Starbase Defenses

Hello, I've been playing this game for about a week now. I really enjoy it a lot too.

One thing I was wondering though is -

Is it just me or are the starbases WAY too easy to destroy? I spent all this time in my last game research fortifications, got my starbases maxed out with all of the level V defenses and offenses.

Then the computer brings in 4 frigates and wham all of that hard work goes poof.

Isn't this a little unbalanced? I spend an hour building constructors, researching technologies and then the computer sneaks and destroys it with 4 ships?

I was pretty annoyed that all of that hard work was able to be undone so rapidly.

Is there something that I just don't know about how to make it actually be able to withstand an attack?

Thanks!

-David

8,597 views 13 replies
Reply #1 Top
Your not missing anything, generally speaking starbases are sitting ducks unless you defend them with warships. Its something that bugs me to, but for the moment its the way it is.
Reply #2 Top
You can mod the defenses to be more powerful, but then you can't participate in the Metaverse.
Reply #3 Top
Depends... are you building defenses? What tech speed are you on?

If your on a fast tech speed there seems to be not much you can do.

But if you play the slowest tech speed (at least in a TOUGH game not sure on the higher settings) and get to starbase defenses II a fully defended starbase will obliterate large number of fleets before needing a repair construct.

In my games now I only build up starbases to the first level of defence and have constructs near by if I feel that the enemy may actually be a threat to my bases.
Reply #4 Top
I think its just easier to leave a fleet of war ships there. It takes longer to build than constructors but in the end you will save time AND you can move them once the front line or war moves far enough from your bases. I belive that an enemy fleet houkld attack your fleet first but i do forget the exact way that targets are chosen. Biggest threat or easiest target? i find that my fleets usually get attacked first.

If i have an extra constuctior i will get the basic weapons for star bases and thats just so the AI's weakest ships cant just come in and take it out.
Reply #5 Top
I don't get why they don't make the starbases defenses better.

The AI loves starbase defenses, wasting hordes of constructors on them, and doesn't use fleets at all to defend starbases.

Which absolutely fails !!!

Either teach the AI that they are worthless, and use fleets. OR make them better...

What is so hard here?
Reply #6 Top
The defences are really only usless much later in the game i think. Those fully defended AI starbases are off limits until much stronger fleets can be built.
Reply #7 Top
Thanks a lot for those tips. I'll try it out when I play again.
Reply #8 Top
yeah the starbase controversy is why i stoped playing the game for a while... i love starbases. and this was a huge pet peave of mine. either way it should be fixed in this next expansion! or so ive herd. The thing i WOULD like to see though is a starbase that can be 'fleeted' with other ships. star bases are VERY strong when they are up graded. it is simply stupid that i cant use them in a fight if i have other ships there. If a fleet were to have a star base in it of couse it could not move. but it would be a GNARLY fleet to be reckoned with!!
Reply #9 Top
I've seen instances where the weaponry on the starbases makes attacking them a bad idea. THis is generally the case when using small ships in large fleets... attacking starbases depletes fleet strength when you're already having to conserve your military strength. Starbase defenses are only REALLY viable on slower tech speeds, though.

That's okay, that's the way I prefer to play the game.
Reply #10 Top
A little history:

Back in DL, starbase defenses were not very good. Things got worse when the combat system changed in the DA expansion. The changes in the combat system allowed for ships to deplete their target's defenses, even when their attack did no HP damage. This allowed a large fleet of smaller ships to deplete a starbase defenses to zero, and kill it earlier in the game.

The combat system wasn't the only thing to change. Larger ships, such as huge hulls got bigger, tougher and better. Last time I checked, its possible to construct a huge hulled ship that is combat superior in everyway than a starbase. More hit points, stronger attack in every category, better defenses in every categery, and the ability to move and join fleets. This ofcourse assumes that you have researched a lot of techs, but you get the point.

----

Now in TA, we are getting structural enhancements modules that increase ships hit points, and fleet support modules that augment fleets. Inaddition, not every civ is blessed with the full selection of starbase modules (atleast, not right now). I expect that the gap between the combat ability of starbases, and ships to widen further.
Reply #11 Top
i love starbases. and this was a huge pet peave of mine
End of quote

Mine as well..

I don't mind guarding a starbase with a fleet, but now it seems more like baby-sitting sometimes then guarding. I like the idea of a local fleet or squadron which guards a base in times of danger or if they have nothing else to do, but can can also be sent on local missions or assist in nearby battle operations without leaving the station as a sitting duck.

Fortunately, Stardock has given us the option to adjust the game to our own preferences through modding, which is cool and totally awesome. I used it for instance to make starbases stronger with less modules. The only thing is that starbases are not comparable to ships in that some or all of their weapons don't scale with military bonuses like ship weapons do. So in my modding experience, I either create strong modules which last through the game but are too powerful in the beginning or the other way around. I think this is the reason why there are originally so many modules; to maintain a reasonable curve in gaining strength, because you have to keep researching and building a lot of constructors to max out your base.

I would be very happy if a starbase could be equipped with around 10 weapons/defense modules, where if you just slapped on 3 modules, the base could defend itself against most unfleeted ships and would remain being able to do so by automatically gaining more power through the military bonuses, just like the ships do.

And for an uber amount of money and research you could intall all 10 systems and end up with a useless, immobile, virtually indestructable money/research sink of a starbase which you could only complete if you had won the game already anyway.

Did I mention it would be indestructable? :-)
Reply #12 Top
In my most recent TA game, the Korath had fully developed starbases with about 50/50/50 attack. Taking down those beasts usually would have cost me a few ships. But fortunately I was Arcean ;)
Sidenode: Had to turn off my speakers before attacking those. INSANE noise if the gazillion guns of the starbase all fire at the same time.
Reply #13 Top
The biggest problem, is that the AI totally believes in starbase defenses. It does not ever park ships to protect a starbase.

This often means in the beginning of a war you can wipe out a bunch of his resource bases, essentially cripling him. Worse, if you planned the attack, you can fully build on them that turn.

Getting one or two military resources like this generates a huge swing.

I'm almost of the opinion that if the AI can't learn to deal with this, that resources should either be nerfed or removed from the game.

I routinely build a ninja class starship that's fast and long range, that is ussually strong enough to take out starbases. Because the AI doesn't properly use engines, or defend them, my ninjas usually make short work of their starbases...