Please, for the love of god, nerf starting starbases

Please. I am begging you. Make it possible to actually attack a starbase without a Large ship filled with weapons.  

 

Also, please balance the weapon options. Some of the numbers really don't make sense.

 

Also also, fix Kinetic miniaturization, and some other tech cost typos.

48,674 views 19 replies
Reply #1 Top

Starbases aren't OP, especially when you can stack up the Starbase Fortification Modules. So what if my small ships are receiving +90 to all types of defenses?

 Edit: To clarify, each ship is getting +15 from Fortification Modules, and then the +1 from the military ring.

http://imgur.com/a/nyXYL

Reply #2 Top

I dunno, I kinda like how starbases are pretty damn powerful now.  Now granted, with the new low damage output of ships, they should be adjusted to maybe 2/2/2 offense and 2/2/2 defense now or something., or at least have drone/tiny fighters to defend them.  I like the idea of starbases to actually take a beating before being destroyed.  

I always like to think of Starbases like Star Trek: Deep Space Nine.  When the Cardassians had it, it was riddled with weapons and took a bunch of ships to take it down.

Reply #3 Top

If the kinetic miniaturization tech is really bugging you, check out the Crusade day 1 mod that fixes it.

Reply #4 Top

If defending ships still run up and die by themselves(haven't had a starbase attacked yet) then I don't see a problem with starbase strength eclipsing early fleet strength, because you can't actually bolster their defense.  Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet.

 

They were tissue paper, it was embarrassing how easy it was to drop a static object, it added a great deal to the mediocrity of the game by having to constantly replace the stupid things every time some random ship bothered to remove one even though you spent 20 constructor modules in an attempt to make it not be a free kill.  They could probably use an initial defense addition or two and start out with substantially less stats so you actually have to spend some money to make them invincible, but it's not like they're actually invincible.

 

Throw a flagship and an admiral in the mix and you can knock one down pretty easy with early weapons and defenses and that first logistics upgrade.

Reply #5 Top

And while you're at it, please make Shipyards easier to destroy or have them and starbases go away when you totally conquer an AI.

Reply #6 Top

Quoting psychoak, reply 4

If defending ships still run up and die by themselves(haven't had a starbase attacked yet) then I don't see a problem with starbase strength eclipsing early fleet strength, because you can't actually bolster their defense.  Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet.

 

They were tissue paper, it was embarrassing how easy it was to drop a static object, it added a great deal to the mediocrity of the game by having to constantly replace the stupid things every time some random ship bothered to remove one even though you spent 20 constructor modules in an attempt to make it not be a free kill.  They could probably use an initial defense addition or two and start out with substantially less stats so you actually have to spend some money to make them invincible, but it's not like they're actually invincible.

 

Throw a flagship and an admiral in the mix and you can knock one down pretty easy with early weapons and defenses and that first logistics upgrade.
End of psychoak's quote

Second this. It is embarrassment how Starbase, a big static object, bigger than capital ship is less armed and armored, easily knockdown by a few random hooligan of tiny ship. Now it is something to be reckon with. Although i feel like unupgrade or low tier Starbase should be knock down in their firepower and defense. Military starbase should be the one tough nut to crack. Economic starbase shouldn't be on the same level of lethal as Military one.

Quoting neilkaz, reply 5

And while you're at it, please make Shipyards easier to destroy or have them and starbases go away when you totally conquer an AI.
End of neilkaz's quote

This should be an option you can choose before starting a game. I don't mind cleaning up the mess since i imagine them as remnant resistance that still fighting on even their entire government dissolved.

Reply #7 Top

I wouldn't restrict the economic ones from them, after all those military buffs apply to stationed ships and make an actual point of nigh impenetrable defense.

Reply #8 Top

Why do we have to destroy ANYTHING left by a prior civilization?  If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech.  Give me an option to repaint their facilities in my culture's colors, but I'm all FOR recycling!

Reply #9 Top

Quoting BIF, reply 8

Why do we have to destroy ANYTHING left by a prior civilization?  If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech.  Give me an option to repaint their facilities in my culture's colors, but I'm all FOR recycling!
End of BIF's quote

I've been trying to destroy the pyramids for years.  And I'm the bad guy??

Reply #10 Top

Quoting Frogboy, reply 9


Quoting BIF,

Why do we have to destroy ANYTHING left by a prior civilization?  If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech.  Give me an option to repaint their facilities in my culture's colors, but I'm all FOR recycling!



I've been trying to destroy the pyramids for years.  And I'm the bad guy??

