"I have seen a lot of discussion lately about the Military Reaction
Level settings for planets and a message about the sequence of events when
invading. In many cases the messages posted had incorrect information,
probably from people who believe the "TW document". Below is the sequence
of events that occur when a ship enters a sector and lands on a planet.
I have posted this info before but I have revised a few of the steps to
provide a little more detail. This should answer most of those questions
about what the MRL is and what happens.
The question left is what good is a non-zero MRL? I used to size up
my competition. If they were not expert players, or at least not experts
in invading, and they traveled around in smaller ships (i.e. StarMasters
or lower fighter and shield capacity) I would consider a non-zero MRL.
The reason is I wanted to destroy their ship in the process so they can
not reload. Even though it would cost me more fighters (2:1 odds instead
of 3:1) it would also cost them a lot to replace their ship and all it's
gadgets. In addition they would likely lose a lot of turns when they end
up in an escape pod and need to use their remaining turns to get a new
ship and back to safety.
These days I am not sure I would do this. All it takes is one expert
invader in the game to mess up the plan, and the quality of my competition
has significantly increased. In addition with the bugs known these days,
in particular the ship overloading bug, it is much harder to size up an
opponent predict what is likely to happen. I take the conservative approach.
I assume the invader knows what they are doing and when they come in to
invade they will have all their assets ready and take steps to keep from
being destroyed. When they come in it is very likely they will conquer
the planet (the 1639 shields bug not withstanding). I want to make it as
costly for them as I can so I set the MRL to zero because I want all my
fighters to get the higher odds." (IWM p.47; ¶1-3, 1995)