First, let me start this post by clearning few things.
What is entrenchment; from what ive learned, it is consolidation of defensive possition. Hill, fort, plain or planet.
Now that we know this, lets move to the focal point of this: Starbase.
What is starbase? It is base so big that it can be mistaken for moon. (in before 'That is no moon!')
What purpose shuld it serve? To consolidate favorable defensive position and provide forward outpost. (plases where you can not normaly build)
Why shuld one build it? To add lots of tactical signifigance for low cost in are that you plan or allredy have held for long ---> this is realy important!
What prevents using defeses as offense in general concept? Despite low cost, long build time and inability to relocate reduces any fortification for defense and defence only. (outpost aside)
What makes defensive line worth plasing? To create line which enemy must eithr fight or find other way araund. Moving troughtit is not an option. (like Maginot line, germans didint move trought it, they moved araud it. In sins, you can run pass any defense and go ravage inner worlds.)
Thats how starbases shuld be.
How they are now
Fast consturction time. Enables them be rapidly deployed to hostile or contested area.
Hig cost.
Inability to actualy defend anything. You have option to ignore it and do hit and run to the inner sphere.
Total lack of phase inhibitor. Star base shuld serve as whole graw well super phase inhibitor. (900% to time) Comitting any and all assault forces to fight or search way araund it.
TEC and Advent starbases immobile. This turns them into little more than glorified turrets.
Too little Hitpoints at hig levels. Fully upgradet starbase thats tiltted towards combat shuld be HARD to take down.
How to fix starbases to be more 'entrenchy' like?
Long build time. These contruction are for areas that you plan, or have alredy held long, its not some 'oh, lets just slap a big turret here' thing, its a DEATH STAR'S cousin. Starbases are the things that draw your empires border lines! Here be dragons, marzas and Siddy... and here something else!
Low cost. Constructing starbase shuld not be decision of weither gimpping your fleet or not. Long build time (10 minutes or more) will offset cheapness. Upgrades shuld be fast and expensive, since the frame is allredy up and running.
Actual use as a defensive unit. Right now starbase is a turret. Add a phase inhibitor that is more powerful than the building. Remove all enemy mines for the system were you have starbase automatically*. And scale the HP increase with upgrades properly.
Also all starbases shuld be mobile in graw well, period.
**Add the vasari starbase ability to phase betwean phase gates.
And bound the starbase to planet. So as long the starbase you build on planet X lives, you annot build new starbase on that planet. This will prevent phasing starbases in system Y and then building new from system X.
* mines shuld have an expiration time on all other graw-wells, exept the one you have starbase in - also, there shuld be maximum limit starbase can support un-expirable mines, 40 or so, all mines over the limit will expire after 5(??) or so minutes*
**maybe add this ability, the ability to phase starbase, even betwean phaaaaaaaaaasegates, will imbalance vasari defence.**
PS: Add TEC starbase ability to fuse with lvl 6 marza, creating a giant pink SPACE GUNDAM ROBOT THAT WILL RAPE YOU ALL!
And name it SUPER SPACE PAWNBOT 9001! Thats over 9000!
I have not played the beta, and I'm not really planning on it any time soon, but I have one thought about starbases. I don't know if it is possible, or if it exists already... but, what if you could only build them inside your culture? (EDIT: Or anywhere in your culture?)
There are some downsides to this, like the advent getting a bit of an advantage, but there could be a large amount of strategy behind it, and more incentive for using the media hub (and whatever the TEC and Advent call theirs, I'm tired and can't think of the names)
This would also require the research in culture to be done before building a starbase.
It does make sense in a way, your culture is spread by broadcasting stations, and a starbase would probably need a great deal of communication between military bases, home worlds, nearby planets and other things like that.
The starbase could also generate culture, so you could sort of, 'crawl' your way forward, building starbases as you go.
I have no idea if this is possible, or if any of that is already there but yah..
Man, i just dont see me using starbases in multiplayer, i just cant.
Novalith is money much beter spent than this toy.
I would not have been able to build my 4 Novalith cannons, that ended up winning me the game, if I was not able to build my SB. I had only 5 planets left, 2 of those Asteroids and 2 lava , falling back from a lucious ice planet I just lost. I was going to lose for sure (at least I would have in 1.1), so I spent everything I had on a SB and teched up to Novalith. I put all 4 of them on auto-fire, and spent the next hour trying to hold my planet with my SB and what fleet I could rebuild after each wave of attack. I was going to Surrender many times, when the attacks stoped, and I saw the victory screen; he surrendered after the last of his planets were downed.
