Suggestion for starbases, planets, and fleets

1. Allow ships to form fleets with a starbase. When attacked, a starbase or a fleet with a starbase shoots first. As for what logistic value to give a starbase, it's hard to say. Zero? Six?

2. Remove the Orbital Fleet Manager improvement from the game. Allow ships on a planet to form fleets as they would in empty space. Like fleets with starbases, fleets on planets would shoot first when defending.

3. Allow fleets to leave planets in any direction.

These changes aren't trivial to implement (as they involve adjustments to the AI), but I think it would improve the balance of the game. Maybe something for 1.3?
7,443 views 10 replies
Reply #1 Top
^
Reply #2 Top
When attacked, a starbase or a fleet with a starbase shoots first.


Oh, screw that. You're the one defending. You're the one with the 30+Hp starbase that can have gobs of guns on it. I'm attacking, so I should get first strike. Otherwise, you just make starbases fortresses.
Reply #3 Top
Otherwise, you just make starbases fortresses.




Now that is a good idea
Reply #4 Top
I like your ideas. they have a lot of merit, especially idea 1 and starbases.
Reply #5 Top
Oh, screw that. You're the one defending. You're the one with the 30+Hp starbase that can have gobs of guns on it. I'm attacking, so I should get first strike. Otherwise, you just make starbases fortresses.

30 hp is nothing once fleets have 100+ attack; I never put anything more than Battle Stations on my starbases for this reason.

The goal of these changes would be to create defensive hardpoints in a territory to balance out the significant advantage that attackers get. Also, it would make "defender" ships more useful. Right now, in the mid to late game when you're able to put three hyperwarp drives on a ship, it's too easy to blitz an opponent and get space superiority in one turn. After that, it's over: keep popping the defenders they build one by one until your troop transports arrive. With the changes suggested in the OP, ships that end their turn in the safe haven of a friendly starbase or planet would be much less vulnerable to fast-moving enemy fleets.

This defensive first-strike behavior could be tied to an expensive starbase module (early warning sensor network?) or planetary improvement (starport upgrade?) if it's found to be too powerful.
Reply #7 Top


What's this OP?
Reply #8 Top
Good post

I agree.

For the amount of time and money it can take to build up a Starbases att/def, as stated above, it has no chance of survival in the mid/late game. Planets also become hard to defend. A counter-attack seems to always be the best way to defend - but the AI isn't really able to handle this.

Offense becomes way too powerful as techs progress, and it can all be over in a 1 or 2 turn 'blitzkrieg' !

Also, there are other posts suggesting that combat be simultaneous, thus removing the advantage in attacking and also the 'Paper Tigers' (lots of guns, no defense) that you can batter the AI with.

Improving the opportunity to build strong defenses needs to be looked at. Of course, it still needs to be balanced.
Reply #9 Top
An alternative way of dealing with this would be to give a bigger boost to HP as you progress through the techs, to match the increase in weapon power... One thing I thought would be nice would be a module that directly increases the HP of a craft.
Reply #10 Top
What's this OP?


OP = original post, the post that started this thread