Suggestion: Starbase Invasions

I had been thinking a while ago how cool it would be if we could take over starbases with troop transports. I don't know if something like this could be done with modding (cause I'm not a modder), but it seems that it would be a patch/expansion intricate concept moreso.

Anyway, the thought goes like this:
Starbase Garrison tech in the soldiering tech tree, as an offshoot like the Planetary Defense techs.
Tech 1 Starbase Garrison , allows Security Office Starbase Module: gives 100 troops to starbase, only one per starbase allowed.
Tech 2 Zero-G Infantry , allows Infantry Barracks Module: +5 solidering on starbase with this module; increases starbase troop allotment +500, troops must be supplied by troop transport (more on this later), up to 4 allowed per starbase, must have Security Office installed first. Also allows Starbase Invasion.
Tech 3 offshoot Starbase Recruitment, allows Recruiting Office module: +10 morale to planets within starbase radius. This module generates troops to fill starbase allotment on its own without having to carry troops to it via transport (number of troops generated depends on numerous factors like influence and happiness of population and proximity to happy planets of owner or unhappy planets of opposition). (Potentially may allow starbase to 'assign' another starbase to where it's troops go when that base is over allotment, like Asteroid bases assign resources, but that may be too much coding, I don't know.)
Tech 3 Advanced Zero-G Training, allows Zero-G Holographic Training Simulator Module: +15 soldiering on starbase with this module; only one allowed per starbase, must have at least one Infantry Barracks installed first. Module costs extra 500bc to construct.
Tech 4 Marine Barracks (req also Space Marines Tech), allows Marine Barracks Module: +10 soldiering on starbase with this module; increases starbase troop allotment +500, troops must be supplied by troop transport, up to 2 allowed per starbase, must have at least one Infantry Barracks installed first. This module also enhances the Recruiting Office module by bumping the morale boost to nearby planets +5 and increasing the rate of recruitment for the starbase (double the rate depending on the math used to determine recruitment).
Tech 5 Special Ops, allows Spec Ops Barracks module and Spec Ops Training Facility module. Spec Ops Barracks Module: +10 soldiering on starbase with this module; increases allotment +500; only allowed one per starbase, must have at least one Marine Barracks installed. Spec Ops Training Facility module: +10 soldiering on starbase with this module, additional +15 if starbase has Spec Ops Barracks; must have Advanced Zero-G Training module installed; costs additional 200bc to install; only one allowed per starbase.


Starbase modules could be added to any type of starbase unless otherwise noted. Troop transports and colony ships would get an option when entering the same space as a starbase, much in the same way constructors do already, that would allow them to 'Dock' with starbase. Then when moving them away from square, they would get the same slider bar option as they do when leaving a planet, allowing you to leave troops there or pick them up. Note that module bonuses only apply to the starbase and do not follow the troops themselves. And, like when people are in transport aboard ships, these troops do not bring in tax revenue (or maybe reduced revenue) while stationed aboard a starbase.

These are a lot of increases for the Starbase Soldiering, but very limited in troop allotment compared to what you could bring against them in multiple troop transports.

By the same token, opposing race troop transports would get the option to invade the starbase like a planet. First the defenses would have to be taken out, which means another script for the attacking fleet to blow up the base or take tactical action against the defenses and not the superstructure itself. This should reduce the effectiveness of the weapons in that fleet against the starbase, and those weapon modules would have to be removed from the starbase in any event of a fleet Victory against the starbase (I know a lot of coding changes and stuff). It would be like a planetary invasion where all the ships in orbit have to be gone first, then the transport could get the invade option. Unlike planetary invasion though, one doesn't get the options of Tidal Disruption, Mini-Soldiers (they would blow holes in things they weren't supposed to), Mass Drivers, Propoganda, etc.

The major point of note would be that at some point it would simply be easier to blow the stuff up than to take it over, so the Race AI would have to be tweaked a bit to make sure they were interested in invading starbases instead of just annihilating them (dependant upon the race in question of coarse, like the Drengin might want to take them over, while the Korath would be more interested in just erasing them from the galaxy).

Anyway, just a few thoughts I wanted to put out there. Maybe too late for the expansion, but possibly a patch for expansion buyers...?


(Edit - BTW, this is the second incarnation of my idea. The first might have other aspects to it that I forgot, but is on a compy whose vid card just fried so is inaccessible for a little bit)
8,243 views 9 replies
Reply #1 Top
so, the first question is what do you think?

and the second question is, Is this something you think you might use (either in defense or offense)?
Reply #2 Top
You could defintly use that in offence, and if the AI can use it in offence and take over fully built starbases, then you'd need to be able to do it in defence aswell. I like the idea, it's a little bit complex though, and kind of hard to put into the game I'd guess. It would bring a major strategic advantage to the game, all you have to do to get a starbase is take over your enemys, instead of destroying it and rebuilding from scratch! arg I hate that!

