Feature Request: Multiple Starports Per Planet

I'd like have the option to build as many starports per planet as I want to. That way, I could have (and the AI's could also have) front line military production planets ready to produce entire fleets at any time (subject to normal cost restraints, of course).
7,025 views 17 replies
Reply #1 Top
um, what would the point be of multiple starports on a planet? all the starports do is allow you to build ships, the production comes from your factories. With the way it works, you only need one starport.

Perhaps you could explain the reasoning behind your idea and how you think it would work?

Besides you can still only produce one ship at a time, just like you can build only one structure at a time.

In a Real Time Strategy game this would work with multiple barracks, starports, or any unit producing structure, but this is a turn based game. If you want fleets, have many planets producing ships. Why do you think the AI has all of thier planets with starports?
Reply #2 Top
well in real life factories dont build 1 car at a time so 1 factory could do MANY cars at 1 time. If you had many factories on a planet, with many starports for assembly, that would speed up the production per planet a lot. but of course this is a game, and that would unbalance it badly

im pretty sure he mean that more starports "could" builde more ships, since factories are "mass procudtions" centers. think about it many small parts are made, then assembled on space at Zero G, MUCH faster than on earth, thats the whole point of starports in the first place.

Anyways, the game is fine, and this would be completly diffrent from what we have now programmically-wise. And dont flame me cuz I dont really know how the "inside" of the game works at all, Im a wizard kinda guy. thats why I dont use Linux. LoLZZ


Monc34
Reply #3 Top
I'd settle for being able to being able to set my starport to "continuous production" so that if my planet has a military production of 400 and I'm building a design that costs 325BCr, that 75BCr are carried over to the next ship. This would be especially usefull when mass-producing constructors.
Reply #4 Top
I agree that you should be able to build more starports, it's really annoying that my main planet for building ships, that i'm making destroyers at the same rate as dumb little fighters, it's also annoying that I have to wait a month just to get a small fleet of fighters. And I would like for the enemys to be able to build multiple ships on one planet, to me the AI seems to never declare war unless you wait forever, and I don't like waiting that long just to try out my shiny new battleship, and if they don't declare war, then they probably only have a few fleets of fighters.
Reply #5 Top
Yes I know, but this is the same thing, or opposite depending on your perspective, as having planets population increase dramatically in just a couple of weeks, com on it takes 9 month for a baby to be born!! LoL at that rate, by the time the campaign begins, planet earth' poulation shouldve been a lot more than 5 billion probably 200 biliion, if that is even possible! Maybe possible but we would just kill each other just trying to get something to eat. jajajjaa

Little off topic there
You know wut would be better??? When a "fighter", be it small or tiny is made, instead of making just "1" it should make a "squad" of 4-6 planets like in homeworld, cuz if 1 car company can make 100's of cars a week, cant we make more than 1 fighter?? goddamn that just crazy, im pretty sure USA's production of f-15 f16 and f22s on wartime could be a lot more than 1 a week. Did you know that boeing make more than 10 planes a month, perhaps more than 20???? If so, pretty sure earth's whole production would be more than 1 measly tiny fighter.



Monc34
Reply #6 Top
I think you would really have to look at game balance issues with an ability to build multiple ships per turn per planet, but agree in principle with the idea that if you've got 500bc mil prod per turn and want to build 100bc fighters, then you should be able to produce 5 of these per turn.

Multiple starports would force the player to prioritize in terms of available tiles on a planet with the number of starports to build, which helps reduce the balance problems.

If one could build multiple ships in a single starport per week, I think the gameplay would be quite unbalanced in favor of swarms of smaller ships. Then you would have to look at the combat engine and allow a ship to target multiple ships with a single weapon in each turn of combat (i.e., a single beam weapon targets ship #1 until dead, then shifts target to ship #2, etc.).

