I know that the beta just came out and everyone is still finding bugs, but thats not all beta tests are for
about star bases this is just if you think that any balance issues need to be mentioned I for one think that the range at least for the advent starbase (i haven't played any other race yet) is way too small anyone can just go around the base without taking any damage sure i can defend all my buildings in that grav well but it isnt a fleet stopper you just go around and kill his other planets.
So far I played the beta of Entrechment with TEC and Advent.
And yes the Starbases are not that good as i thought.
Especially if you place them in a region that can't be colonized.
So here are my idea:
If a starbase is build in deepspace (non colonizable gravitywell) it gets a Construction frigate for free and
for each level you upgraded your base it generates additionial tactical slots for building up other tactical bases.
So you can build a phase inhibitor to slow down bypassing enemy ships or additional cannons, and so on.
If a starbase is build in a area thats colonizable you wont get this bonuses.
Cause in combination of your normal planetary defence buildings these bases are good.
You know, after playing tons of games, I've come to the conclusion that the Vasari SB is almost perfect. When fully upgraded it can swat down a whole fleet, especially if it has repair pods backing it up. But the point isn't really for it to actually crush enemy fleets singlehandedly. What makes it beautiful is that it can be upgraded with a phase stabilizer, giving you a really, really hard to kill phase stabilizer, and saving you ten(!) tac slots for things that can help support it in battle.
And as long as the SB is alive, you can jump your fleet to that gravwell in a single jump.
Which means that it's awesome. It's big and bad enough to slow an enemy fleet down significantly, giving more than enough time for the cavalry to arrive from basically anywhere. And if you have a bunch of migrators following your assault fleet around, you can deploy one as soon as they hit the hostile gravwell, giving you a phase stabilizer before you even take the planet. So you're almost always ready to jump anywhere at a moment's notice.
By the end game I generally have a SB at every single colony and even neutral gravwells, just to provide extra income and phase stabilizers. And of course to police neutral gravwells, prevent enemy ships from capturing the neutral extractors from me, and chew up fleets that try to sneak through those gravwells on their way to my planets.
The only thing I really have to complain about is Advent mines. The TEC mines I don't mind. The Vasari mines I don't mind (At least they have to buy big slow vulnerable ships that have no other use, which limits the amount of minelayers they will have deployed at a given time) but the Advent ones... For one thing, they're the nastiest mines to begin with. Half the time they seem to trigger from literally halfway across the gravwell, making them impossible to effectively sweep with scout/flak squadrons, and they get deployed by carriers, which any Advent fleet commanded by anyone with even the slightest brains (Or even an AI...) will have more of in his fleet than anything else. So they end up deploying mines by the hundred...
Personally i think the star bases at the very lease should be able to move around in the gravity well even if it is very slow to at least be a factor in a solo defense of a planet.
As it is now it is to easy to fly past them and out of thier range.
Now here is the thing, I have used the ability in the past and had it used on me before. The problem is that I have used it a limited number of times (I can count the number of times ive used it on my left hand), and have never really paid attention to it that much. But I did find it strange that a game I played yesterday and earlier today when I used the ability, did NO DAMAGE to the enemy whatsoever, and have seen people report the same thing.
Now ive highlighted this part because this is an assumption. If you read the actual post of mine which you quoted, you will see that nowhere in the entire statement, the statement, "Don't know from personal experience because i've never used..." it is nowhere to be found. In conclusion, this is an unsupported assumption that has been disproven since I have used the ability before, although a limited number of times, it is still using it. Simply implying having heard it was buggy does nothing. It just means that I didn't have the knowledge available to me, at the time, that the ability was buggy.
I also specifically quoted this, because the wording used, makes me think that you were trying to make a direct, personal shot. So I ask that next time you quote someone and ask them something, check your sentence structure, wording, and sources to make sure that there is no way possible that they can misinterpret the post and take it the wrong way. The sentence structure, says more than the words used in the sentence, think about that.
I have an Idea maybe turn one of the Capital ships into the constructer for the starbase like the cloinize caps. Have it be unlocked at level six, but take away the colonize ability and leave that to the colony ships. The capital ship would unpack itself taking a while to build. But when its finished it has 8000 hull and 4000 shield right away, with one choice of upgrade fully upgraded before it unpacks. That would make it cost effective. I mean you can get one for free right off the bat. This would make the game more interesting and tactical. Also maybe have the capital ship deploy its weapons in a ring around the constuction to somewhat protect it, and they disapear after construction.
I find SB's pretty coolose to the mark. Yes flak turrets would be good and the range could be a bit longer, but I think if thier weapons are to be made longer they should do less damage or be less likley to strike at those extended ranges.
