Do you want your starbase to be upgraded into Death Star ?

Some players wish planets to be destroyed using a starbase.. That will turn starbase into a Death Star, right ? it sounds cool to me.    but if that will happen, it should have a high research to attain that! to balance your galactic powers.. right ?   
37,884 views 53 replies
Reply #1 Top
UM...starbases don't move. Also, this is not a Star Wars game...
Reply #2 Top
No, even if it required several modules (engines, weapons etc) it would be exploitable. People would build constructor fleets with lots of engines, race them behind enemy lines, assemble the death star and be ready to unleash hell in 1 turn, which would suck donkey balls. The AI would have to be much more aggressive in destroying starbases and constructors. Oh, and death stars are dumb too.
Reply #3 Top
No, even if it required several modules (engines, weapons etc) it would be exploitable. People would build constructor fleets with lots of engines, race them behind enemy lines, assemble the death star and be ready to unleash hell in 1 turn, which would suck donkey balls. The AI would have to be much more aggressive in destroying starbases and constructors. Oh, and death stars are dumb too.


agreed, the same thing goes for carriers
Reply #4 Top
Tough, they're coming back. Skyjack, starbases DO move and they do kill things. At least in GC1. And now they're coming back.

The reason I'm sounding so sure of myself is because every time I've asserted the matter before, I've then been told it's wrong by a Stardock member. So here's hoping Brad says "Actually, Terror Stars suck, let's not do that". But if you look in some of the .xml they are mentioned, and are (I think) coded but disabled. When the AI is hooked up to them, then it's go time for planet annhiliation. But they will be balanced by 1 move a turn, and the AI going "Dude, wtf!" and attacking you. They also build (and defend) their own. Once I find the quotes I will post them.

PS they WILL return. If you don't like it, tough. (provemewrongprovemewrongprovemewrongpleeeeaseprovemewrong)

PPS Carriers suck. End of.
Reply #5 Top
I wouldn't mind ship carriers.... I'd prefer to see ships that had the ability to act in a similar way to a Military Starbase (though with stunted abilities) or at least modules that will make a ship look like a carrier - i.e. some jewelary that look like decks - wide, narrow, whatever.

Or, even some ship modules to allow for repair bonuses, as I am not sure if these can be modded in.... Now I've had the idea, I'm going to try it..... The Armour plate or PD module piece should do it, and a repair bonus to that.... Only problem is, where to put it? Under the armour categories or under support?
Reply #6 Top
As long as they have outrageous maintenance cost and they move slow I don't think it would throw the game out of balance.

Peace and Justice to us only!
Reply #7 Top
Or, even some ship modules to allow for repair bonuses, as I am not sure if these can be modded in.... Now I've had the idea, I'm going to try it..... The Armour plate or PD module piece should do it, and a repair bonus to that.... Only problem is, where to put it? Under the armour categories or under support?


Already done in beta 1.2 mod.
Reply #8 Top
Terror star rock specail when you could move resouce bonus to your planet so that you can protect them lot easier. Which actual why lover terror star, only use planet destroy cability on unhabital planet lol
Reply #9 Top
Terror star rock specail when you could move resouce bonus to your planet so that you can protect them lot easier. Which actual why lover terror star, only use planet destroy cability on unhabital planet lol


Wrong. Terror Stars can't be resource bases, and it would lose the resource anyway. And to destroy a planet I think you need a colony. This thing is for genocide, NOTHING else.
Reply #10 Top
YES, i want them back!!! I'm their biggest fan!
Reply #11 Top
Marcathonas, in GC1 terror stars could be mining starbases, and they didn't lose the resource. I think that's what he was referring to.
Reply #12 Top
Marcathonas, in GC1 terror stars could be mining starbases, and they didn't lose the resource. I think that's what he was referring to.


Ah ffs, now non-stardock people are correcting me on Terror Stars? After I'm the only one who seems to read the forum posts about them and all...

