Or are they to be regulated to a purely supportive role, such as the roles you pointed out?
This is the real question here. If the techs exist to increase the defense and offense of a starbase, then this insinuates that Stardock intended them to be feasible in combat. As of right now, they only hold up in this role for a short period of time, till mid game tops, and by then it is far too cumbersome to craft a starbase that can stand up to a direct assault when you could simply make another ship. Is this how it should be? That is the question.
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Well, I agree that the actual combat modules for a starbase are not cost efficient. However that is true of many many options in this game. Morale buildings, trade routes, espionage, etc. all feel like they should be integral parts of a strategy, but are all underpowered and overcosted and best left ignored when playing for max efficiency.
IMO its the AIs mistake to even be attacking the things. I haven't lost a starbase in, I'd say somewhere between my last 30 to 50 games. You should never be in a position where they get attacked. Conversely, if a starbase has even more than about a +40 to its attack I just go around them. You can't put enough in a sector to even block an attack to one planet, forget about stopping a dedicated fleet. It would be the Maginot Line all over again... Look at my +100/+100/+100 starbase your fleets are flying around to get to my planet. I rockz!
That is the base reason I don't think combat modules will ever be the equal of mobile ships... you can't ever
attack. Indeed, I hope when Brad reworks the AI for TA he includes giving the AI the tactical decision trees to just ignore unimportant, over defended starbases. Seeing as they are doomed to be worthless no matter how strong they are, why get worked up over it?
Stardock intends for a lot of stuff to work, and sometimes it only really ends up being viable on the Tough/Painfull or below threshhold. Look, if you REALLY want to make a super starbase, it is much quicker to get to the top of the starbase fortification line than it is to get to the top of any other weapons tree. Starbase fort III offers 6 upgrades that will easily last you into mid game.
But you should never build them. You shouldn't build fusion power plants either. To each their own.
~ Wyndstar