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Please strenghten StarBases

Please strenghten StarBases

A fully defended starbase is far too easily knocked out by a single ship - hardly damaging a powerful ship - even with all its super weapons modules - what gives?

It doesn't make sense that a starbase doesn't fire unless fired upon first, they should be able to fire first.
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Reply #126 Top
Starbase losses are not really that big of a deal, if you plan for them.

Stock up on constructors so that you can quickly rebuild the base, or reclaim the resource.

If it is a normal starbase, they only have a small effective range. In the case of econ bases, the trader has to be within its ZOI. If traders are not in the ZOI when the base is destroyed, BFD, because there will be no loss in income.

If it is a resource base, simply station several constructors in the area and you can grab it back before anyone else can.


I have stopped defending my starbases altogether. It is far more cost effective to simply rebuild.
Reply #127 Top
Quite honestly, I don't think I've ever even built a military starbase in any game I've played. Even if starbases were strengthened, I probably wouldn't build many if any. Fleets are where it's at and I recognize that-I think I've repeatedly stated that the starbase would ultimately still require fleet support to survive long term but that the one ship, one shot destruction of a leviathan starbase just really should not (in my subjective opinion) be possible. With a starship versus starship, perhaps it should be, but to me it makes no sense that a massive starbase cannot pack more defensive and offensive punch than the largest starships available in this game at roughly equal tech levels. Of course, this being a game a lot of things are not going to make sense and I recognize that too. It is imaginary after all. The strategic solution to these enhanced starbases is to attempt to avoid them of course, but having heavier fortification definitely makes them more of a factor in attack planning and would help mitigate the rush attack. In any event, I am rarely in late game situations where my starbases that I do build (mining starbases and economic starbases) are being destroyed (and yes I regularly play the upper difficulty levels). I rarely lose them with the current levels of fortification that are available once fortified unless the AI makes a determined and repretitive attack. Usually, before that happens, a fleet can arrive and save the day. But none of that means that an extra fortification level or two would not enhance possibilities and make them more useful than they currently are.

It has nothing to do with the fact that one can rebuild the base easily and economically-of course that can be true (but it's not always true if you are playing with limited planets and resources.) If players are not even bothering with defenses because it's more econominical, then why even have them in the game? That's a game flaw that could be fixed if fortification was a little more powerful and the economics of them improved a bit.

If those enhancements lead to the fact that a single fleet of small or medium ships can't destroy the base, then so be it. If huge hulls are where it's at, then why the hell would anyone be building small ships late game to begin with? That's just a player's game play choice. The key would be to avoid attacking that base with ships that can't overcome it's defenses and to build ships that potentially could. Like I said before, one cannot build fortifications such that they cannot be outflanked or bypassed.

I also agree that the game play mechanics and AI are not optimally set up to take into account starbases at this time. They do regularly enhance their own military starbases but they regularly dont enhance mining starbases to any great degree even on the higher difficulty levels from what I've seen. They also tend to be obsessed with bases and launch wave after wave of lightly armed and armored ships against fortified starbases that, although eventually destroyed, cost the AI much of its fleet. Costs maybe need to be adjusted and of course the enhanced fortifications would need to be high on the tech tree. Perhaps that will change with the enhancements coming to TA.

Still, one can always present the most extreme example as a straw man and then knock it down to demonstrate why an improvement should not be implemented, but in the vast majority of cases it's just not going to be applicable. Further, if a player is using tactics that merely exploit AI weaknesses, then changes to starbases really don't make any difference-the AI weakness continues to be exploited. To make the game fun, I try not to do exploits like that. Playing on rare habitable planets with rare planet availability means that I rarely have more than one or two production centers and could not perform the exploit described in this thread anyway. In sum, my last word on this is that nothing stated thus far dissuades me from the belief that an extra layer of fortification or two or three or four that makes starbases more survivable will enhance, not worsen gameplay. This is especially true if some of the forthcoming changes to AI take that into account.
Reply #128 Top
From my point of view;

1. AI needs to know not to make suicidal attacks against starbases, especially at higher AI levels

2. Fleets should aid starbases when starbases are attacked - subject to logistics limits

3. Stabases need more modules such as;

a. Ship Repair Module I - increases repair rate of ships in Starbase tile +10%
b. Ship Repair Module II
c. Starbase Cloaking Device I - hides ships in Stabase tile from scan
d. Starbase Ship Projector I - Generates fake scan result of fleets in starbase tile
Reply #129 Top
2, 3a and 3b would be nice. I like those suicidal attacks. c and d would be too difficult to implement.
Reply #130 Top
Hi!
1. AI needs to know not to make suicidal attacks against starbases, especially at higher AI levels
End of quote

