ShadowWorrior ShadowWorrior

Suggestion for Starbases = Hangers

Suggestion for Starbases = Hangers

No. I don't mean clothes hangers for the Captain so he can have a nice day at the Vurtualy generated quad-D Beach.

I'm talking about places to put your ships inside your starbases. Like a module called Hanger, that allows you to fit about 6 logistics points worth of ships in the starbase.

I didn't think of this myself, I was browsing through the English.STR file and I saw a list of starbase abilities, one was ShipDocking, and another was Terror Star, which interested me because they were never used in the game. I made my own module using the ShipDocking ability but it didn't work, so I decided to add a comment here suggesting that StarDock put it in the game.

Another nice thing would be a hanger improvement on a planet that allows you to have more ships orbiting, or in the starport.

So, if anyone wants to, they can expand on the idea here.
19,819 views 45 replies
Reply #26 Top
/signed
Reply #28 Top
Horrifically expensive (like 5000 bc)


ok, if u have like 250,000 bc............5000 isnt much.........cuz a huge ship, if u buy it directly, costs like 70,000 bc............so it shud be much higher for such a powerful weapon
Reply #29 Top
Forgive me if I have this wrong, but I was under that impression that in GC2, you can't defend starbases with ships.

That is, if I park a ship on a starbase, an enemy can swoop in, destroy the base and then leave again without ever engaging my ship.

It's completely different from planets, where an enemy has to take out all my ships to take out the planet.

So, I would think that a Hanger mod would, when built, cause a starbase to act like a planet. You can station a certain number of ships in that same point, and an enemy would have to destroy them all before destroying the starbase.

Maybe add a second module that would allow all your ships stationed there to be used as a fleet, along with the starbase. That would be a sweet battle to watch!
Reply #30 Top
Hi!
That is, if I park a ship on a starbase, an enemy can swoop in, destroy the base and then leave again without ever engaging my ship.

AFAIK the solution is simple: don't arm your SBs, and it will be attacked the last.

BR, Iztok
Reply #31 Top
Yeah, but if you don't arm the starbase and the ship dies... well, the starbase is easy prey...
Reply #32 Top
if i have a ship over the starbase i think it automaticaly attacks the one with the best stats i.e. attack/defense, but thats in 1.5v, i resently updated so it might of changed =/?
Reply #33 Top
So, I would think that a Hanger mod would, when built, cause a starbase to act like a planet. You can station a certain number of ships in that same point, and an enemy would have to destroy them all before destroying the starbase.


well unlike a planet, a starbase with a hangar would have ships in it, not orbiting around it, so i think that, kind of like the orbital fleet manager improvement for planets, if the planet is attacked all the ships r used to defend it, u could choose which ships are used to defend it and the starbase would be IN the fleet battle, attacking the enemy ships but the enemy ships are forced to attack it last, if all the defending ships are destroyed..............
Reply #34 Top
Instead of hangars, why not just allow the solar system to include more than 8 ships?

Or even in the case of planet defenses, allow ships one tile away from a planet to partake in a reactionary combat, before a ground invasion occurs.
Reply #35 Top
Well, as always, most of this was already mentioned.

Something that was not mentioned is that there are many, many docking ports on the starbase intelligence reports.

Military:
1. A fleet of ships can dock and 'add' to the starbase. If the base is attacked, the fleet will help defend it and the starbase will be 'part' of the fleet.
2. Damaged warships could repair at the military starbase much quicker than normal/
3. A starbase could 'join' a fleet and only provide support to ships of that fleet, but provide more (depending on modules) because it is only supporting a single fleet.

Economic:
1. Adding a shipyard base would let you construct Tiny, Small, and Cargo vessels only, because Cargo have one HP and the others are small enough.
2. Bringing a freighter to the starbase, either on a trade route or manually, would increase the economic boost with more commerce being generated.
3. Bringing a constructor to the starbase would increase the production points being generated because, like #2, there is more commercial/industrial activity going on.

Influence:
1. Docking a starship and having it's crew take leave on the base would increase the influence being generated based on it's size, armanent, and experience. The crew act as 'interstellar celebrities'.

What do you think?
Reply #36 Top
Those all sound like great ideas, Minor Race.
Reply #37 Top
I don't think hangers would really add anything to the game except more coolness. But It would be nice if you could fleet ships with a base so the bases weapons would be more meaningful early on.

Terror Stars fall into the smae category as carriers... not something the devs wanted in the game.
Reply #38 Top
I don't think hangers would really add anything to the game except more coolness. But It would be nice if you could fleet ships with a base so the bases weapons would be more meaningful early on.

Terror Stars fall into the smae category as carriers... not something the devs wanted in the game.


I was disponted with Gal Civ II for a while I realized it didn't have the Terror Star.   
It was fun to use in the first game. BOOM! There goes the Deneb system!   
Reply #39 Top
Ok here is my take on this.