The only other thing - I think you should be able to change the upgrades to change its roll - from offencive to deffensive or economic, instead of having to build a base for a particular roll then destroying it and building a new one for a different roll. I don't really have a problem with way it is, I just think this would be an improvement.
Throwing my two cents out there...
I don't think starbases should be able to move, and I think their range is just fine. The point of the starbase is not to singlehandedly stop fleets or keep people from moving through your system, or even keep them from taking the system from you while it is still there. The starbase exists primarily to HARDEN your existing defenses. It is the other defenses that should make the starbase difficult to ignore.
To use TEC as an example: If I'm dumb enough to build a starbase in a system with no fleet or tactical slot structure support, then a wily enemy ought to be able to knock out the system and then slowly whittle down the starbase at their leisure. Its my own fault for poorly positioning my defenses and for not adequately reinforcing the system. Frankly, if the enemy is able to move a significant number of ships through my border system, that says that i'm doing a bad job of defending myself. You get tons of advance warning from your jump scanners, you have the ability to dramatically slow jump drives in your system, you get to take potshots at them with fighters (even if they dodge your SB), you get to produce units in the time it takes them to fly through, etc.
On the other hand, if I build my starbase to face the primary approach lanes (from which I expect to be attacked) and then support it with 4 hangar bays, 2 or three repair bays, 4-8 gauss cannons, a phase inhibitor and a few frigate yards, then that is a force to be reckoned with. Even if the enemy moves around my defenses and attacks the planet from behind, they will only be able to bypass the close range weapons of the starbase itself. They will still be harried by long range fire and by my support strikecraft. More importantly, if I've built a planetary shield (near my starbase) and/or gotten the secondary government upgrade (for the starbase), I can minimize the enemy's ability to take the planet and/or strip control of the system from me. Even if they do take the planet, they will eventually have to engage my defenses directly if they want to get any use out of it. And, since I have frigate yards, I can be building reinforcements on site, buying time for my fleet to arrive. (I haven't even gotten into the use of minefields to steer enemy fleets towards your starbase by cutting off alternate routes).
Frankly, putting a starbase in a system on its own is a bit like putting an archery tower in a town when the Huns are coming to visit. You might as well just paint a bullseye on the damn thing and then grease it up for armor-piercing penetration. (the only exception to this is if you build one around a sun or asteriod field for the purpose of establishing a forward operations base. However, this should only be done with the expectation that you're going to have a fleet around to protect it/take advantage of it.) Archery towers and star bases can be extremely powerful tools, but only when used as part of a more comprehensive strategy.
No quantity of defenses can hold a system against a determined fleet. Properly designed defenses, however, should be able to tip the balance decisively to the defender in an otherwise fair fight. Furthermore, those defenses should be able to buy time for the defender (in the case of an unfair fight) so that they can marshall their forces. The starbases as they are do an admirable job of accomplishing that purpose. They aren't intended to be walls, or infinite bubbles of awesome, or permanent chokeholds. They are intended to be strategic strongpoints around which your forces can be rallied. If used intelligently, they can make it much more difficult for an enemy to hit your critical points (those systems and facilities that are essential for your victory) and make it easier for you to hit his. They can not, however, and should not, compensate for poor leadership in the field.
So your out of range Starbase watches my fleet bomb your planet and move on to the next one. Your fleet can't stop me because I didn't build a Starbase and have more ships. Starbase = lose. They need range.
Starbases need:
At least triple current range
Slower build times
Double armor
Not move
No bases in enemy wells (or make it near impossible)
More expensive
Maybe a deconstruct function so it could be moved to your new front line
I have only used the TEC starbase so far but have seen the other 2 factions in action. I was surprised to see that the vasari base was mobile.
I didnt read all of the posts, but the few i did read seem to have some similar ideas. So far i agree that the TEC base is nothing more than a glorified defense platform. That with the right upgrades can build, repair, and double as a trade port. Im not sure if you can do the same with the other bases. I havent tested them yet.
I was slightly dissapointed in the max ranges, and i agree ranges need to be increased for the bases to be effective (except for vasari because its mobile). The idea for a starbase was to protect the entire gravity well. So far they only protect a third of it. Im not saying all of its weapons should be max grav well range. TEC missiles should cover the well Advent should have an equally long range weapon, or ability. Vasari is fine as it is because of its mobility. There has to be balance of course with the other defensive structure upgrades. The TEC mession bolt can be nasty. But a system with a starbase protecting it should NOT have a way for a fleet to bypass.
