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Ways to improve Starbases

Ways to improve Starbases

Some ideas and problems

If you have a way to improve starbases, post it here. I've come up with the following ideas, but there are many ways to make starbases better. If you have one, or several, just say it here.

The first is what happens when you are done with the starbase. After an Influence base conquers everything in it's radius, what then? What about when fighting draws away from a military starbase? Some people say that starbases should be able to be 'towed' by other ships. That is a good idea, but there has to be restrictions. How can a tiny-class fighter or a small-class destroyer 'tow' a massive space station? The towing module should be about size 40. That way, smaller ships cannot tow. Larger ships would have less space available to weapons, support, sensors, defenses, and engines at the expense of being able to tow a starbase. And the speed should be extremely low- 1 parsec a turn.

The second solution to that problem is allowing range-increase improvements. A technology trail (maybe off of life support) should allow starbases to add modules that increase their range, similar to sensors. +1, +2, +3, and +4 might not seem like much, but when added together, you get a range increase of +10.

Next is espionage. I'd really like the option to place an agent on a starbase. The menu that shows all of the starbases' improvements would come up, and you could pick one to disable. What's an influence starbase without any influence improvements? Or a mining starbase with no mining modules? A second espionage idea would have other benefits. Agents would be able to do other things besides disabling modules. An agent could redirect a mining starbase to your empire instead of the enemy's. You'd be able to do similar things to other starbases.

Lastly, I think starbases shouldn't be destroyed in battle, that's just a waste. You should have the option to bring a transport, capture the starbase, gain the benefit it provides without destroying it.
23,240 views 31 replies
Reply #26 Top
Allow starbases to exist in a fleet -- or rather, allow fleets to be attached to starbases.

I wholeheartedly agree that starbases need some major offensive and defensive upgrades... by mid-game, even a fully developed starbase stands NO CHANCE against a fleet. By the time the AI is building fully teched "Large" ships - forget it. Destroying a starbase should be a major undertaking. If I spend 39 cosntructors - it should take multiple fleets to destroy it, not a single attacker.

Barring that, though -- why not allow a fleet to attach to a starbase?

It wouldn't move, of course, but I think this makes perfect sense. It stands to reason that a starbase would have a some sort of 'defensive squadron' attached to it. This also deals with the utterly @#!@#@! annoyance of ships/fleets set to "Guard" waking up whenever someone flies into the quadrant. If I include a starbase in a fleet - it should just sit there and respond to attacks... nothing else. I do think destruction of the starbase should require that the attached ships are first destroyed (i.e., you have to "fight through" the defenders before getting shots in on the base).

I personally do build bases fully initially... but when they either get destroyed (if I can't spare defenders) and I have to rebuild or I take a resource from someone else late game, I don't even bother with a single offensive or defensive module. Why bother? 32 wasted constructors after about neutrino bullets/disrupters/etc.
Reply #27 Top
Allow starbases to exist in a fleet -- or rather, allow fleets to be attached to starbases.

I wholeheartedly agree that starbases need some major offensive and defensive upgrades... by mid-game, even a fully developed starbase stands NO CHANCE against a fleet. By the time the AI is building fully teched "Large" ships - forget it. Destroying a starbase should be a major undertaking. If I spend 39 cosntructors - it should take multiple fleets to destroy it, not a single attacker.

Barring that, though -- why not allow a fleet to attach to a starbase?

It wouldn't move, of course, but I think this makes perfect sense. It stands to reason that a starbase would have a some sort of 'defensive squadron' attached to it. This also deals with the utterly @#!@#@! annoyance of ships/fleets set to "Guard" waking up whenever someone flies into the quadrant. If I include a starbase in a fleet - it should just sit there and respond to attacks... nothing else. I do think destruction of the starbase should require that the attached ships are first destroyed (i.e., you have to "fight through" the defenders before getting shots in on the base).

I personally do build bases fully initially... but when they either get destroyed (if I can't spare defenders) and I have to rebuild or I take a resource from someone else late game, I don't even bother with a single offensive or defensive module. Why bother? 32 wasted constructors after about neutrino bullets/disrupters/etc.


You could have the starbase have a set number of ships that it would HAVE to have. Let me explain.

If starbases had factories in which they built ships, this would work. Okay. Say you have 20 fighters defending your starbase. The fighters fly out to defend the queadrant and five are destroyed. Since these fighters are tied to the starbase, it's the starbase's responsibility to keep the number of fighters up to 20.

You could also have Ships attack other ships in the quadrant, but leave some to defend the starbase while they're out fighting. You could also have them fly fout in fleets automatically. Instead of having a big 20 fighter fleet, make them fly out in groups of 5's. (If you want them to do that ofcourse)
Reply #28 Top
This has been gone a while, but-

Allow ships to dock at a starbase, giving bonuses. Doing so can do a variety of things depending on the base.

Influence: The arrival of a ship of the line makes the crew of that ship instant celebrities, increasing influence.
Economic: More ships in the region means increased commerce on board between the crews, boosting trade.
Military: Veteran troops train soldiers and support the starbase's weapons, giving it better boosts among the fleet.

And yes, I agree you'd have to kill the fleet/ship defending the base to attack the base itself, like planetary invasion.
Reply #29 Top
Creating good starbases can take years in agame and I too believe it is a waste to have a starbase destroyed. Maybe transport modules could be used in starbase invasion, or even have a tree of starbase assault tactics.
Reply #30 Top
Yes, I do like the idea of capturing starbases. Perhaps that's where spies could fit in? (You could only capture one if you had an espionage agent onboard?)
Reply #31 Top
How about some new modules?

Like this:

Stellar Coordination - Military Starbase - Increases Logistics in Sphere of Influence by 3 points. Requires: Ultimate Logistics. Cost: 1000 bc.

Confusion Projector - Military Starbase - Decreases enemy Logistics in Sphere of Influence by 3 points. Can even break fleets. Requires: Supreme Planetary Defense or Stellar Defense or some evil Drengin/Korath/Yor special tech, depending on tech tree. Cost: 1000 bc.

HyperDrive Bubble - Military Starbase - Gives Starbase a movement ability of 1pc/wk.* Requires: Ultimate Warp Bubbles or Subspace Drive. Cost: 400 bc.

Q-Field Generator - Military Starbase - Increases Hitpoints in SOI by 20%. Requires: Hardened Hull Design.

Resource Beam Amplifier - Economic Starbase - Asteroid bonuses within Sphere of Influence do not deplete. Requires: Space Mining 3.

Starship Tuners - Economic Starbase - 15% Starship Bonus to planets within SOI. Requires: HyperWarp 3. Cost: 700 bc.

Espionage Headquarters - Influence Starbase - Gathers intelligence on foreign planets within Sphere of Influence, but slowly. Requires: Cultural Insurrection.

*This still doesn't allow a military starbase to engage in battles.