Evil Races
Terrorstar module upgrade for militay Starbases. Once it is a Terrorstar (aka Deathstar) then you will have to research new Terror Star tech to make it more powerful. For example the first module for a Terrorstar would be the Planet destroyer (not Star destroyer) then later tech will give it the ability to blow up stars which will destroy all planets in system. Another higher SD tech would be the ability to create an expanding Black hole in space that would grow at a fixed rate unless it was stopped (by some Good or Neutral aligned tech improment.) You could have it to where in order to create this Black Hole the Terrorstar would have to be sacrificed. Oh and of coarse the Terrorstar still keeps any improvemnets given to it while it was just a normal Military base. It can also after it becomes a Terrorstar still get the normal improvments that the bases get for Att/Def etc.

Good Races
I would say thet they should get a ship/base that will create planets and with higher modules create Stars with a planetary system (of coarse the proper tech must be researched.) I would also say that the number of planets that can be created when creating stars would be dickated by the improvment i.e Star Creation 1. Would create a star with one planet etc. Now as with the Terror Star above you could have it to where the Starcreator would have to be sacrificed to create the star system and/ or planet if it is creating one planet around an exsiting Star system. Oh and if it does have the Star creating modules then you could have it collapse Black holes that were created by the Terrorstars (of coarse this would require the Starcreator to be sacrificed)

Neutral Races

This is the hard one but they could create Planets (only no stars) and Destroy only planets. Kind of like a combo mini-Terrorstar/Starcreator. But allow it aditional abilities shuch as the ability to join a fleet or act as an Influence/Eco/Military base (allow all modules for these other bases to be built on this one Unistar[I know corney name] once a base has the Unistar improvment.

Anyway what do you all think?

Reply #40 Top
You'd have to make planets faster than he destroys them and... you'd have build improvements on them, he doesn't. It's largly advantagiuos for the evil dude.

I think stopping terrorstars is better than giving them extra targets.

Maybe a reflector, simply, it reflects the terrorstars beam back at itself.
simply, you have about two or three ships with a reflector module, and they all have to place themselves in the path of the beam (before it fires).

For this to work, I think the terror star should have a charging time that it has to wait before it fires. So a little pop-up would come up saying the (race's) terrorstar is charging up at (coordinateX,coordinateY) and is preparing to fire at the planet (planet's name). You must stop it!

Also, the terrorstar can't move while it's charging, making it a sitting duck!
Reply #41 Top
I like your ideas, ShadowWorrior. Maybe planet creation could be added, but why does it have to be connected to Terror Stars?

Well, let's be scientific about this. I think that each module upgrade to a Terror-Star converted Starbase or such would add destruction abilities. At first, you can only smash 1-5. Then, 1-10, and so on until you get to 25-30. Depending on a Terror-Star's power level (and depending on the planet you are attacking) if you have sufficent shields to block, say, 18 damage in a fleet, you could intercept a Terror-Star beam targeting a Class-9 and dissipate the energy among the shields, until each ship has no shields left and the Terror-Star has no energy.

Of course, you would need 52 defense for a Class-26, so maybe the Reflector module is a good idea. Or, the reflector could be a new Shield weapon that reflects energy rather then deflecting it, and it adds a lot of shield points to a ship. But it would be a lot easier to destroy the Terror Star. That's why I think it should be a starbase. If you build a Military starbase, you should arm it before you build a Terror-Star upgrade.

As for star-crushing, I don't particulary like this idea. Mainly because if you need 52 defense for a great planet, you would need something like 252 defense for a medium-sized star. So much for my idea...
Reply #42 Top
Uh... what about armor or point defense? if you can only use laser shield to stop a TS. it sorta makes shields way more useful than anything else... it sorta disrupts the balance of the weapons/defenses.

should there be three different planet destruction techniuques.
Terror beam that blows a planet up?
Planet blaster (shotgun, sorta) that shreds a planet into a million pieces?
An implosionary missile that collapses the planet?

personaly I just like the reflectors. how about this then... the higher the terrorstar destruction capability, the more (or better) reflectors you'll need to stop it.

for instance. A terrorstar is upgraded to where it can take 10 off of the planets quality, so if each of your reflectors can only block 2... you'd need five ships with reflectors in the way. And if you put an extra reflection ship in there... you can reflect 2 of the terrorstars terrorbeam back at the terrorstar. And for each "point" (I don't know what to call them) of the terrorbeam you reflect back, it takes off 10 of the terrorstars health.

Would that work then?
Reply #43 Top
Okay, fine. I was only thinking shields because I was thinking Death-Star style energy beam, but reflectors work better in any case.
Reply #45 Top
Well, you can find Stardock's home page for the product by just going to www.galciv.com.

I often see the product itself in just a jewel case distribution format in the bargain s/w shelves of Target, Best Buy, etc.

drrider