Is it worth it to tinker with the model? Not in GC2, but perhaps in GC3...
Reply #7 Top
You know wut would be better??? When a "fighter", be it small or tiny is made, instead of making just "1" it should make a "squad" of 4-6 planes like in homeworld


You know, I didnt explain myself correctly, in Homeworld, when you make 1 fighter, it "looks" like you made a squad , but its just aesthethic, and thats what I meant, not "really" five fighters per-se, but 1 tiny or small ship would "look" like a squad, maybe some option under the VIDEO tab that says, Multiple Ships per Small or Tiny(Appearance Only), and thats what I meant. Although what tertullian sayed,
the idea that if you've got 500bc mil prod per turn and want to build 100bc fighters, then you should be able to produce 5 of these per turn.

is a great idea and would be kool to implement. Also if you have to build more starports, that would obviously take a tile, so a manufacturing plant is gone, but still there could be a good balance of starports and manufacturing plants that could be reached , maybe 3 starports maximun per planet, that would be OK balance wise. Maybe a system that the higher quality a planet is the less starports it can have til' it reaches 1, maybe 3 is ok till it reaches PQ12, then 2 till it reaches 16-17 and so on.

I agree that isnt going to happen on GC2, maybe GC3

Monc34
Reply #8 Top
I'd like to see military production carried over (as it is done with research already). Planets with large military output should be able to build several small ships in one turn, the current system is unrealistic in this regard.
Reply #9 Top
The point of having, for example, ten startports on a world would be to build ten ships per turn if you have the resources. Yes, it would change strategy, I know that.

An alternative with a single startport on a world with large production capacity would be to create as many ships per turn as you have the capacity for, where it would keep track of how much production capacity you have left that turn until you run out.
Reply #10 Top
I can't even begin to describe how bad an idea this would be. There was agame called Master of Orion 3 that had something like starports called mobilization centers. Hes basically asking to deploy ships no matter what combat or space bombardment is done.

Reply #11 Top
Combat? Space bombardment? GC2 is turn-based, so of course, a planet full of startports could be conquered and used just like any other planet. Not sure I understand in detail how your objection applies to my proposals.

Anyway, another application of the alternative principle from my previous post would be allowing a player to rush build multiple tiles on a planet in a turn if they have enough social production capacity to allow it.

Another implication of multiple starports per planet would be fleets in orbit larger than ten: ten per starport on that planet.
Reply #12 Top
An alternative with a single startport on a world with large production capacity would be to create as many ships per turn as you have the capacity for, where it would keep track of how much production capacity you have left that turn until you run out.


Or a short Starbase Tech tree leading to improved starbases which can launch an increasing number of hulls per turn...?

Reply #13 Top
An alternative with a single startport on a world with large production capacity would be to create as many ships per turn as you have the capacity for, where it would keep track of how much production capacity you have left that turn until you run out.

My thoughts exactly.
Reply #14 Top
For those who want to have multiple ships created the same time: take a look at MOO1. Especially at high levels when you need to fight stack of 32K ships
Reply #15 Top
Or a short Starbase Tech tree leading to improved starbases which can launch an increasing number of hulls per turn...?

I could live with that. heh.

Reply #16 Top
For those who want to have multiple ships created the same time: take a look at MOO1. Especially at high levels when you need to fight stack of 32K ships

Well, they're being built anyway, it just takes longer. In case there are too many ships, increase the maintenance costs.
It simply is unrealistic that it takes a good planet the same time to build e.g. a tiny and a large ship.
Reply #17 Top
I am not sure if I like the idea of being able to build multiple ships from a single starport or not. I agree that it would dramatically change the dynamics concerning the strategy of the game. For better or worse I am unsure.

Not sure if any of you have ever played Axis and Allies, but looking down at the board and seeing one plastic tank, I tend to think of it... the tank... as a division of tanks. So I tend to see my tiny fighters as being "flights". If I place them into fleets then they become a "Fighter wing" Say a capital ship however, I view only as one. Same in Axis and Allies, A battle ship in the Atlantic I only view as a single battle ship. Why? Dunno.. My imagination, my rules I guess.