| I suspect that the "defenses stop mattering after stage X in the game" thing has at least a few signficiant dependencies on play style, or at least for tech-heavy strategies. For DL, I almost always played gigantic maps and it took the AIs until very late in the game to build single ships that could zap my fully defended bases. |
Some games I've played did get past this "stage X", and I'm certain that many other players have as well. Until that time, starbases can take care of themselves. I often leave them as 'traps' early in the game so the AI will be tempted to destroy them, and thus send their ships to their doom. My concern is, because of the new combat system, that this "stage X" can be reached a lot sooner, and the power gap can get to be a lot bigger.
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Anyhow, I've done some thinking about possible solutions. This is what I've come up with:
1#: Space Stations and Space Fortresses.
The term "Starbases" might be a little miss-leading. That term implies that all starbases should be combat capable, even after this "stage X". To solve this problem, each starbase type should be able to have the option of being a Space Station (Non-combat design), Starbase (Moderate combat value), or a Space Fortress (Extremely difficult to destroy). This will provide something for starbases to be compared to in terms of power. Obviously, the Space Fortress model should have "Combat Modules" un-available to the other designs, but may be very expensive to add, and may require additional techs. Space Fortresses should also have much more hitpoints, at least more than an average huge hull. It might be a good idea to have Space Fortresses to cost more to build initially, and have a larger upkeep cost so players don't automatically make Space Fortresses because its strongest design.
#2: Drydocks.
Although I would like starbases to be stronger, I wouldn't mind having a new type instead. Drydocks, like seen in various sci-fi shows such as Startrek, can build space ships in space. Like planets, they should have their own production rating that they can use to build ships. They should also pay for any production they do use, much like planets. Their production rating should be upgradable by installing new modules, possibly unlocked by researching industrial and power plant techs, or even by their own tech branch.
The only problem is, what is the right balance of production for this new starbase? Having them being too little will prevent them from being able to build anything except the cheapest of designs. On the other hand, having the production being too big will allow them spam powerful ships.
This is a difficult question to answer. I expect that different players build ships their ships in different ways. Some might build just the hulls, so they are produced quicker, and then upgrade them to what ever they want. That would reduce their production requirements, and would leave them with more room on their planets for other structures such as stock markets. Some players might create a few specialized factory worlds that could spam weak ships, or build strong ones with terrifying speed. Others might try to make every planet moderately capable of producing ships. This helps to prevent them from being crippled if they lose a world or two. Some players might even skip the whole building their own ships process and simply buy them off the other races. Not only does it provide them with ships, but also reduces opposing military might. I'm also sure that the Korx enjoy the business arrangement too.
P.S.
For #2. Could some people provide some insight in other methods that might be used to produce ship? It'll help in finding a good balance. Also, how much production do consider moderate?