Originally posted by: RRS-1980
Thanks for the info, Master Sifo-Dyas. I must say I'm observing this game for some time now, despite me taking recently a brake from Star Wars
Some features looked interesting on its website/trailer video. However I'm overly cautious when it comes to strategy games made by Lucasarts (wasted my $ on Forced Commander, Rebellion/Supremacy and Galactic Battlegrounds were playable, but also partially disappointing to me) or recent LEC games in general... so maybe I should try the demo first.
I'd like to make few general comments about strategy games and SW universum.
For example part of my gripes about Rebellion was related to game scope. Knowing few Massive Multiplayer Online Games (e.g.: such as German OGame.de or Polish Kolony.net - which was originally written by my friend on Atari, back in ancient times
) the biggest set of 200 planets to conquer in the galaxy (see "Rebellion") is not big enough for me...
Skyman made an interesting point about balancing: I too find it somewhat silly that Rebel units are almost a mirror copy of Imperial ones. E.g Rebels also have heavy artillery and powerful armor etc. (see "Force Commander" and so on). They just come in different uniform colors
Ideal SW-based strategy game should have gameplay completely different for Rebel and Imperial forces. Both on the strategic (campaign) and tactical (battle) level. Empire should start with zillions of planets, but guarding it would require tons of troops and ships etc., which would make it difficult to react quickly to events (preparing an attack should take a lot of time). Empire would have access to large resources, but e.g. propaganda - maintaining loyality of the controlled planets (see "Rebellion") - would be very expensive, but not very efficient.
On the other hand, Rebellion would start in small numbers, spread across the galaxy, with their resources limited. However they'd be hard to be detected ( = destroyed) and their informational campaigns should have huge impact on planets' morale ("words of freedom spreading like a virus"). Rebels would have no access to the largest of weapons in the space arsenal, but their highly trained and motivated soldiers would have an edge over Imperials by having a chance to act quickly and catch the enemy "with their pants down".
Rebels would also have better (and cheaper!) access to hired informants and saboteurs, maybe they could also sway local pirate bands to their side (but what Admiral Ackbar would say about it?
).
Resource system should include regular convoys of freighters (no need to micromanage - these could be handled by AI - besides, remember the game "Stars!"?). The Empire's war industry and commerce would be dependant on those convoys (such as British Empire 65 years ago
) and Rebellon would have a chance to easily make a decent blow by interdicting Imperial supply lanes (or capturing supply ships!).
...too bad that LEC would probably have no interest in creating such complex and intelligent game (their games are getting simplified in the recent years...). I once imagined this could be made "by SW fans for SW fans", such as other Massive Multiplayer Online Games (see: Star Wars Combine). But I have long lost the will/patience/time to lead such project
Thanks for the info, Master Sifo-Dyas. I must say I'm observing this game for some time now, despite me taking recently a brake from Star Wars

I'd like to make few general comments about strategy games and SW universum.
For example part of my gripes about Rebellion was related to game scope. Knowing few Massive Multiplayer Online Games (e.g.: such as German OGame.de or Polish Kolony.net - which was originally written by my friend on Atari, back in ancient times

Skyman made an interesting point about balancing: I too find it somewhat silly that Rebel units are almost a mirror copy of Imperial ones. E.g Rebels also have heavy artillery and powerful armor etc. (see "Force Commander" and so on). They just come in different uniform colors

Ideal SW-based strategy game should have gameplay completely different for Rebel and Imperial forces. Both on the strategic (campaign) and tactical (battle) level. Empire should start with zillions of planets, but guarding it would require tons of troops and ships etc., which would make it difficult to react quickly to events (preparing an attack should take a lot of time). Empire would have access to large resources, but e.g. propaganda - maintaining loyality of the controlled planets (see "Rebellion") - would be very expensive, but not very efficient.
On the other hand, Rebellion would start in small numbers, spread across the galaxy, with their resources limited. However they'd be hard to be detected ( = destroyed) and their informational campaigns should have huge impact on planets' morale ("words of freedom spreading like a virus"). Rebels would have no access to the largest of weapons in the space arsenal, but their highly trained and motivated soldiers would have an edge over Imperials by having a chance to act quickly and catch the enemy "with their pants down".
Rebels would also have better (and cheaper!) access to hired informants and saboteurs, maybe they could also sway local pirate bands to their side (but what Admiral Ackbar would say about it?

Resource system should include regular convoys of freighters (no need to micromanage - these could be handled by AI - besides, remember the game "Stars!"?). The Empire's war industry and commerce would be dependant on those convoys (such as British Empire 65 years ago

...too bad that LEC would probably have no interest in creating such complex and intelligent game (their games are getting simplified in the recent years...). I once imagined this could be made "by SW fans for SW fans", such as other Massive Multiplayer Online Games (see: Star Wars Combine). But I have long lost the will/patience/time to lead such project

I see your point and I'd say that what you describe would probably be the perfect game for any hardcore gaming StarWars fan. Ironically many features were already included in Rebellion. What Lucasarts didn't realize is, that that game didn't flop because it was bad - but because of the fixed resolution at 640x480, forcing the player into a menu clicking orgy.
Some of the things on your wishlist also reminded me of "Millenium 2.2" and "Deuteros" back on my old Commodore Amiga. Would've been great to have some features of this game in there.

I agree that the campaign mode of Empire at War should have included all the features from "Rebellion" (and more). I really miss the political component in the campaign mode. On the other hand when you look at Lucasart's portfolio of recent StarWars strategy games, I'd say we can be very happy with what came around this time.
The demo didn't give enough examples on the differences between the two fractions, yet I doubt we'll going to see anything as powerful as an AT-AT walker (let alone a death star) on rebellion side - although I agree with you when it comes to infantry, which really seems to be identical units with different looks. The rebel artillery is very fragile and has to be guarded by quite an amount of troops - and even then they're bound to break if you don't have a repair station nearby.
I can only say: This will be the first StarWars based RTS game I'll be buying from Lucasfilm since "Rebellion". I consider it as a "New Hope", a first step back "into a larger world". Who knows? Empire at War II might include more of all those dream-features you pointed out. Alas, the current game title will be as close as it can get to the ultimate StarWars strategy game (especially if you put into consideration that Jim Ward is at the helms of Lucasarts).