It probably isn't, but I'd consider them defenseless because they have a single farking planet and are considered "minor races," not because of some UP law.
Honshu
[quote] And the way I see it, if flavor text weren't important, why would they have written a backstory about the game, as well as written such long descriptions about Artificial Gravity and Hyperfusion like they did? Obviously someone is interested in it.[/quote] Backstory as flavor for a setting is one thing. Tripping over a wikipedia entry's worth of backstory because you researched "Laser III" is something different entirely.
I don't understand why you'd want to turn off asteroids. It's not like it's gamebreaking or anything o.O And heck, then your starting miner would be useless. Resources and anomaly options, on the other hand, I am totally down with.
[quote]I do not wish to be rude, and I respect the opinions here, but I do have to disagree with the above. The game map is not, I repeat, not to scale. That may seem ridiculously obvious, but it can be overlooked at times. That ship or fleet might look like it is sitting right next to the starbase, but they are separated by a parsec. In order for a starbase to fire upon the ships in the grid next to it, without using movement, would require it to aim its weapons and fire them at a target
Personally, I'd be satisfied with some kind of adjustment that lessens (Or even removes, though that'd probably be too much) maintenance costs for ships in orbit around planets. That would allow you to have a standing military without throttling your economy, but if you tried to actually go invade another empire with those ships your economy would have to be prepared for the additional burden.
Eh. It's something at least.
[quote] In other words, starbases need things that give them a way to proactively attack somehow. They shouldn't be able to, and I'm not even IMPLYING, that they should eb able to float off like enormous battleships and devastate the universe. They should, however, have some sort of weaponizing effect with range. Starbases really have nothing going for them in terms of military use.[/quote] That right there is brilliance. I agree. Military Starbases should be able to be bui
[quote] With all due respect, I think you are missing the point of starbases. With all due respect as well, you might have missed the point of most people in this thread: The problem isn't that starbases are weak or worthless, the point is that you're better off building ships instead of using the weapon and defense modules, at least in the later stages of a game. That is a pity.[/quote] Exactly. [quote]Additionally I sti
[quote]I'm sure there are equal numbers of players who consider them ok.[/quote] That's great. Find them and bring them here so they can discuss their point of view. [quote]With all due respect, I think you are missing the point of starbases. They shine the best when used in conjunction with something else, not on their own. I would like them to be stronger in combat given the cost, sure. But, especially with the adding of repair modules, the game has come a long way.<
[quote]I'm sorry, you disqualified yourself. You don't wish to be open for reasons already given, thats ok.[/quote] No, I'm being completely serious here: What reasons? So far you've said, "I do not want to have an unrealistic powerful starbase, compared to a ship supposed to be even bigger than the starbase, and therefore more hitpoints." "Anybody remembers DS9 when the Dominion attacked? DS9 was heavily defended by an allied fleet. The same applies for SG At
[quote]Kindly, even a game should at least be based on some reality. I do not want to have an unrealistic powerful starbase, compared to a ship supposed to be even bigger than the starbase, and therefore more hitpoints.[/quote] No, it should not necessarily have any semblance of reality in it. If Nintendo listened to people like you in the 80s, we'd never have the Super Mario games. I don't care if the ship is supposed to be even bigger than the starbase. The starbase can't [i]
[quote]I could refer to history...[/quote] No, kindly don't, because we're not talking about history, real life, or any variant thereof; we're talking about a [i]game.[/i]
[quote]From both reality and playability standpoints, static defenses should always be weaker than mobile forces. No purely static defense has held since the industiral revolution (and probably since long before that!) Why should we expect the future to hold anything different?[/quote] Why don't you try that again, but give me the playability standpoint instead of the reality crap. Because I'm having a lot of difficulty seeing why starbases should even be in the game if they're not only
Personally, I just turn that idiotic tech trading off. Makes the whole game a lot funner because the races keep their uniqueness, and also a bit more balanced because I can't go and trade Soil Enhancement, Industrial Sector and 1k bc for Doom Rays.
Uh. And exactly what does "shielding from an enemy scan" do? What, precisely, does the Pulsar Gun do? Is it just an additional weapon module for the starbase that is especially effective against slow ships, or is it something you can use to fire at anything in the radius of the starbase, like a turret? If it's not the latter, then why the restriction on how often it can fire?
[quote] The same is true for military assist modules... [/quote] Sort of half-true. In the early to early-mid game a ship-assist oriented military starbase with a good handful of small or tiny fighters can substantially increase their power. With Starbase Fortification, a starbase can usually fend off anything up to two or three grouped medium class ships. It's in the late game that they're utterly pathetic, and unless you can seriously press an a
Yeah. Hopefully it's just some temporary stuff with beta, because otherwise half the races in the game just got the short end of the Economy/Mining Starbases stick.
Starbases are pretty dang powerful early to mid game; late game they're just pathetic ::/ I don't think the Starbase firing first will matter much when it's being attacked by a 120+ damage Huge ship with 70+ defense, at the minimum.
[quote]I've been pestering the Stardock devs (Kryo and Frogboy) to let me submit my new technology descriptions for review. I've basically made the descriptions much more serious, far more plausible, and even slightly more useful. They're a lot longer and verbose to be sure, but after seeing the new technology descriptions for Hyperfusion / Artificial Gravity, etc. I thought they could all use a redo. Some of them are good, some are just stupid: "Remember Basic Miniaturization? Well now it's bet
This is why I will never understand why I can't ally with a comp who doesn't have the Alliances tech. I can talk to them just fine even though they don't have UT, but I can't ally with them? What the spork? Yeah, yeah, I know; "Turn on tech trading! Blahblah." Sorry, I hate tech trading on it my games these days; it diminishes the distinctiveness between races and cheapens diplomacy ::( Minor race 1: So, you'll give me Xeno Farms 1, Space Mining 2 and 400bc for Black Hole Guns?
[quote]Try the Iconians. They would provide a good contrast to the Yor. They have plenty of high upkeep buildings too, but they can build as many economic structures as they want.[/quote] I actually already tried them, but just on a really easy difficulty mode and on a small map because I was more or less just trying to quickly check out all the new techs they had. I really liked them because of their incredible tech that gives +100% repair speed to all their ships (And that, in fact, i
See, this is why Stardock rocks. A dev checks into a thread and he's all like "Hey yeah, that's a weird bug. I'll look into that." Thirty minutes later, he's back and is all like "Fixed lol."
Oh, right, and just because I forgot to post this last night. My game as the Yor was played with the following game settings: Habitable planets: Common Number of planets: Common Number of stars: Occasional Star density: Random Anomalies: Rare (Please give me a way to turn them off. ::() Asteroids: Abundant Minor races: None Tech rate: Normal Map size: Large Victory conditions: All on Tech trading: Disabled Blind exploration: On Mega events
[quote]I like the way Creative works now. It's fun. You know, fun, that thing you're supposd to have when you're playing games.[/quote] Stepping on ants can also be "fun". If you are trying to justify the potential overpoweredness (Yes I just made that word up) of Creativity by saying that it's "fun", then I should remark that I find a well-balanced game where no power or racial bonus truly outshines the others to be fun. What now? Try giving this subject more thought, please.
Oh ye GODS, I just finished one of my hardest games ever as the Yor. I'm really, [i]really[/i] hoping those guys are just unfinished, because, seriously, they're a complete mess. I ended up just trying to keep peace with the other super-power civs until I managed to complete a technology victory. To be brief, here are the main problems with them: Their Morale does not scale well at all. Since the building that increases their Morale also increases their food count, they almost