Like I said, in 1.1 I'd have lost for sure. . .
Ermmm...
First game I played last night was rather nice and balanced 2v2 MP and Starbases literally did what they are made for - they helped me hold what I got until I was able to construct 2nd fleet and fight on two fronts at the same time...
Sure they need bit of tweaking here and there but general "feel" is awesome and IC is on the right track with them!
I agree with PurplePaladin too although my situation was slightly different...
No major redesign of Starbases is needed IMHO - however - mines... That little things desperately need looking after asap!
At the moment, star bases are only useful against the AI. And in this respect TEC have a bonus because of the Akkan's 25% range bonus (lvl 3). Build up armor and weapon systems fast, that is ok. But who the heck said starbases shouldn't be able to move? Who said no more than one starbase in a system? If the enemy comes to your system and builds up a starbase you should be able to do the same in your own territory. Maybe it would greatly help if one SB per faction and gravwell or let's say 3 or 4 SBs per gravwell overall.
Yes, SBs can be bypassed. But these SBs can easily construct frigates to ruin the systems the enemy leaves almost undefended or - even better - can force the enemy searching for your actual fleet to find themselves in a sandwich position between your home-fleet and the one set up by the SB.
only three things need to be change
1) Longer build time so they cant be used for offense unless this is what the devs inteneded it for
2) double or triple the range of weapons (can be an upgrade slot)
3) prevent ships from jumping out from grav well (can be an upgrade slot)
one word.
Recources.
In this game, your goal is to kill your enmy.
Fleet kills enemy.
Recourses builds fleet and economy.
Economy helps to get more recources, but is two edget sword.
So, if you spend to much recurces on economy, and enemy went all fleet. He will roll your economy along with any hope for winning.
If you spend reources for SB against me in multiplayer, i will know abaut it, and i promice, it will ruin your day.
So my point being, balancing the SB's for competetive Multi players. Not for casual AI stomppers. (no disrespekt but, everytime player, that thinks hes hot shit cause he can beat 3 insane AI alone shows up in game, he is for a rought ride against human player.)
Also, SB needs a shield mittigation.
again agree on everything
(tough im not so sure i like the SUPER SPACE PAWNBOT 9001 maybe they should upgrade to the 9002... or skip the 9000 version compltetly (cough)
tough 1 thing that should be added, having a completed starase in a system shouldnt suddenly remove all mines... maybe it should be able to build a minesweeper.. liek a constructionship unable to phase jump.. but wil gradually search and clear mines in your newly conquered system
space station shouldnt take 10 min to build it;s to long.. anything above 5 will be to long guessing 4 min should be enough
ofcourse prices should be higher... and upgrades should go moderatly fast.. and cost .. pretty expensive, and ofcourse also give something for that money
i agree with the point about advent and tec being more than glorified turrets - if the vasari ones can move, tec and advent one's should be able to too.
not hey shouldn't...the Vasari are, after all, the masters of phase space...not the Advent and TEC. The way the movement is set up is fine. They just need to counter the ability of an attacking fleet being able to phase out before being severly damaged.
I really like this thought process right here.
I think the star bases need some ways to reach out and touch someone in a grav well. If you are going to blockade run a SB system, you should suffer some for it.
I'd give each Starbase a special ability that allows it to make a fleet think twice before running past it.
For Vasari, give them an upgrade that allows a SB to phase jump a short distance (Like the maurader does). It will cover 1/4-1/2 of the grav well, and have a 3-4 min cool down. This way, a vas SB can cover almost any of the planet from sneak attacks, and properly intercept a fleet before it gets away. Obviously, a diverson could get the SB to jump early, or even setup an ambush for torpedos.
For the TEC, give them a missile/mini-nova barrage that will 1 shot a level 1 cap. Give it an AOE for swarms of small ships. Give it a 2-4 min cool down so a force blockade running will take a hit, but pass through. Also give it a minimum range so a force attacking a SB can get inside the targetting area. Also, make it have a damage penelty against Torpedo cruisers, for balance. Make it not 1 shot them, but weaken them a lot.
