An idea to balance star base defense

Currently, at late game star base defenses are really weak, so weak that it's not even worth arming them, and what's the fun in that?

Therefore, I would like to propose for DA (if it's not too late) a relatively simple feature to balance the star bases.

What if for every generic module that added, the star base gained 1 HP? And for any defensive or offensive module, the star base gained 2 HP? In this way a fully upgraded star base would be far harder to destroy, and star bases with more upgrades would feel more massive and unique. What do you think?
7,828 views 9 replies
Reply #1 Top
Any idea for making starbases worth arming is a good idea. You can't go too far with this. Because starbases are immobile, they could become completely invulnerable and they still wouldn't be overpowered. It would definitely add to the game if starbases could be made so tough that you would have to *plan* to take them out, make a special fleet for it or something.

The only problem is that the harder they are to kill, the more ships the AI would waste on them. But they're a long way from being that strong now.
Reply #2 Top
I think the modules values should be adapted, I don't even mind the micro-managing, if it gives me something in return.

When I started playing the game, I built only fleets, later I experimented with fleets supported by starbases, I then wanted to use a starbase oriented strategy, where most resources would be directed to starbases, like building forts. I would use few mobile forces and they would be relatively underdeveloped, but they would get huge support from the starbases, because of their supporting modules and enemy forces being tied up trying to destroy starbases elsewhere (I would build them maybe next to every system, or along my whole 'frontier').

Unfortunately, this last strategy remains a fantasy with the current setup of Galciv starbases..
Reply #3 Top
In my opinion, starbase defences fail to keep up with weapons technology quite dismally. I never bother installing starbase defences anymore.

there is no reason to have wasted everyones time instituting starbase defences code into the game in the first place if this is the result!

Solution... have defensive technology which becomes available when the weapons technology does. This would also create a new dynamic in the game which would put pressure on players to develop weapons technology in response to the AI threat posed against starbases.
Reply #4 Top
i remember reading that the devs had wanted an SB module that allowed you to dock ships to an SB much like having ships in orbit around a planet. i personally feel this would be a great addition. for starters it'd give them the chance to combat in a fleet engagement.
Reply #5 Top
easiest way to defend a starbase is to put a fleet of ships on it.
Reply #6 Top
easiest way to defend a starbase is to put a fleet of ships on it.



Precisely! Ergo starbase defences are useless and a waste of code.
Reply #7 Top
easiest way to defend a starbase is to put a fleet of ships on it.


While this is true, I have several issues with it.

1st: I play on medium maps, and generally do not build enough fleets that I am willing to tie several down defending starbases.

2nd: Roleplaying. A lot of people play this game because they like the science-fiction and the idea of having a space empire. I like the concept of starbases -- I like the idea of an extremely powerful center of power that cannot be moved.

Reply #8 Top
What if for every generic module that added, the star base gained 1 HP? And for any defensive or offensive module, the star base gained 2 HP? In this way a fully upgraded star base would be far harder to destroy, and star bases with more upgrades would feel more massive and unique.



I think that this is a pritty good idea, but it would need tweeking, as starbases (when all tech is researched) can reach a max of near 50 modules, more than half of which are military.... which would give it around 70 extra hp on your plan!  The starbases truely would be an imovable center of power!

Fate,
Reply #9 Top
generally do not build enough fleets that I am willing to tie several down defending starbases.



Very good point, also the AI is more than happy to fly around your starbases defended by fleets and attack undefended ones in the rear.

I usually put several starbases with fleets far enough out that the AI cannot fly past them and reach undefended starbases in one turn. This way, my fleet always has a chance to intercept them. Unfortunately this strayegy is destroyed if that doubling speed random event occurs (i really hate that one).