Good ideas,
Fate,
Reply #3 Top
It would be very cool, but something tells me this isn't going to make it into the final release of DA Maybe in a later patch. Hopefully!
Reply #4 Top
I like it! I could finally show that stingy AI!! They never consider giving you a mining base in diplomacy, even if you surrender and give them everything you have!
Reply #5 Top
I really like the idea, especially when dealing with a fully developed enemy resource base. You've thought this through in a fair bit of detail, which is also good to see.

I'm not sure I agree with all the implementation and balancing (I might favour soldiering penalties and bonuses instead of large starbase garrisons), but it's definitely something for the devs to think about for GC3.
Reply #6 Top
Good idea - I like the fact you appear to have thought this one out abit, however I don't think stardock will have the the time to put this in before release though!
Reply #7 Top
I think the only things really preventing this is that theres no Starbase Soldiering ability. Also no way to dock transports. If that was added then I believe we could do the rest.

I really like this idea and very much hope it becomes possible to create
Reply #8 Top
Docking ships would be nice. Not just to help out Starbases, but, hey, the crew's gotta have a space beer once in a while. If it was me, and dockable-bases were a "go", I'd either make them a part of cultural bases or a type entirely of their own (with their own tech tree).

I was complaining in another thread about the uselessness of starbases in the later stages of the game, how they can easily get blown away by any small fleet, how they need better tech, etc, so on.

Then a better idea came to me, and one that's easily implemented, I think, code-wise. Simply give starbases "Auto-Warning" capability similar to the ship's Guard algorithms. If an enemy vessel comes within the base's scanning range (a good reason to invest in that, too) it'll flag you at the start of the next turn with all the other messages. This is essentially the base getting on the subspace transmitter and saying HELP!

Of course, you might not be able to cover it. It might be too distant, you may not have a ship available, etc. That's the breaks. How often did the Enterprise arrive at bases or outposts when they were already annihilated? Space is vast.

I really think its a better solution than beefing bases up - and a good reason to introduce stealthy ships later in the game >
Reply #9 Top
Yes, I am bummed that I didn't get the beta earlier to make this suggestion.

On the topic of Docking ships, I agree, it might be nice to have a Cantina module or something for Influence bases for some benefit to the ship. Maybe just a morale bonus for ships in range, instead of needing to dock it? I dunno. I'd think that the coding is a whole lot easier if they only have to give options to Transports for docking/invading, and any ship with weapons to "Destory Defenses Only" or "Obliterate/Erase Starbase" options. But hey, what do I know?

I also had ideas about a Flight Deck Module and Starfighter Production Facility module, and thus subsequent starfighter improvement modules and possibly even logistics benefit modules within the radius of the starbase.

My thought was that the Starfighter Production module could create Tiny or Small sized hulls without any Life Support components, and with a special Starbase component (like a Life Support) which would only allow it to operate within the radius of a Starbase. Sure, it could move through overlapping radiuses, but it would allow for a permanent garrison of ships at the starbase similar to the ships in orbit of a planet. Mostly, I'm sure we've all wondered what to do about the earlier ships we build in the game, and would like them to be more useful than simple scouts or suicide runners, this would be a nice way to keep them included long term: garrison them at a starbase, for which they could add to the defenses, assist in nearby planetary defense, or assist mearby fleets in the same way that Military starbases do with their Assist modules. With the logistics modules it would allow a fleet in the radius to add the starbase fighters at no logistics cost to the fleet (alternately from a coding point of view, the Starbase ship component could reduce the logistics value of the ship to 0, or something).

I like the auto-warning thought too. Maybe when the alert is sounded, you could get the option to "Scramble Fighters to Harrass the enemy" which would do some minor damage to the enemy fleet while in range of the spacestation and slow it down a bit until the Flight Deck was destroyed (so not fighters as actual ships here, even though it would require garrisoning those small ships at the starbase, but rather a fleet-affecting starbase effect). Just a thought.

I'm not too sure about it all in all. It definately needs more work to flesh out for a viable idea which would be worthwhile to spend and build up to, even in the late game. But I thought I'd throw it out there while I'm still working on it for thoughts.

I'm glad you guys like the Starbase Garrison ideas. Thanks for the positive comments. I hope it makes it in some later patch too.