For Advent, give them 1 of 2 things. Either a forced attack me ability, like their battleship has. This will force all ships in a gravwell to attack the SB. This might be overpowered (with mines) or too weak (If a user can quickly override it). Option 2 would be a freeze ability that stop ships from moving. Along with this, allow their hanger upgrade(+1 squad) to effect the starbase, per upgrade. 4-8 extra squads of bombers might make a stopped fleet think twice before charging through. Basically, give advent more squads and a way to slow/stop ships crossing the grav well.
Spyder: I like the orbitting idea too, but I couldnt think of a way to make it not look retarded since no other station orbitted. I'd hate to see the SB pass through research stations and such, and I dont know if its possible to make all stations to orbit.
lol, if it not enought that you have to chase the running carriers in graw well, now you want me to chase aftr his running military labs too?
Yeah, and orbiting starbases would sure make planning defenses a bit tricky, since you could build one right next to your trade port and hangars, and by the time the enemy attacks, it could be on the other side of the planet!
It would only even begin to work if the starbase had a huge range (which it needs, in any case), and if it could shoot that far, then it wouldn't really matter whether or not it orbited, anyway.
Nice idea in theory, but way too many impracticalities.
Heres a solid idea I came up with. Please read this and comment.
One additionaly thing i thought of was to add an additional tactical/logistical structure which would be a targetting array specifically for uplinking to the starbase and increasing it's targeting range. Orbital rangefinders....radar dishes,,,, call it what you want. Each one added adds to the range of starbases weapons by a percentage. This way if a fleet wants to bypass a starbase they would have to at least consider taking out some of the rangefinders to minimize losses adding some tactical depth. As with trench warfare there are ways around them or over them but each comes with consequences. Currently all you have to do to bypass a starbase to a world more close to the enemies homeworld is make sure your ships don't go inside the circle of the starbases weapon coverage and whammo, you've circumnavigated a very expensive defensive structure. Having a tactical or logistical structure (either new or existing) augment the range of the starbase would work out well because it would allow a starbase in a system you own to have a larger range with the tradeoff being less tac or logistical slots whereas a starbase in an uncolonizable world wouldn't have amazing range (because of lack of tac/log slots) making it more of a starport and refueling center and staging ground and also more open to attack. Call it a planetary defense network. This would Also it would add a dynamic in the fact that these rangefinders would have to be eliminated or at least considered when an enemy wants to bypass a starbase as opposed to taking it head on. Personally this type of change would be preferrable to increasing the range of the bases or making all 3 factions bases capable of movement.
Just add a new researchable ability to a new or existing tac/logistical structure to act like the akkan's range increase and make sure the effect only applies to the starbase. Place the research in the later part of the tree so that way the starbase truly comes into it's own later in the game say tier 6 or 7.
Ultimately starbases ranges are too small. To correct it you increase the weapon range, or make the starbases move (making them susceptible to being baited away and adding excessive micro) or by adding another structure which can selectively increase the starbases range which in itself needs to be protected. This type of addition could easily add a tad bit more depth and perhaps the balancing that would work out well. It also goes along the line of starbases being weak at first and gradually evolving to the level where they could be a large player against large fleets.
Controlled orbit....Meaning it stays a set distance away from the planet, but you can move freely around the planet. I thought i was pretty clear in my post.
I find lack of discussion disturbing.
The startbases are big toys now.
Man, I love this idea! Perhaps a variation of it would be the following:
Starbases
Leave the range of the starbases as it is unchanged. However, add the ability to construct those rangefinders, which can be placed anywhere in the gravwell (The amount of rangefinders sustained by a sb can be increased by research). Every rangefinder covers an area in which the starbase can use it's long range weapons (no matter where the sb is located in the gravwell).(those rangefinders could be race specific, too, like moving rangefinders for Advent, TEC rangefinders have a higher coverage, however they are static, etc...)
This would give the defender the ability to cover most of the critical points within a gravwell with the sb. However, the attacker has the ability to destroy those rangefinders, thus he can shoot holes into the defence through which he might be able to circumvent the starbase and leave the system. This would mean a major boost of the starbase attack weapons, otherwise the attacker could simply rush by and leave... The starbase should be able to destoy a cap ship with two shots (will need to be balanced). This would leave both tactics alive:
1:defender:fortify your system by placing a starbase close to the planet (where the close range weapons can be of use), rangefinders at the phase lines, mines to protect those rangefinders and finally phase inhibitors (any force trying to run through this system should be at least slowed down and suffer esential losses)
2:attacker: shoot your way through the rangefinders, taking some losses, however being able to slip by without the need to attack the starbase.