End of Frogboy's quote

Holy heck. This made me choked on my rice.

Reply #11 Top

Quoting psychoak, reply 4

Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet.

 

They were tissue paper, it was embarrassing how easy it was to drop a static object
End of psychoak's quote

 

1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least.

2. That's the second part of the problem. Once you have a tool capable of defeating a starbase, you can take out any starbase. The scaling on additional modules for weapons and defenses is pitiful.

Reply #12 Top

Re "leftover" Starbases, Shipyards from defeated civs:

 

What about turning *some* of them randomly into space junk? They could have self-destructed when facing defeat...

Reply #13 Top

Quoting The_Regicide, reply 11

1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least.

2. That's the second part of the problem. Once you have a tool capable of defeating a starbase, you can take out any starbase. The scaling on additional modules for weapons and defenses is pitiful.
End of The_Regicide's quote

 

I think there is some truth to this. 

IMHO, the starter starbases should be slightly nerfed, and the scaling should be better.

Reply #14 Top

I would also argue in favor of slightly nerfing starter starbases and possibly shipyards.

The way they are now, I can provoke the AI into a very early war, by claiming their ressources and there is nothing they can do about it. I also have a safe harbour for the fleet I have only just begun building. It turns the problem of not having a fleet early into a non-issue.

I kind of see a potential problem with administrators there if they are to easy to lose though.

That's why I think the second point is important, too and the defensive upgrades should be more potent and actually make it stronger than it was in vanilla.

Reply #15 Top

I am also in favor of weaker starting bases with better scaling.

i get the argument that a static base shouldn't be easy to kill. The counter argument is that your only paying for the cost of a constructor which can now take a fleet costing much more production and especially precious resources.

Further, it imbalances the early rush. You can snag enemy resources and hold on to them for a very long time...and then use those resources ton hold a fleet your enemy can't match.

so I would offer the starbase some initial defense improvements that cost resources. If a player invests in a starbase it should absolutely be a beast to kill. But it should be a bit harder than "plop a constructor, own that resource for half the game"

Reply #16 Top

If a player wants to keep his starbase against a determined attack in 2242 or 2243, they should EXPEND RESOURCES TO MAKE IT SO, is what I'm saying.

Furthermore, if a player wants to keep his starbase against ANY SCOUT SHIP 2244 and afterwards, THEY SHOULD BE ABLE TO.

Reply #17 Top

Just so we're all on the same page here...

 
 

Vanilla Starbase

200HP

(250SY)

 

Starbase Defense Systems

Advanced Starbase Defenses

Tech Tier One

Tech Tier Two

Tech Tier Three

Tech Tier Four

Tech Tier Five

6/8/5 attacks

+2 each attack

+4 each attack

+2 one

+4 one

+8 one

+16 one

+32 one

Initial Constructor

100 Cr

1 Durantium

1 Elerium

1 Antimatter

Constructor

200 Cr

2 Durantium

2 Elerium

2 Antimatter

Constructor

50 Cr

1 Material

Constructor

100 Cr

2 Material

Constructor

200 Cr

3 Material

Constructor

350 Cr

4 Material

Constructor

500 Cr

5 Material

Constructor

10 each defense

 

 

+4 one

+8 one

+16 one

+32 one

 

Initial Constructor

 

 

50 Cr

1 Material

Constructor

100 Cr

2 Material

Constructor

200 Cr

3 Material

Constructor

350 Cr

4 Material

Constructor

 

Note how the starter starbase is stronger than anything anyone can field for the first year. And note how the HP never ever changes.
Also note how at about Tech Tier One, scaling becomes pitiful, expensive, non-stacking, and the price becomes hilarious, especially in Credits. 
Reply #18 Top

1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least.

2. That's the second part of the problem. Once you have a tool capable of defeating a starbase, you can take out any starbase. The scaling on additional modules for weapons and defenses is pitiful.

End of quote

 

Not real sure why you snipped out a portion of my post and then fed me a reply that wasn't in disagreement with anything I said, but hey, whatever floats your boat.  I think you're being a bit generous with your estimates though, by turn 150 or so, you should be able to pump out 8-10 damage ships in a couple turns and drop starbases left and right in a single go.  Guarantee is a bit strong, perhaps if you said without casualties.

Reply #19 Top

I quoted a part that I specifically responded to. I don't need to disagree to reply (but I do disagree that any starbase is a military installation).

And yes, I meant "with such casualties that you can reliably do it without breaking your bank". Otherwise, you can send veritable trains of Tiny Missile ships at a starbase. Eventually it will die.