Hye, I have recently downoaded Entrentchment and I like it alot. I was playing a game that had five stars. Each player started off on each star and there was one star left over that had a huge number of planets. i forget the name. Anyways when I achieved the ability to jump to different stars I Positioned a starbase on the sun. It went well for most of the game, it had the maxium drone upgrades and it owned (I was playing tec by the way aginst AI). Unfortunatly two of the AI got fleets together and destroyed my starbase. A little bit later I got three starbases on that sun again and upgraded the maxium drones capacity. Now I pretty much control that sun. Has anyone tried this before?
why cant the sun be colonizable?! That would be cool!
i often put sb on stras as choke points after i drive a race out of my solar system, i doo the same for black holes too.
Yeah, on long games where I have way more resources than I can use, I usually build 4 fully upgraded starbases on all the stars. (Including other people's stars if they don't notice! )
yea its given me so much control over who goes in and out. Now very few fleets come in from other systems. Im only playing on normal AI mode with only 3 AI (one started out as a friend but I always attack them too). Soon I will see if this is good against hard mode AI.
Yes starbases are a foil to even the unfair AI, seriously you can fight as many of them as you want as long as you lock an area down with starbases, they'll waste their ships fighting them.
Against all the AI's the trick is surviving the opening, then you just turtle forward as you get resources, sun starbases are a good way of creating a chokepoint.
Ususally I control all the fighters and bombers, take out the anti-structure ships, and then have them help destroy the Capitol ship, its funny how once that cap ship goes down they run.
Um...no one mentioned that stars + starbases + Cap = Captial Ship Level Factory.
If you have a star as a choke point, just leave a Cap ship there, then you'll start to get Cap Lvl up messages like there's no tomorrow. It's like sending your Cap ships to school. Once they Lvl up a couple levels, just move that one out and bring a new Lvl 1 Cap in.
Twin Snakes, how does that work exactly?
One starbase to start things up, 2 weapons, 3 hp, 1 trade and 2 hangar, after this 1st one, 2 wp, 3 hp and 3 hangar for the next two, and then the final one has 2 wp, 3 hp , 1 hangar and 2 ship factory.
(^) Koda0
No, you place four starbases in a star gravwell, bring in a low level cap (1-3) and let it be babysat by the starbases. As the enemy is slaughtered upon the starbase altar of doom the caps experience increases quickly bringing it to level 10. This can happen very quickly with multiple AI
Hmm... Interesting, but I prefer the old-fashioned way of leveling caps. up.
Very nice strategy!!
-Teal
Yeah, the Starbase College for Capital Ships method is pretty reliable. Even a single starbase does well for this. If you're particlarly worried about your cap ship (for instance if it's a level 1 with no support), just have it sit on the opposite end of the gravity well and set the engage radius to "hold position".
On a side note:
Fire!! BAD!!!
Because stars (suns) are made of of super hot gases, otherwise known as plasma (due to their ionisation). As such they are not solid so nothing can stand on them. Plus they are so hot that they would kill anything... Oh, and the pressure that would be in the middle would also be an issue I would think...
I'm pretty sure there's a mod for that. And don't try to explain it as close-orbiting moons or planets either. Then it would be it's own planet (planet here meaning celestial body, just like wormholes are considered "planets" in this context).
I used to be a game developer - Just an idle thought, a sun-focused expansion pack _should_ be dead easy to do. You already have the "planet development" programming inside the base game, add in the "defence" programming from Entrenchment, create some new structures & skills and boom!, new pack, easy gain...
Even in vanilla, I usually end up stationing all my fleets around various suns in the late game. They're natural hubs on multi-star maps, and among the most important things to control.
I think we should be able to control gas planets.
Considering gas giants make up one half of the planets in our solar system, I'm surprised at how miniscule their role is in Sins. I'd like to see them have additional role in the future, but presently unless they're a natural choke point there's little reason to pay them attention.
Well if you want to colonize gas giants just grab the SW Requim mod. Can play a normal Sins game with it by selecting the other AI races rather than random Don't have to worry about the two bonus races then. Or other mods I'm sure. Just my .02 credits.
What I enjoy doing is setting up 4 Starbases (TEC) in another system. That way, anytime his trade ships, or military tries to access me... he gets pwned. Also, I like to set up Starbases in nuetral systems, that way I effectively prevent other empires from setting up here.
Koda0 (^)
i should join the Colledge Of Capital Ship Lerning Through Starbases... i never thought have that great idea ill try that in the next game i play
exactly how are you positioning your SB's? i mean are they forming a square one at every "corner" of the sun.........if a sun had corners that is. or is there two next two each other to guard one anothers flanks? also are they close to the sun or are they pushed out toward the edge of the gravity well so they can catch as many ships coming through the phase lane??
There's nothing like halting all enemy traffic to an entire solar system with a single structure.
It depends on the star, its position to other stars, and the number of phase lanes connecting to the star.
If the star in the the center of the map (center of a cluster) and has multiple phase lanes to its solar system, then four SBs in a square should do the trick. In this case I max out the hanger space upgrades for all the SBs, so they can still provide support to one another, followed by 2 of armor and 2 or 3 of "insert choice here". 56 squadrons (80 for advent*) of strickcraft is enough to hammer most fleets.
If your star is out by itself, such on a 2 or 3 star map in which all the stars are in a line, then placing all four SBs along the 'inbound' side of the star isn't a bad idea. In this case I use the same set of upgrades as above.
And finally, if you are lucky and the star only has 1 or 2 phase lanes leading from it, then by all means focus your defences alongside them where fleets are likely to jump to or from. If you do this, your starbases might be close enough to provide support for each other. If they are, then you can diversify your upgrades a little bit more if you choose.
The biggest threat to you star-based starbases are the TEC's Orogovs and the Advent's "Starfish". You take your eyes off the battle for only a second, and a small fleet of these can move in and empty our your star's grav well for you.
* All 56/80 squadrons attacking the same target provides insti-death to any frigate or cruiser, and knocks out Caps with only 2 or 3 volleys. It doesn't take long to dismantle an enemy fleet in this manner.
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