I recently purchased entrenchment and after having played a few games I've noticed that the Starbase upgrades don't seem too well balanced, particularly when you consider that many of them need to be researched in addition to being built against the 8 slot limit available to a starbase. In particular certain abilities stand out as being pretty weak and noth with the research time/development cost/upgrade slot on the starbases. Here's the ones that stood out to me as being pretty pointless
The vasari repair starbase repair ability seems useless. It's one more thing to research on the defense tree (taking time away from other more valuable topics) and the result just seems to allow the starbase to slowly self repair during a fight. It's not clear if spending the second point in the ability even improves it significantly or even at all. Either way the upgrade slots would be better spent in the generic defense upgrade which makes a starbase massively more survivable than this repair ability particularly if you max it all the way to the 4th level.
Another ability that all the starbases seem to have is a planet denial upgrade that prevents an enemy from colonizing the planet you built the starbase around. I really don't understand how this would ever be useful given the cost of research and spending a slot and resources to upgrade a starbase with it. Am I missing something here? What's to stop an enemy fleet from coming in and destroying the planet anyway (avoiding the starbase). Simply denying colonization seems pointless if it fails to prevent the planet from being bombarded out of usefulness in the first place.
The advent starbase has a culture broadcast upgrade for their base the seems fairly pointless as well. I've never seen anyone win a game with culture anyway, it's the space battles that always decide the multiplayer games I've done. Culture defense techs pretty much ensure it's trivial to catch and halt a culture push before you lose a planet to it and even if you did lose a planet you wouldn't lose the orbital structures and the opponent wouldn't actually capture the planet so it's fairly easily fixed, again better off spending those slots on the meteor thrower or destabilizer.
The TEC safety override protocol is another seemingly pointless upgrade. The major cost of implementing so situational an ability seems pretty pointless. It also seems like it would be fairly predictable/avoidable by simply sieging the TEC starbase from outside the range of it's detonation or simply commiting the minimum required forces to defeat the starbase even if they use the ability the attacker's goal is still achieved as the base will be gone.
It's also interesting to note the economic upgrades are rather imbalanced as well. Vasari gets colony pods which while rather expensive produce a nice economic boost to drive their war machine in a late game scenario. Advent gets the 30% allegiance boost. This upgrade can be particularly good since it'll scale with the economic output of the planet and structures in the gravity well espescially if they are further out from the homeworld, like a desert planet loaded with trade ports that would normally cap at 35% allegiance suddenly almost doubling to 65%. But TEC gets the shaft here all their starbase only capable of being fitted with repair bays/shipyards, which is at best maybe gonna free up a logistics slot to throw down another trade port.
Finally there's the issue of mobility of the Vasari starbase. This gives it an incredible advantage allowing to to very effectively defend against attacks while the other races simply have their bases simply get flown past and watch helplessly as the planet is bombarded from the opposite side. What adds insult to injury is that this movement capability is baseline, requiring neither research nor a starbase development slot/resources. Perhaps to balance it, the Vasari starbase should have to switch modes between mobile/immobile carrying some penaltys while in mobile form (offensive capabilities restricted perhaps) or conversely giving this option to the other races starbases but with lesser or no restrictions on the vasari.
AHAHAHAHAHAH AAAHAHAH
gtfo troll
I'm not sure I would want a nano-shield. I'd much rather have a large shield, or at least a medium shield.
To those who disaprove of Aux. Government (and similar) remember that the ability is not 'can't colonize' but rather 'can't lose controll of.' Therefor, even if the enemy fleet runs around your SB and bombards your planet, you lose some taxes, for a while. With no additional action on your part, your population will return. You get to keep all the upgrades that you purchaced.
I don't use it much myself, but I can clearly see it being useful in some places. Always remember that no two SB are alike. (much)
Keep in mind that higher level upgrades are more expensive, so lev 4 armor would cost I think around double what lev 2 armor, lev 2 repair would.
Correct me if I am misinformed, but don't the SB's colony abilities allow structures in the gravwell to still function, so production, trade, etc is not disrupted? Also I thought it allowed you to still control the gravwell, i.e. build structures etc. I haven't had a situation like this yet, but it seems like that would be quite helpful if your planet got bombed to oblivion.
I would like to see the ability to 'scuttle' or remove upgrades on a SB so that they can change duties. For instance, say you had a frontline SB that had a lot of weapons and armor, then the frontline moved so you would like more of an economy boost from the starbase. I would like to be able to remove upgrades and add new ones. (Incidentally I'd like to see this with caps as well; allow you to retrain an ability if you haven't used it yet or something. Sometimes I just click the WRONG BUTTON!)
I have made this suggestion before, I also think you should be capable of scuttling all upgrades on a SB and starting from scratch, because simply scuttling the SB is too high a loss.
Or, how about the resources you get back from a scuttled SB increase with the no. of upgrades?
I'm not sure if this has already been implemented.
IC said they wanted SB upgrades to be hard choices and perament choices. I doubt you will see the ablilite to redo your upgrades.
It would be too easy to build economic bases everywhere, then scrap those upgrades for combat ones if an attack became imminent.
Genius post.
I do think vasari starbases should need an upgrade+research to begin moving. Or the move speed should be extremely sluggish and allow it a large increase in speed via upgrades.
That's what happens when you play SOASE into the early hours of the morning playing those "5 more minutes".
I tested TEC base's Last Resort against one hard AI. They attacked me with 1 Marza and a bunch frigates and cruisers. I detonated level 2 LR when everything is in range, I killed everything except the Marza. The ship still has around 25% health. I thought 8000 damage should had kill it.
I am going to absolutely positively completely disagree with you on the TEC's Final Protocol. It is amazing when you are faced with multpile allied enemies with impossibly huge fleets. Although you are right it is situational and only usable once good luck taking it down without severe losses from that ability. And your just assault it outside range idea try that with my hangars that i am bound to have around filled with bombers targeted at those ships. I have seen one final protocol take out almost 1000 fleet supply of four different enemies and the only ships that had standing afterwards were a couple capitals with under 1000 hp a piece.
YOU WIN FOR THIS. omg i literally laughed out loud
I don’t know if anyone has talked about this but I’ve seen my Vasari starbase take on a rather large fleet with only the help of a couple of turrets and survive only because of the frontal shield and debris vortex. This has happened quite often (dam primary fleet being in other star systems)
I didnt read the reply's but anyway - you are STUPID.go back to the game and check again.or better login to multiplayer and see how all those upgrades used wisely and in time.
oh sorry,its a necro post
There are many great features available to you once you register, including:
Sign in or Create Account