Of course. AS long as we talk about the game, there's no reason to get offended.
In fact, given their sheer size and relative importance of extending ranges of fleets and providing a friendly sphere of influence where repairs can take place relatively more quickly despite being far from homespace, they should be able to outfight a similarly advanced starship and at least hold off all but the most determined of attacks until help can arrive. That's not the same as making them invulnerable, which is the fallacy your arguments come close to falling into.
I'm not saying that increasing defense to a "reasonable" level will make a Military Starbase invulnerable to attack. My argument is from a purely gaming perspective. It's all about the gameplay, nothing about how "realistic" or "reasonable" it is. To a certain extent, I care, but modifications need to be made if you want Military Starbases to be more robust in self-defense.
Since Starbases can be built instantaneously, they offer instant and potent support to attacking ships. With the attacking fleets essentially sweeping the entire sector, nothing is left to attack the Starbase. A Carrier is only a support vessel, but it's essentially what makes mobile aircraft work. Making Military Starbases self-reliant will do the same thing - it makes them into attacking juggernauts through their attack fleets.
Not necessarily true. Your assumption does not take into consideration just how much or what type of additional fortification might be contained in those advanced tech levels. My entire point is that it should be sufficient to make starbases reasonably survivable in the late game-not invulnerable, but reasonably survivable. A small fleet of ships probably should not be able to take out a gargantuan starbase with a relatively equal level of technology. That starbase, if properly fortified with equivalent tech level fortification and generally equal tactical ability, should easily overpower such a fleet. On the other hand, a "small ship fleet" might be able to defeat the starbase if it has sufficient numbers, tactics and firepower. I think that's pretty much the point I made throughout my post-you appear to have missed that somewhere.
With the current rules, such a fleet simply cannot work. A Small Ship Fleet simply does not have the firepower and longevity of larger hull fleets. The disparity is incredible. You're talking vague concept here. That's all well and good, but that's not what I'm talking about at all. I'm talking about implementation. A Small Ship Fleet is significantly less powerful in firepower and defense compared to a Medium Ship Fleet, to say nothing of Huge Hull Fleets. If a Starbase has good all-around defenses, sufficient to foil "all but the most determined attacks," then a Small Ship Fleet will never be able to overpower it. Small Ship Fleets
already have large problems dealing with Starbases as is.
However, at the current level of maximum fortificaiton in the late game a fleet must be close enough to the starbase to be able to intercept just about any fleet or single warship of sufficiently advanced technological sophistication or the starbase is almost certainly toast. Thus, the fleets are, as I stated, tied down to defending starbases. In my humble opinion, that should not be the case. Starbases should be able to withstand the attack of any single ship of relatively equal technological sophistication without much problem. Only the very largest of fleets should be able to take out the starbase under those circumstances and even then they probably should suffer significant casualties. Right now, I can take out the most powerful starbase with a relatively lightly armed medium ship in the late game. In fact, the second salvo usually does it, if not the first. If you go to a large or huge hull, it is a foregone conclusion that the first salvo will obliterate the starbase and that the attacking ship will not even have its paint scratched. I believe that is "insane" to use your term.
Not at all. With the right -movement modules and overlap, Military Starbases are quite capable of crippling direct attack against them even without actual combat. The AI is stupid at using Starbases, but that's an AI issue, not a technical issue.
Furthermore, the late game phenomenon of a Medium Ship being able to take out a fully fortified Starbase is likewise a phenomenon of Weapon Overpower - the weapon tree is longer and ultimately unstoppable on the attack. Nothing will stop these weapons. The problem isn't the Starbase per se - even Defense Ship Components fall by the wayside at that stage of the game. The problem is with offense/defense balance, not the Starbase per se.
All of those constructors are going to drain a treasury pretty rapidly. Moreover, the AI may (and should) counter with its own starbases that slow down your ships and keep them from rapidly overrunning them. The AI might need some adjustments, but it regularly builds out military starbases from what I've observed. These not only boost it's own speed but also give it the same or similar tactical advantages your own fleets enjoy because of your own starbases. Further, if the AI is technically and tactically sophisticated, it will be able to attack your starbases and overcome them. If not, then it deserves to be overrun in the context of the game rules. There's nothing inherently bad about that. Perhaps the AI, if it is in a position to do so, should recognize your tactic and attack your massing ships before they can be deployed. IN short, starbases can be used to counter starbases-your described strategy provides no reason why starbases should not be able to deploy reasonable defenses. Most defensive weapons can be used in an offensive role. If this tactic is that big of a problem, perhaps a limit on the number of modules that can be deployed in a single base would make it more difficult to implement super heavy defenses and all of the tactical modules in the same starbase. Perhaps the size of the warp interdictor could be "increased" such that deploying that module lowers the number of available modules on a base.
Those are untenable counters.
The starship costs for maintaining a fleet are already massive. Using Constructors instead will be cheaper. Defensive Military Starbases are static and cannot be deployed in a context-sensitive manner. They also limit the number of Econ or similar bases that can be deployed in friendly space. Used offensively, there is no such problem. It doesn't interfere with friendly starbases. The AI fleets can't attack your offensive Starbases because the starbases'll be able to "hold off all but the most determined attack," remember? That's assuming that the attacking fleets even leave anything behind that can actually attack even a weak Starbase. The AI can't attack a new Starbase before you attack their most powerful fleets.
If you limit the number of modules a Military Starbase can enjoy, then it would either be a useless impregnable white elephant, or the same Starbases we already use. It's not just the warp interdictors that are a problem. The entire "I fortify and make your friendly ground MY friendly ground" is the problem compounded by the "You can't afford to make as many Starbases on your ground as I can" problem.
It's like giving attackers the Fortify Bonus in Civ. It makes no sense whatsoever.
There are no changes needed except to add additional defenses that allow the starbases to actually survive long enough to fulfill that function late game.
Completely unnecessary. The problem isn't the starbase - it's the offense/defense paradigm late game. Late game offensive power completely outstrips defensive power. If the balance were better, the
slight late game vulnerability of Starbases wouldn't exist at all.
And no, I don't think that a Huge Capital Starship making mincemeat out of a Starbase is all that insane.