I dont agree with making all of the bases mobile, because that will make them all a clone of the vasari base.
frankly I have not been able to use them right because of the alloy bug that makes it so the upgrades don't build and also causes the neg eco bug but if these can be fixed well then I can give a better idea
as is the TEC star base as far as having it build well that ship needs to have it so that you can set it to build the base where you want it insted of you click and it builds right there on the spot because this does no good and well it causes many problems as it is now do to this
The problem with giving SB's more range it that it will make everyone turtle once they reach an opponent. (and often before probably) Also with having ANY starbase be mobile, even vasari. Remember the races started working on defensive tech after fighting with each other for years, having vasari have mobile base "because thier nomadic" isnt logical. if either of those is implemented in the final release it would be like trench warfare in WW1, it would take too much too attack and leave you too vulnerable if u fail that the game would stagnate, and games are long enough as it is. I like the idea of having SBs orbit the planet, though it would be a pain to do if u already have structures in the grav well.
giving flak turrets to SBs are probably a mistake. a fully up'd SB can take an enormous beating and you would have to take the whole thing out to stop the turrets. I would prefer another tac structure that a big flak turret, like the opposite number to the gauss turret. you could place them aroung to protect the SB but they could be taken out much easier. (but still pretty hard due to repair structures)
also as an alternative to increasing the range, instead put in a "sniper cannon" or something as a module on the SB. Between that the mines and phase inhibitors it should extract a price on anyone attacking the system, even if thier just trying to pass by to attack youre rear systems. use the SB to protect the planet and the other defences to chip away and slow down the attackers untill youre fleet arrives, remember the defences are ment to support the fleet not the other way around
and while the cost of SBs are pretty balaced some of the "special mods" could stand to be different prices. 1800 for each armor and weapon mod is fine but for trade and repair mods? they should be half the cost at least
let's not exaggerate. a single unupgraded starbase is hardly a barrier that cannot be overcome, even with significantly higher range. and they ARE immobile, so pouring too many resources into upgrading them early on will leave you undefended elsewhere. and it almost never happens that there is just one key system. so I don't see a horrible problem here. after all, the thing is called entrenchment, so we can expect defenses that do pack a little punch and don't get totally run over.
Having Vasari have mobile base "because their nomadic" isn't logical.
You should really understand what you are talking about before you talk about it. The Vas SB isn't mobile because they are "nomadic." It is mobile because they are the masters of phase space and only they have the technological experience and no how to have a structure as massive as a SB have the ability to move. Everything that the Vas is about and that they do relies on their mastery of Phase Space.
im pretty sure the purpose of a structure like a gigantic starbase is to protect a planet by itself, freeing up your fleet to go do other things. if its only purpose were to delay an enemy fleet, it would be kind of pointless. basically it would be (and is, currently) a glorified tactical structure. i do not believe that this was the devs purpose with entrenchment. therefore, their ranges need to increase, stronger weapons, more hangars, flak cannons, the whole works are necessary, with appropriate cost increases, of course
well we will all be going back to the drawing board for a bit after this next update when ever it is that they release it that is
maybe they will fix the bug in alloy and I can find some players online
uhm, just one smaller idea: maybe some upgrades could take more than one slot. the phase stabeliser seems quite powerful, or some kind of interdiction ability. maybe there could even be an 'ultimate' upgrade for the military paths that take more than one slot, but are accordingly powerful.
I don't know about this. 8 slots already seems like pretty well-blanaced number. And with one upgrade per slot, you can still have a well-defended starbase with an ability and a civilian upgrade. I wouldn't want starbases to have the "slot inflation" that planets have(for tatctical struc. it makes sense but for logistics it doesn't).
Yeah, I tend to agree with VRap on this. the SB's seem close to right as far as slots and upgrades goes...just think that they need more range and the balance of being stronger as a whole. right now the balance is just not right in that aspect.
Add to that the possibility of different upgrades being different costs. Doubleing the shields and hull of an SB the same cost as a minor trade addition? Should be different.
I agree that the range of starbases needs to be increased in the case of TEC and Advent. I've had no trouble ignoring them when I wanted to. Vasari could remain short ranged because they can move of course. Also, starbases need to be able to hit strike craft. It just seems silly to watch bombers circle my giant star base while it sits forlornly defenceless.
Also, it was suggested giving starbases experience to starbases for fighting. Please do not do this! Defensive structures are, ideally, not engaged very often because their presence discourages engagement. Capital ships, on the other hand, are at the front line, and their gaining experience is entirely controlled by the player using them rather than their enemies relative foolhardiness. Starbases, not so much.... Also, I really like the high cost of upgrading star bases. It makes effectively spending credits once I build up a strong economy much less of a scramble.
you dug up an old thread. all posts concerned beta 1 where SB range was far shorter and we did not yet have the phase destabelisation function in. to counter strike craft, either build hangars at the planet or hangar upgrades for the SB. alternatively station some ships near it.
with the rest, I agree.
I think they should add beams 2 the starbase
wow, this is some serious necro, this was for Entrenchment Beta and we are in Diplomacy Beta
oh and the TEC starbase does have beams
NECROPHILE
He's talkign about the advent SB.
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