You might have guessed from the title that I am not happy with the current state of the game as it pertains to Starbases.
I as generally happy with the game play in GalCiv2 in almost all ways except for Starbase abilities and management. My big hope was for a major improvement in Starbases, their construction, abilities, usefulness and versatility. To say I am disappointed would be an understatement.
Pros:
Cons:
I think Starbases:
But I ain't gonna get any of the above so I will go play SoaSE or Endless Space and wait for Gal Civ 4
Ok bye
Being able to have shipyards sponsor starbases would be an idea that could greatly reduce micromanagement.
Your loss, I guess?
I would like Military star base to act like a turret and attack any enemies that come into its range ( those we are in war with) ...
that is the only issue I have , watching enemy's fleet passing by my military star - base on its way to invade my home planet yet my military star base will do nothing about it unless it is attacked ... kind of silly
Thats kinda the point, the only thing I lost was the money I spent on being a founder. Nothing in the scheme of things.
I wonder just how many bad reviews a game can take? I think I saw a post about that from a dev, so someone has does the numbers.
Why do the 3rd iteration of space strat games always suck, cough MoO 3, cough
I'd like to see Starbases massively upgrade when it comes to firepower and defenses. As it's just daft when get to the late game and you've got fleets roaming around with around 1000 damage and really high defense poping fully upgraded starbase after starbase with ease. Starbases are supposed to be huge significant structures in space, to take out a fully upgraded one it should be a significant undertaking.
Guess we just don't agree and as for reviews Gc3 has actually had mostly positive reviews both in the gaming press and in by users. A few bad user reviews don't mean the reviews on the whole have been bad.
They mentioned on an earlier post the game has so far beat their sales projections and was number 2 selling game on steam only beaten by witcher 3 for 2 weeks after release and it's still doing well.
So as you suggest if you don't like it go play something else but many of us do like it. As for comparing it to moo3 I'm not going to dignify that other than to say I consider a ridiculous comparison like that an attempt at trolling.
I would like to see starbases worked on, but I don't think military star bases are a complete waste of time, they just aren't as attractive as the other choices (still a problem tbf). It would be nice if they could have interceptor/intervention upgrades to directly impact any fight within their influence.
And I don't quite get the need to specialize either on star bases considering it is not that hard to position them to get most of the effects anyway and you still need to build a fresh constructor to upgrade.
Can't quite speak on how tough they are as I have played the early-mid game repeatedly, but it does seem like a fully upgraded base should be beefy.
All that said, not entirely sure what makes you think they will never be upgraded, or why you would go through the trouble of posting just to head off. Your time though, enjoy it how you like!
I fully agree that military starbases need work.
I think every starbase needs a massive buff to HP because having 30 modules and only 200hp is stupid. there should be some buff to hp for each module, so that simple starbases are still easy and so that fully upgraded starbases require dedication(if military and can fight back) or more than a simple defender(if other type).
As for the role of military, I do see it as useless at the moment. Either they need to have artillery type weapons that can hit ships in their influence, or a shield/inhibitor module where you can't attack anything inside it's radius except the starbase itself. This would prevent taking planets guarded by military starbases. this isn't a perfect option as you would still need to be able to attack fleets otherwise someone could pad the starbase with fleets. but I'm sure you can understand the balance point I am trying to go for.
I think that is a great idea! If every module just added like 10 hp, it would go a long ways towards making fully upgraded starbases more significant. Personally I would prefer more like at least 20 hp per module.
Here's an idea: Let military starbases exude a zone of control that doesn't protect things directly, but involves the base in any battle happening in that zone - 2 hexes or so.
So, if you have a starbase next to your planet, troop transports and attacking craft can't just go to town without going through the starbase. But, due to the starbase overlap issue, you will have to choose between surrounding planets with production/culture bases, or having a military base close enough to protect it.
Having military modules add hitpoints also seems like a good idea.
Starbases. Singularly the best and worst thing to happen to GC3.
My main beef with Starbases is that they require _way_ too much micro and what little labour-saving tools we have to mitigate some of that are useless if you care about not wasting resources building stuff that's over-spec'd (or under when you design multi-construction module templates) for the job, i.e., the 'request' button only builds standard template Constructors.
Bear in mind that Starbases give massive logistics values to the tile they're in - they can have a truly immense ship numbers defending them compared to mobile fleets. Think of them like a castle - it's more powerful the more units you put in it, but vulnerable if it's not properly defended.
The point being, Nas, is that you don't need to attack them first in order to get to your primary target; you just- move round them. Military SBs need to be able to project some of their power, in a meaningful manner.
Off the top of my head, there are a number of things that could be done to make Military SBs worthwhile:-
If you have 65 units in the starbase, then there's your power projection right there - half a dozen full fleets, buffed by the base. It's a fortress, not a mobile attack unit in itself. If you're not stacking up a garrison, you're not using a military starbase properly. It's not meant to replace fleets - it's meant to compliment them.
