything we can to optimize GC without compromising the spirit of the campaigns in v1.2.
Hi all! I've had PR for quite a long time but lacked a system that could really handle GC until recently, so I stuck with skirmish up until now.
I've always felt that the term "exploit" exists so developers can blame players for their mistakes. Some things I can't control because of the engine, but if it's a part of the game, I'd say go ahead and exploit it.
I feel like it's cheating sometimes but any good commander would use any advantage he had....
Edited by Phoenix Rising, 17 June 2011 - 04:39 AM.
Posted 17 June 2011 - 09:26 AM
My computer used to run PR just fine until it crashed. My new one won't.
Building a golan is just for planetary defense. I wouldn't recommend even using golan I's, but when you have a few Golan II or III's then your planet will be significantly harder to invade- provided you have fighter support for the Golans. Bombers will tear them apart generally, they are made to take on capital ships. space colonies increase the population cap (?) and allow the construction of more advanced structures
Posted 17 June 2011 - 10:25 AM
Space colony: Basic station, provides population but more importantly unlocks larger space stations. Colony 1 unlocks Starbase 1 and XQ5 platform, Colony 2 unlocks Starbase 2 and Golan I, Colony 3 unlocks Starbase 3 and Golan II, Colony 4 unlocks Starbase 4 and Golan III, Colony 5 unlocks Starbase 5. Unarmed in combat, but large colonies have huge shield and hull values.
Starbase: Produces ships, divided by class. Starbase 1: Fighters and Bombers, Starbase 2: Transports, Freighters and Corvettes, Starbase 3: Frigates and Cruisers, Starbase 4: Destroyers and Capital Ships, Starbase 5: Star Dreadnoughts. Production time scales with the number of Starbases. For example, a planet with one Starbase 3 will take twice as long to produce a dreadnought as a planet with 2 Starbase 3's. Carries decent armament, which scales with level quite rapidly, along with shields and hull.
Golan: Pure defensive station. You've seen this in skirmish. Large amounts of firepower, mostly in proton torpedoes with a powerful tractor beam as support. Huge shield value, relatively weaker hull. Garrisons some fighters, depending on level. Golan I is not too useful, Golan II‘s and III's can be a huge defensive asset, but take an extremely long time to build. I usually just rely on a defensive fleet.
XQ5 Platform: Customs station. Provides income based on number of trade routes passing through a planet. Minimally armed.
Unfortunately, FoC's GUI does not allow for a way to see what stations have been built at a certain system.
Edited by Stormhawk, 18 June 2011 - 06:55 AM.
Posted 17 June 2011 - 01:23 PM
After that, you might want to work on linking Coruscant with Byss and creating a pocket of Imperial space in the northwest of the map.
This is very difficult. N'Zoth and Empress Teta are both very very tough to crack. I would suggest letting your worlds operate autonomously for a while. Don't try this before either you have Star Destroyer Tech or 20+ Cruisers.
Posted 18 June 2011 - 05:38 AM
No problem. I remember how many questions I had when I was new to this. In fact, I still ask a ton of stuff.
Sorry, another quick question. Do space structures ever replace other ones I've built?
Edited by Stormhawk, 19 June 2011 - 10:50 AM.
Posted 18 June 2011 - 06:24 AM
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
Posted 18 June 2011 - 10:07 AM
Posted 18 June 2011 - 03:58 PM
Reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users