Into the Void DOS Star Lords DOS Follow Us! Top downloads. List of top downloads. Latest releases. List of new games here Follow us on Facebook or Twitter. The game starts with some wonderful cinematic sequences in the tradition of all Star Wars movies to date. It then puts you in the cockpit of a shuttle where you must make the decision to command either the Rebel Alliance or the Empire. Once a side is chosen, you will be taken to your Command Center where you will be briefed by your protocol droid C3P0 if you are commanding the Alliance or IMP if commanding the Empire about the current situation and, more importantly, about the Galactic Information Display GID.
This real-time game is divided into two modes: strategy and tactical. It begins with the strategy mode. There can be up to around planets. There are a total of sixty individualistic characters that are taken from the movies and books that all have different attributes and can handle different types of missions. For instance, you might send Leia on a diplomacy mission to Mon Calamari to try to win support for the Alliance or send Darth Vader to Dantooine to start an uprising.
There are also the various capital ships, transport vessels, special forces, and trooper regiments too. If you play your cards right as the Empire, you may even be able to build a Death Star. If you are worried about not being able to tell the difference between certain items or just want some general information, you have nothing to worry about as there is a very comprehensive online encyclopedia that you can access at almost any time.
In order to build and maintain facilities, you must have mines and refineries to acquire and process the materials. Construction yards, training facilities, and orbital shipyards are needed for putting those materials to good use. If you get bored waiting for something to finish building or training, you can always speed up the game. Almost all items in Rebellion require some type of maintenance cost so make sure you can afford it in the long run or else you may end up with a pile of scrap a Death Star is a good example of this.
Whenever anything happens in the game, you will be alerted that a message has come in. These messages are the lifeline of the game as they tell you what has been built, who has gone where, what have they done, who still supports you, etc, so on and so forth. These messages can and wi ll get numerous during the course of the game and it can get rather annoying trying to read them all. In the end, you feel more like you are reading email than playing a game, as there is really no action or animation happening at all in this mode.
If you have problems managing everything, you can use your protocol droid to manage tasks for you. When an enemy fleet attacks a planet defended by one of your fleets or vice versa, the game will give you the option of going into tactical mode.
The Rebellion generally has better diplomats and espionage agents, while the Empire has better military commanders. The primary purpose of these heroes are to either include in land or space garrisons, thereby boosting their defense and effectiveness, or to send on a number of missions that include Recon, Assassination, Kidnapping, and Diplomacy.
Recon for both sides is the primary source of information about enemy activities and their strength on specific planets.
A recon mission on a planet you own will uncover enemy agents operating there, or incoming enemy fleets, with the amount of information retrieved dictated by the percentage success of the mission. Diplomacy is the only way to change the minds of a planet's population toward your side. It's cheaper for you in the long run, since repeated diplomacy missions can raise support so high that you don't even need garrisons anymore.
However, they take up an officer's valuable time, and like real diplomacy, do run the risk of getting mired and having no effect.
The rest of the missions are pretty self-explanatory, and often one operation feeds into another. While some characters are just good soldiers, others are crucial to the success of either army. New ships and war technology, for example, can only be researched by specific characters.
If they're out of the picture, their benfactors are in trouble. It's quite a rush to have one of your probes suddenly find Lando Calrissian doing ship research on one planet, send out a perfect mission to bag him, and drag his sorry ass back to a planet you've set up as a jail - knowing you've dealt a measurable blow to the enemy.
There's a lot to enjoy about Rebellion, which is why its so frustrating when we get to the disappointing.
First, the AI is pitiful, even on the hardest setting. I played as the Empire against the Rebellion; who benefit from a mobile headquarters. By the end of the game some thousands of game days later , the Rebel HQ was right where it was at the beginning of the game. The AI enjoys pumping out miserable and cheap ships that form into sequentially-numbered fleets giving you an idea of how many ships are out there , who then fly into orbit where they encounter a single medium-sized enemy ship, turn ass, and flee.
Your own AI can be set to manage your garrisons or productions, and is barely capable of either. Expensive, overpowered troops get built and assigned to routine garrisons, and any available space is assigned to new mines or factories - regardless of if you need them or not, regardless of if you need the space for other production facilities.
So, let's assume that you actually manage to hustle a pal to play against you in multiplayer, fixing the problem of dummy AI.
You still have some incredibly poor design decisions to overcome. The most obvious is the decision to have the game take place in a "sort of real-time" system instead of pure turn-based. Running a galaxy is not an easy task in any way, and you're required to take care of a lot of micromanagement without much of a break to help.
Worse yet is the inexcusable possibility that you may need to walk away from the game for more than a day. Upon your return, you'll be damn lucky to remember everything that needs to be done on each specific planet. I had some scribbled notes after one session like "Bolster defense at Coruscant" and the cryptic "2 officers to Mon Cal" but they made very little sense by the time I had returned.
There was simply too much to keep track of. To attempt to offset this, your galactic map which you will play mostly the entire game from has many options to highlight planets that meet specific factors - like a toggle for planets with shipyards, or a toggle for planets with idle production facilities. They're moderately helpful, but only one filter can be active at a time, and they don't cover all the possibilities you would need like a planet with weak defenses.
But the major problem is that the real-time system means you can't pause the game to toggle through your deficiencies and correct them accordingly before moving on - pausing throws up a big "Game Paused" screen over your view and stops all input of commands.
Another painful design element is the interface itself. Your standard screen is the entire galaxy, color-coded by faction ownership, with C-3PO or his evil double as your "assistants.
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