Once again, point being that no matter how massive your garrison if you can't prevent the enemy from swooping right past it to get to its primary target then what good are they. If you could move a larger number of ships around as a fleet within the SB's ZoC, or have said stationed forces auto-join battles within the SB's ZoC as 'rapid response', then it might be worthwhile having that Military SB there instead of just parking fleets near/on your worlds.
EDIT: Let us not forget that in the late game ships have so many moves that they're pretty much teleporting from planet to planet; you can't intercept something moving that fast using a TBS. If Military SBs allowed some form of a 'rapid response' mechanic that functioned within their ZoC then they would have true projection of power capabilities, not just a garage for lots of ships that can't fight as a force unless they're attacked directly.
You can prevent them swooping right past it by moving the ships out. They'll also benefit from buffs within the ZoC. If your fleet isn't good enough to defeat the enemy with the buffs, well, you've been OCP'd.
It'd be nice to see this automated to some extent (being able to set an intercept order for the fleet would be nice on all fleets, regardles of whether there's a star base there), but I don't particularly want to see the introduction of starbases that can fight across a whole sector - it's not exactly hard to catch a planet in between three bases, which would permit defending fleets with logistics values in excess of 200.
No, you can't prevent the enemy from swooping past your glorified garage in the mid to late game where moves are so high that stuff practically teleports around. See edit.
Also, by having to move your fleets out you are losing your Logistics advantage, thus negating the one advantage that Mil SBs have in that regard.
Mil SBs are pants unless directly attacked (and even then they're so weak that they fold very quickly to a half-way decent fleet), but no-one who knows what they're doing will do that if a huge fleet is in defence thus rendering the Mil SB pretty much a waste of resources.
That's true enough, but the answer there is just buffing the tractor beam and grav generator modules, rather than making starbases fight in their ZoC.
The size of the rapid repsonse force should be limited, perhaps even based on the number of modules present on the SB. This is pretty easy to rule for. That said, a planet that has numerous Mil SBs in the area absolutely _should_ be a tough nut to crack. Presently it's not because you don't have to engage any of the SBs directly, you just swwop past them, and only have to deal with a distinctly marginal attack bonus to whatever fleet is in defence.
...which still does nothing with regard to allowing Mil SBs to project any power or prevent them from being completely ignored by the attacker.
No, since the projection point was already covered by the buffed attendant fleet. Ignoring them is fair enough, if the enemy doesn't mind an area where your ships are made more powerful and his ships are made weaker. He can, of course, also completely ignore your fleets, if he doesn't mind areas of space where you can attack him with impunity.
Look, I'm not saying that mil bases couldn't use a buff - the effect of their support is pretty limited, and I personally play with all the rings unlocked so they don't preclude each other. But there's no need to completely rework them, as you seem to be lobbying for. They're equivalent to Civ 4 forts. You have a stationary building which acts as a force multiplier around it. That's not a problem imo. They don't need to act as a fleet replacement, since that's not their purpose - they're an augmentation to a fleet.
The arguments in favour of changing them are all basically a matter of using them incorrectly. Those who argue that they're not strong enough to defend themselves aren't garrisoning them. Those who argue that they can be ignored aren't using the debuff modules (they can wipe 30% off enemy movement, and add 70% to the cost of moving - that more or less halves enemy movement overall, which will halt most fleets traversing their ZoC prior to endgame). Those arguing that they can't project power aren't using them to buff an attendant fleet (usually in combination with not garrisoning them).
I'd like to see the 'level' of starbase defences match up to a tech-equivalent max-size ship, which they currently don't at all (so attacking it, the defender gets a 'free' big ship). Currently, they fall behind before Huge. And I'd like to see an additional level of buff/debuff modules balanced for endgame, so that (for example) end-game engines don't laugh at the slowdown effect. And yesw, I'd like to see a hitpoint increase just from adding any module, since destroying a starbase with 30 modules should be harder than killing a naked one. But I just don't see any real reason to rework the basic mechanic of a ZoC-wide buff and a large garrison; that's works fine imo.
No, since the projection point was already covered by the buffed attendant fleet.
That's not what projection of power is. The moment you break a fleet away from the SB you are just fielding a regular fleet and the Mil SB may as well not be there at all. Projection of power presently only exists in the marginal combat buff provided to fleets that are engaged in combat within the Mil SB's ZoC.
I suppose the moves reduction thing also technically counts as a form of projection of power but in the late game moves are so high that even heavy reductions in moves aren't enough to stop fleets from zipping right on by, and even if they do stop within the SB's ZoC you still have to break one of your fleets out to go and attack which takes us back to the Mil SB taking no further part.
The 'marginal buff' includes 85% bonus to all defenses and attack stats, a 50% reduction in enemy movement, and a 50% increase in your movement (and, if you've got the evil ideology trait, a big reduction in enemy HP). What, exactly, would you regard as non-marginal?
EDIT: Make that 145% buff to all attack and def stats - missed the def grids.
I like all of these. The fourth one especially will give you a practical 'stationed defense fleet' option for an area, rather than having to watch over each of your individual planets.
Right now, while you can indeed place a bunch more ships on any one planet or base than a fleet can hold, it is far to easy to fly around defending vessels to get to the next planet in line.
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