It's a little frustrating with all of the planets spinning not to be able to get starbases to spin with those orbits at a player determined rate to account for the solar systems orbital spin rate relative to the entry phase lanes..
Ideally an upgrade would enable the player to conduct a burn to another position (a position facing the likely enemy attack position). This burn would take time and have a huge cooldown before it could be conducted again.
I understand what you are saying. You want to defend your planet without using some gimmick that doesn't make sense. I'm using Sins One as a comparison again. Aux Gov lore-wise doesn't prevent damage to the planet. It prevents you from losing control. Think about Vasari. In the lore, they govern their slaves/workers using orbital structures and force their will through bombardment. Aux gov for all three factions showcases this. We also must remember the game is still in development and is not even close to being as balanced as its parent game.
Starbases are meant to delay as long as possible. They carry extreme hulls and shields with low DPS; your mobile fleet carries lower hulls but higher DPS. In terms of cost per hull/dmg, your mobile fleet and starbase should even out. The difference is your starbase will live long enough for you to reinforce it with a smaller fleet and/or repairs.
Based on the counter system that isn't present in Sins II quite yet. Starbase armor type is module armor and deals medium-type dmg. In Sins I, you use Tec Orgovs and Advent starfish to counter starbases because they outrange starbases and buildings. Anti-module ships were the counter to starbases. Anti-module ships carry high DPS, low health, extreme range, and use Very Light armor type. Anti-medium does 100% damage to Very-Light Armor. Anti-Module does 200% dmg to Moduel Armor Type. But most of the time that doesn't matter because the starbase can't target the anti-module ships unless using Target uplink. I think a lot the concern here comes from the lack of a "ship-type counter-system".
Long-range frigates counter light frigates
Module cruisers counter Starbases
Heavy Cruisers Counter Long range frigates, capital ships, titans
Light frigates counter support cruisers and flak
Support cruiser Counter heavy cruisers
Carriers counter long-range frigates and bombers with fighters or Counter heavy cruisers, titans, and capships with bombers
Bomber counter starbases bases, too
Fighters can be used to stop bombers and do moderate dmg to support cruiser/module cruisers.
You should think of Starbase as your hefty stationary Defence that allows you to hold a planet while you fight elsewhere.
My thought on this topic would be to keep Starbases as an early-game(Tier 2) option but keep aux gov a mid-game(Tier 3) option.
Another big thing. I'm not sure if the starbases include jump degradation. That might be another issue. JD = 30% hull loss and 100% antimatter loss if leaving a system with a Starbase present.
Fun Fact: Starbase in Sins 1 when Entrenchment was released starbases were almost unkillable in the late game. Titans and other dmg bonuses were introduced in Sins Rebellion to counter beefy starbases such as planet for the planet(AL), savage thrill(TR), regen in Culture (AR), Fury of the Unity (AL), phase jump dmg boost(vL), Militia(TL), and 150% hull regen rate(VL).
Like the opening cinematic says it all. The factions made titans push heavy defenses aka unkillable starbases with aux gov. My headcanon is the reason they split is to give the game more diversity 6 factions instead of three.
Another thing to mention is that Sins 1 holds a system that is rarely talked about. The "Chance to hit system"
Heres link and chart for it by someone smarter than I lmao.
Something I haven't seen much of is talk about how damage works in Sins of a Solar Empire, yet it is one of the most important things to take into account when creating a fleet. I'm using a lot of information from Gameplay.constants file in the GameInfo folder for Rebellion 1.1.
SHIP TYPES
Each ship has a damage type and an armor type (the corvette has 2 damage types) which determine what ships it deals a lot of damage against and which ships it takes a lot of damage from.
Note: Module is the armor type for structures, but the starbase uses it, too.
DAMAGE TYPES
CHANCE TO HIT
Bombers and fighters are very light, and one may wonder why their capital ships suck at taking them down. The reason is that there's a high chance for fighters and bombers to avoid being hit by an attack. Here are the %hit values:
I agree that Auxilliary Government would be a way to allow a planet to fall while making the enemy attack your starbase if they want to capture the planet rather than just cripple your economy. However mechanically I just don't know how auxilliary government works. How does a government on an orbiting starbase stop the enemy from just landing on the planet and building on it anyways?It just seems like a silly mechanic logically.
Now if the starbase could fire down on the planet while in orbit adjusting it's orbital position to destroy any planetary landing then that would be different.
Is the starbase perhaps harboring the government in exile which means the starbase is organised enough to assault the planet and stop any landings by the enemy?
Is it assumed that the planetary bombardment that takes it's health to zero has not completely wiped the planets population out and that the government can exert influence over the population that makes it too dangerous to land a colony ship?
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