Mines:
something similair could be done with mine fields: A mine control center allows you to place let's say 50 mines within its reach. everything is invisible until a scout detects the control center. if the control center is destoyed, the mines, which it controls are destroyed, too. By research one can increase the amount of mine fields per gravwell. This would definitaly help in clearing a system you just have conquered, but still leave the danger of hidden mines if you did not scout properly...
Just a thought...
EDIT: Sorry, bad english... (too much alcohol...)
I think this thread needs to be split into multiple threads -- the mines, the starbase range, the starbase upgrades...
But it's not, so...
First, the simple one -- the mines. Mines are ... mines. They do not expire. They should not require maintenance, they should not disappear unless cleared or otherwise detonated. This is the nature of a mine. If everyone's getting a little too mine-happy, perhaps mines should cost a small amount of resource (for the production of the mine), to discourage spamming the whole map with mines. If this happens, the mine layers should be much cheaper to build, as they'll cost you resources as they lay mines.
I agree that starbases should take longer to build. It should NOT be possible to "deploy a starbase" during an assault on a planet. That's just absurd, unless you control the planet for a really long time.
They should also be expensive to build. They require significantly more materials than a typical mobile ship. But with this, they should bring significantly greater endurance and significantly more powerful weapons.
The best way to accomplish this is probably to simply build them in stages, similar to how they are now, but starting with a very cheap, weak station (perhaps starting unarmed) with MANY more upgrade slots available. You can gradually build up your starbase from a useless listening post up to a massive battle station, and individual systems become available as they are completed.
Add individual modules for stronger armor, stronger shields, weapons range, weapons damage, antimatter generation, strikecraft hangars, trade station, culture, phase inhibitor, anti-mine gear, repair bays, etc. It should ultimately be upgradeable with weapons that cover the entire gravity well, and can be far more powerful than anything mounted on a ship. You could even add engines to it if you opt for it to be mobile within the grav well, though it should always be very slow and should not be permitted to phase jump. Frankly, I think the vasari starbase is waaay too fast.
Galactic Civilizations 2 did starbases pretty well... you built constructor/supply ships and sent them to your starbase position, each one bought you one upgrade. If you really wanted to, you could dedicate your whole empire's economy to cranking out upgrades to a starbase by having each factory send its ships to the starbase. I don't think that model will work for sins, because you could just jump into a system with a fleet of constructors, that pull some voltron maneuver and become a death star or something.
But building starbases in lots and lots of cheap stages will likely provide enough flexibility to design and balance to make everyone happy.
The thing that starbases should be really useful for is securing unowned chokepoints, like STARS. One of the most frustrating things about the pre-entrenchment version was that I could hold a whole star system, but had to jump my fleet away to go after more, and couldn't leave behind enough firepower to prevent people from jumping in and ravaging my planets. Being able to jam a starbase into the star system's entry point and wander off to work on something else is what I was salivating about when I first heard about the expansion.
My $0.02.
I like where brad is going with this but the initial sb should be armed with say a cap ship strength weapons and go from there. I like the idea of it being largely upgradeable and highly customizable to fit all kinds of roles. Main point is it has to be able to defend your empire some how. What I mean is not have fleets run by and destroy ur other planets. Maybe they meant for you to build one at everyworld but in multi play this just wouldnt work. Even tho they are cheap to build you cant afford to build at everyworld and ur enemies fleet will crush you.
I must say I disagree on some points;1) A fully upgraded (armor) starbase is quite strong.
2) Please, do not make it mobile, these things are made to be bases, a base is usually meant to be somewhat static.Increasing the limit of starbases in a gravity well from 1 to 2 would be far better. (There should be some drawbacks though, to stop this from becoming impossible to beat - such as they take up all the tactical slots or so.)
3) A built-in phase inhibitor would be sweet, but 900% is way too much. The phase inhib. has a 700% cooldown rate modifier, and that's a dedicated structure. A non-dedicated counterpart shouldn't have more, that's just illogical.
A nice thing would be to add a refinery to it when adding the trade port as well, that makes it more flexible, for usage in both military and civilian ways.
And don't say that you can't use many capital ships effectively, I despise frigates, and only use them when necessary. (As little as possible in other words.) - Some level 8+ capital ships can take on a lot of foes.
Have you tried this against anything other then AI? Unless you have a lvl 6+Marza in your fleet, frigs/cruisers will own a cap fleet, especially since it is hard to get lots of cap to high exp levels as they share the exp.....
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