But they're getting a lot of fixes. Moving a resource about is cheesy, and they will have a lot of cheese removed. Here's hoping it's only military starbases from now on (the way it should be).
Reply #14 Top
Also it could be nice if AI players start to see you as a threat if you building the Death Star.
Reply #15 Top
i was pretty disappointed to discover i couldn't create a terror star in gc2. i agree it should be done with attention paid to balance and prevention of exploits and whatnot, but surely it would add flavor to the late game experience. why not make it an optional feature for those who think they're dumb as donkey balls?
Reply #16 Top
If I had a dollar for every time I wanted a terror star...

Speaking of which, if we do get terror stars back, then will it destroy the star and make the planets unuseable, make the star go nova and melt the planets, or merely destroy the planets themselves and let the star go shining merrily on?

Or, maybe there could be three classes of terror stars, each related to a weapon type, that destroys worlds differently.

Who knows?
Reply #17 Top
ARRGH!

Who knows?


People who read what Brad says. Just me? Ok.

There was a toss up between sun wiping out system and planet destruction, I think it went for planet destruction in the end. Weapon needs charging up. Moves 1 parsec a turn. The AI will know what you're doing, and will do their best to stop you. Also, the AI will build them. And defend the hell out of them.

The expansion pack they feature in is called Dark Avatar, due out this fall.
Reply #18 Top
Yeah... I'm sure it will add "flavor" to the game. The sort of flavor that makes you squint your whole face for two minutes and wonder if the cook dropped acid on the way to the kitchen. I sure as hell don't want it. Every game will degenerate into nothing but "kill/protect the terror star".

If they want to do something new with starbases, I'd rather have regular military bases be able to open fire on ships within their range. All that firepower and they just wave as the enemy fleets head for the nearest planet.....
Reply #19 Top
The idea of "Terror Star" is totaly a lazy way out...
and if it dose come back have it only usable by evil alignment...
I mean who else would destroy a planet?

also it would seem more feasible to me that you could make a planet uninhabitable(pq 0) over actually destroying it...
Reply #20 Top
i would like a planet killing ship, but with limitations, such as it takes 6 turns to charge up the destruction beam, limited movement (but wide range, or vice versa) and rather vulnerable, but i think it would be a nice addition, wasn't there such a device in Galactic Civilisations I? I only had the demo but i remember a UP meeting about planetary destruction.
Reply #21 Top
The idea of "Terror Star" is totaly a lazy way out...
and if it dose come back have it only usable by evil alignment...
I mean who else would destroy a planet?


I play neutral, so I think it should be available for every alignment, and oh, I believe that " Near Omniscience Research" should allow us to creat our own planet.

Reply #22 Top
Well, to stop the constructor rush, perhaps terror stars should be built at a planet's starport. Have them able to move only 1 square per turn or something. I never used them myself in GC1 so I don't remember how they worked then.
Reply #23 Top
The constructor rush is lame, and so is moving 1 a turn. If they could be made somewhat unique they could be more powerful and useful and fast without being unfair.
Reply #24 Top
Tough, they're coming back. Skyjack, starbases DO move and they do kill things. At least in GC1. And now they're coming back.

The reason I'm sounding so sure of myself is because every time I've asserted the matter before, I've then been told it's wrong by a Stardock member. So here's hoping Brad says "Actually, Terror Stars suck, let's not do that". But if you look in some of the .xml they are mentioned, and are (I think) coded but disabled. When the AI is hooked up to them, then it's go time for planet annhiliation. But they will be balanced by 1 move a turn, and the AI going "Dude, wtf!" and attacking you. They also build (and defend) their own. Once I find the quotes I will post them.

PS they WILL return. If you don't like it, tough. (provemewrongprovemewrongprovemewrongpleeeeaseprovemewrong)

PPS Carriers suck. End of.


They will NEVER be in the game.
Reply #25 Top
Surely it would be fine to have terror star -like capability provided it was balanced somehow and optional. I mean, if you don't like it, go disable it in the xml or perhaps even expose the optional flag via the options menu. Calling it stupid isn't productive. I wouldn't want them in every game, but yes, occaisionally I enjoy genocide on a galactic scale