I need to wait and see if there is any more depth to the blueprints/research than visible at first glance. There's definite tension and the higher fleet point pools of the cylons on the highest difficulty level doesn't make shit easier. Toasters everywhere just waiting to jump to some uninhabitated rock like Icarus or strike at Tauron denying you tylium. You send the whole fleet to escort it to the other, spending more tylium and not having a fleet elsewhere and not building more ships. Oh, but there are cylons lurking along the way (or will be), your lone ship is likely to jump into cylons or vice versa. Want to reinforce a fleet, especially fast and in another system? Pay tylium for jumps. On the other hand, at this stage I have one shipyard, two fleets. Also every turn you delay helping a colony its panic rises. ![]() You might ignore them at first as they're orbiting a worthless rock but then that escort or scout group gets reinforced and decides to have a picnic on Virgon. ![]() There are 12 colonies and 4 stars, apart from one of those planetary systems you have at least 3 colonies that can be attacked in each (they grant you Tylium per turn, unless bombarded by Cylons), plus lifeless useless rocks where cylons might rally before striking a colony. But so far I have maybe not rushed a jump once so far. You get a free jump (no tylium cost) after a fleet stays in one place for a longer period of time. points are also used but not as important as tylium from what I see so far). Basically every jump costs tylium and tylium is the proper currency of the game (req. Where you station your fleets matters a lot. ![]() Campaign map mechanics are pretty simple, this does not mean that the campaign map is pointless or brainless however. Overall the tactical combat is the bulk of the game's complexity. II blueprints) but here's some observations so far while playing on the hardest difficulty level. I am not very far in (current campaign mission will unlock Viper mk.
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