AFAIK AI uses takes that into account, but the calculation of success probability isn't correct. The starbases and their modules are inherited from GC-1 with their max-base-attack ships of 20-40 (OK, forget the AntiMatter Missile), and they haven't addapted even to DreadLord's battle mechanics. So just strenghten them wouldn't help, as they'd need defenses in range several thousands to survive a fleet of late-game huge ships. Buuuuuut, if those defenses wouldn't scale properly, a player could make pretty undestructible SB for a quite long time. That's IMO just too big an exploit.

So my 2 cents are: keep SBs as they are. Defend them with ships. Upgrade AI properly.

BR, Iztok
Reply #131 Top
Upgrade AI properly
End of quote


Agreed, but when the hell is that ever going to happen? I would think adjusting the mechanic the AI is already using would be easier. (granted not perfect, but at least a start)
Reply #132 Top
ITS A FRICKIN STAR BASE!!!!!!!!!!!!!!!!!


HUGE


ANY GIANT WEAPON SYSTEMS CARRIED BY A HUGE SHIP SHOULD BEABLE TOO BE MOUNTE DON A STAR BASE, ITS JUST SILLY.
Reply #133 Top
Heh. A medium ship can easily have more hp than a starbase, especially at endgame. (note, I was playing the thalans, no fortification techs) Sometimes I like to do the roleplay bit and imagine in my head council meetings or such when things are decided. I had this one playing through my head last night.

"Mr President, our scientists have just discovered zero-point armor! Our starships will be impregnable!"
"That's wonderful news! Begin full production immediately"
"Yes, Mr President. However, we do have some bad news. Due to cost overruns and nostalgia, we will be forced to continue to make our starbases out of tin foil and corrugated cardboard."
"What?!"
"Yes, Mr President. Oh, and save the tubes from your paper towels. The starbase mass drivers need to be re-aligned."
Reply #134 Top
"Mr President, our scientists have just discovered zero-point armor! Our starships will be impregnable!"
"That's wonderful news! Begin full production immediately"
"Yes, Mr President. However, we do have some bad news. Due to cost overruns and nostalgia, we will be forced to continue to make our starbases out of tin foil and corrugated cardboard."
"What?!"
"Yes, Mr President. Oh, and save the tubes from your paper towels. The starbase mass drivers need to be re-aligned."
End of quote


LOL. That's about the case...
ITS A FRICKIN STAR BASE!!!!!!!!!!!!!!!!!
End of quote


Had to read that 6 times, but again correct...
Reply #135 Top
ANY GIANT WEAPON SYSTEMS CARRIED BY A HUGE SHIP SHOULD BEABLE TOO BE MOUNTE DON A STAR BASE, ITS JUST SILLY.
End of quote

How can anyone disagree with this??!!! The Light of Truth emitted by this comment is so clear I can almost touch it.... :-)

"Yes, Mr President. Oh, and save the tubes from your paper towels. The starbase mass drivers need to be re-aligned."
End of quote

LOL!

I always love the little made-up dialogs!
Reply #136 Top
Many of the starbase module ideas in this thread seem very interesting to me, but I'm wondering if we might be able to get some progress if we can get some mass lobbying for a relatively simple change to help the core problem of hit points.

How about adding a complement to the swell new Repair Modules? It could be a 3-5 phase tech called Structural Reinforcement. Each phase of the tech provides a new constructor module that can add to starbase HP and has a BC cost like the Battle Stations or similar improvements.
Reply #137 Top
Exactly this might work and I think it would not be too difficult to implement.
Reply #138 Top
Be a diplomat, cause others to war (or just wait for them to do it by themselves), and when they kill each other's starbases, then assimilate them until you are a super-race. Whoever is left, just add the defense modules that best keep the starbases alive, plus adding all the attack modules. Then kill everyone. Why put your starbases up as clay pidgeons until necessary?

Reply #139 Top
Forum ate my post - I'll reiterate what someone said earlier - it wouldn't hurt to have multiple constructor modules on a single hull, especially since it can take 12 constructors in the midgame to make a starbase even somewhat useful.