Suggestion -- Possible Starbase Upgrades Interface

When dealing with starbases, I'm often left at a loss when it comes to determining whether I've maxed them out at my current tech level, module wise. Is there a way to see what modules are still possible for a starbase, and if not, could you add something to the interface which allows you to pull up the expansion possibilities for an individual starbase?
6,381 views 14 replies
Reply #2 Top
i don't personally think the game needs any more window dressing like this, i'd rather they concentrated on other things that add more to the game.
Reply #3 Top
i don't personally think the game needs any more window dressing like this, i'd rather they concentrated on other things that add more to the game.


This is hardly window dressing. When dealing with multiple starbases, it is easy to get confused on which ones have the modules they need. Instead of selecting each one and sending constructors there via trial and error, it would be better to show the upgradable options without having to send a constructor. You could even use a similar interface to the one already used. This would increase functionality, add a lot to the game, and not take much time.
Reply #4 Top
2nd (or 3rd) the motion. Just expand the window when you click on a starbase to show the available enhancements (including ones up the tree that need predecessors - marked as such, of course). This may even be a list the AI could tap into to avoid the multiple single constructor starbase trait?
Reply #5 Top
I'd like to support this idea as well - I hate having to double-click on each starbase to see what modules I have installed.

The starbase changing as more modules are added to it is a good idea, but I need more to effectively manage them.
Reply #6 Top
I'll chip in support as well.

I'd like to move away from my current system of keeping a graph pad beside my keyboard to keep track of which modules I have installed on which databases or which modules I have deployed constructors to install, etc.
Reply #7 Top
I'd like a window similer to the colonies window for starbasses that tells you what each starbase has for bonuses (sheilds, beams, mining, influence etc..., and what type they are.
Reply #8 Top
I'll give a vote for this too; anything that let's you know before launching a constructor, what modules can be built at each starbase.
Reply #9 Top
I agree with this idea as it would make me want to use the starbases more. It's one of the reasons I don't bother with them except for mining and extending the range.
Reply #10 Top
I totally agree.

Micromanaging is very difficult in this game; keeping track of all of my ships and which starbases needs what can be trying.

Right now I have each starbase set as a rally point. But having a dropdown menu would be great. It would be even better if you could click the needed module and have the nearest idle constructor come to build it.
Reply #11 Top
i sort of get around this with way points and having all of my constructers going to a base until it is fulled at that point in the game and then on to the next one until i get back to number one again

only real problem is trying to count constructers going there and mods left to build i just sort of change bases when i start buying the better scanners
Reply #12 Top
I'll support it as well... Either that, or add a starbase screen that consolidates all the starbases' stats sort of like the planets screen...
Reply #14 Top
I agree too and i also second this:
It would be even better if you could click the needed module and have the nearest idle constructor come to build it.


I'd also like to propose this (i posted it in another thread, but it may be fit to stay here):
In my last game i got way too tired of the amount of clicks necessary to upgrade a starbase.
Since 90% (or more) of the starbases that i build are identical and are of 3-4 kind i was thinking of aseembling a starbase project (more or less like a user defined ship: you select the modules , maybe they are built in the exact order you select them for the project, and save the design) and when you try to build the starbase you get prompted with the usual 3 kind (military/economy/influence) and also you get an additional tab "user defined starbases".
When you select a user defined starbase all the constructor on the tile are used to fill the modules enqueued on that particular starbase design until you finish the queue, then for any additional constructor you get the usual upgrade starbase dialog.
If you don't have enough constructor to fill the design queue, when you send a new constructor you get 3 choices instead of the usual 2 (upgrade starbase: "yes" or "no") with the third being "yes, build next queued module"

This way you can simplify starbase constructiuon: you create a design, the you form a fleet of constructors (or simply place a bunch of constructor on the same tile) and choose to build your deign and voilĂ  you get your designed starbase with just a few clicks, instead of a ton of clicks for every constructor you send on a starbase

Also if you upgrade a design (as more modules are available with research) you should also be able to upgrade existing starbases to the new designs.