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New Starbase Construction Protocols

New Starbase Construction Protocols

No more multiple Constructors!

I think it goes without saying that most everyone is disgusted with the way Starbases are currently built. People get around the multiple Constructor issue in various ways, but the fact that they find ways around it simply indicates that it's not fun - no one actually likes making all these Constructors and trundling them all around the neighborhood.

I'm proposing an idea for the devs - something that relies on a built-in mechanic that can be used to ease the problem, and hopefully also "fix" a related "problem," perhaps even several problems.

My recent post on the "Strength Starbase" thread gave me an idea. Instead of making Constructors, why not make Starbases a bit like Planets with a limited Build Queue? That way, you can assign a queue of modules to be built and then never has to mess with that Starbase again.

Where will the production come from? From Planets, of course. We already have "streaming" resources from the asteroid mechanic. This time, it's simply the reverse. Starbases need to be linked to planets to acquire production to build their modules. The further away they are, the less of the planet's full production they receive. While aiding Starbases make modules, planetary build queues are put on hold. Once the module making is finished (or discontinued), the planet is free to resume its normal build queue.

Of course, some deep space Starbases make more sense than others. This can be managed several ways. For instance, Influence Starbases almost need to be far away to be of any service in converting enemy planets and projecting useful influence. Their Influence Modules can be made to have a distance discount to offset the distance penalty for production - films and stars are easy to export. However, defense modules and such would not have the same discount - hardware is still tough to trundle across the vastness of space.

Not only does this model offer the verisimilitude of expensive deep space Starbases, by freeing the Starbase from the quantum value of the Constructor, one can expand module balance and variety with greater vitality and with a more precise measure of balance. A faraway Influence Starbase could have relatively cheap Influence modules, but expensive defensive modules, for instance, whereas a nearby one would have relatively the same Influence Module cost, but substantially cheaper defensive module cost - all using the same simple algorithm.

Modules can be more robustly balanced against each other and achieve greater functional variety because they now don't need to be balanced against the cost of a Constructor.

Constructors can still serve as a focal point for Constructing Starbases - as in you need one to start one off, or you need one to start one off AND in order to build modules. You won't need gazillions of them, but you'll need to have some handy for repair and upgrade work when necessary.

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Reply #26 Top
I think that once Starbases have been modified to act like planets accepting resource beams from other planets, then modding them to also accept Starbase and Asteriod input would then be easy. Just add additional targeting lines.

Modules are nothing more than "buildings" There are predetermined "slots" for every kind of Starbase so no random squares, and upgrading them to the next tech level can be made automatic, like planet queues and buildings. Presumably, a Starbase Governor can also be accessed to disallow or allow auto-upgrades on specific modules on a case to case basis, or on a galaxy-wide basis.

Of course, you would need to actually beam production over or else spend money to have it done, just as you would with any planet improvement.

Essentially, the Starbases will cease to be a separate program entity and simply be a build-it-yourself kind of planet with limited functionality and maintenance costs.

It's already kind of like that anyway, so why dither over the details? Just to make it tedious and boring? Boo. Fun is good.