Starbase Attacks?

Starbase Atacks?

How far can starbase attacks reach? I built a mega starbase with a hugh influence sphere over two planets I own and the Iconians sent in a troop module to attack one and never had to fight the starbase. Whats the point of building a hugh starbase like that if the enemy can slip right on by it's range without even fighting it? It cost billions of credits and many many turns to get it that powerful
5,147 views 7 replies
Reply #1 Top
Starbase weaponry is meant only for defense if the starbase is engaged directly by an enemy fleet. It is not meant to take pot shots at enemy ships.

The only starbase that can be used for offense/defense is the military starbase, which can be upgraded to assist nearby fleets - it can only indirectly support fleets, it cannot take pot shots either. (It's abilities are among the best in the game, however and are considered extremely vital and can be staggering if properly deployed in a contested area)

Reply #2 Top
Personally I've never had to use starbases in that manner. Maybe its cuz I prefer not to play against a cheating AI?
Reply #3 Top
I like to get 6-9 constructors at a time, run them into an area, turn one constructor into a mil starbase with the most overlap of planets/significant areas I can find, and then add modules with the remaining constructor ships. The first constructor is +1 attack for the starbase for everything (mandatory before you can put defensive modules???), the second is +5 defense in whatever the primary weapon is for whatever enemy I'm trying to take out, and then after that, I start adding offensive/defensive ship assists, and then once I feel my fleets are properly supported, I'll add some extra offense/defense for the starbase as a "just in case".

Then I can just attack whatever I want and use the starbase bonuses, until the planets/whatever are finally vulnerable for me to invade.

I usually make custom constructors so I can add engines and slip in really quickly. I've found that a properly upgraded starbase is nearly impossible to lose in a battle, and you only need one or maybe two fleets in the starbase's field of influence to be able to do anything you want. Of course, make sure you take our your enemy's mil starbases too... You might have to design "starbase killer" ships to do it though...
Reply #4 Top

The first constructor is +1 attack for the starbase for everything (mandatory before you can put defensive modules???)


If you had only defence modules on a SB, it couldnt ever dmg anything. You have to have at least one attack for any chance to win. It would be pointless to put defence on a SB before any offence. That might be why the designers chose to deny the player that option. Just in case the player didnt understand combat.
Reply #5 Top
If you had only defence modules on a SB, it couldnt ever dmg anything. You have to have at least one attack for any chance to win. It would be pointless to put defence on a SB before any offence. That might be why the designers chose to deny the player that option. Just in case the player didnt understand combat.


I understand that. But the same is true with ships -- why allow a non-utility (i.e. non transport or non constructor) ship to be created that doesn't have at least 1 attack? It will always be defeated.

Also (and this I haven't confirmed, but I seem to recall), it requires the +1 attack in all categories option module before allowing you to put defense, not just any attack (+5 to laser, etc...). I could be wrong about this, though.
Reply #6 Top
The solution for that is making a defense module requiring an attack one to be already installed (ModuleRequirement), so the starbase retains some fire power before receiving shield, armor and PD.
Reply #7 Top
*casts Turn Undead on thread*

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