Roxlimn,
Like I said, reasonable minds can differ. Still, I think you should carefully reread my post because I don't think it states quite what you think it does.
That line of thought goes to "reasonability." Many of the points of discussion here focus on "defense." That a Starbase ought to be able to "defend" itself. The problem is that allowing even "just" a Military Starbase to "defend" itself essentially turns it into an instant attacking juggernaut.
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You are correct that my post goes to starbases being reasonably able to defend themselves, which is exactly what this thread is about and is what the debate appears to be centered on from my standpoint. Under the line of thought you post here ships should not be able to defend themselves either or should have limited defenses because to do so turns them into an "instant attacking juggernaut." That postion makes no sense in my opinion and in no way addresses why a starbase should not have capabilities that are least the equal of a single huge hulled starship of relatively equal technology. Right now, they don't. Not even close. It is a game, but even in the imaginary universe of this game that does not make sense in my opinion. Starbases already have the disadvatage of being immobile, but that nature does not mean they cannot carry weapons and defenses sufficient to defend themselves. 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 not at all what I've advocated.
PS: An extra layer of fortification or two is worthless in the late game. By that time, primary fleets have attacks in the hundreds, sometimes near a thousand or more. To be a real threat to such fleets but still be vulnerable to Small Ship fleets, a Starbase needs to employ the Defensive Ship paradgim and be able to do it to the extreme.
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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.
A Military Starbase does project power. It doesn't need a fleet stationed on its square to defend it. It just needs a fleet to intercept whatever major fleet comes to attack it. Minor fighters are not a problem.
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You're correct in that they do project power and I think I said that throughout my post
I also agree that the fleet does not need to be on the same square to defend it-I said as much in my post. 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.
Indeed, many player, yours truly included, already use Military Starbases this way. We truck around a bunch of Constructors, stockpile tons of money, and instantly build a massive Military Starbase in someone else's key system. The poor defending fleet doesn't stand a chance, even if it's one or two tech levels ahead.
Better still, existing Military Power Projection capabilities essentially allow you to turn the area into a Interdiction Zone. If the enemy has any Starships moving more than 1 space - that's gone. They ALL move one space a turn now. Once the enemy fleets are spotted, you plunk down a bunch of Military Starbases and essentially paralyze them while you go conquer the defenseless Empire.
You want that kind of power to be able to withstand a sizable fleet on its own? That's insane. A Starbase that can defend itself cannot work unless it can't be built in a week, and has no power to slow down enemy ships nor accelerate your own.
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In answer to your question, yes. I don't think it's insane at all. The same line of reasoning could be applied to the various modules ships can deploy that make them and their fleets more deadly. Under your line of reasoning the defenses of ships and all game components should be restricted late game in favor of offensive capability because to not do so just makes them too effective. Or does this all just comes down to what you prefer, which is to maintain the
overwhelming advantage that starships currently enjoy when attacking a starbase late game? If so, then we are talking subjectives here and no amount of reasoning is likely going to change that.
Admittedly, some adjustments
may need to be made such as increasing the costs of starbases or the number of constructors it takes to build them. That being said, the scenario you describe has already been made more difficult with the current maintenance costs for ships in TA. 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.
In terms of projecting power, it succeeds, but it doesn't do it the same way normal historical Forts do. It doesn't directly weaken or kill enemy units. It doesn't withstand enemy attack. What it does is alter the physical laws in the locality to favor friendly fleets.
It might be flavorful to make it like a classic Fort or more like a Federation defensive Starbase, but that would require a special Starbase unit with rules that currently don't hold sway for any other Starbase.
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The fact is that those Old West forts didn't kill or weaken anyone either. They were "bases" from which units could operate to perform that function and they provided a place of shelter for those units while increasing their tactical effectiveness and ability to defend themselves against superior numbers. That's exactly what military starbases do in the game. 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.
AGain, reasonable minds can differ and we obviously do. There was no offense meant by anything I've stated here. I hope you see it that way.