Updated ones are marked as yellow.
1. Their weapon range is short, but increasing them would cause problems.
It seems the easist way to fix the problme, but in reality it is not. It has some fatal flaws that cause imbalances if it happens.
First, Advent's guardians with repulse and starbases with increased range would make extremely powerful combination: you can't hit them but they can hit you. Right now people just don't realize the power of this ability since their illum's range is short, but if Advent would get a unit with great weapon range, we will be forced to further nerf guardians.
Second, if starbase's range is greatly increased, the useage of turrets and hanger bays would be dramatically decreased as static defensive structures. Well I said in other post they are not relevant, but after more plays I changed my mind. This will enourage people to focuss only on starbases, not other defenses structures.
Besides, there is a question how much the range would be. Cover the whole grev well? or just barely enough to cover the whole entrance points on one side? The size of grev wall is varied and people have different thoughts on this. It will make balance problem much harder.
Last, the final range of current starbase after all weapon upgrade is about 9000~10000. Is this not enough for ya (that's the range of LRFs)
2. Jump inhibitor/nullifier is NOT a answer.
For me that's pretty much overpowered. So WTF, if I made some mistakes and make the whole fleet jump into the enemy fortified planet, realized I could not beat them, and I watch my whole fleet died hopelessly?
Oh or btw if this happens your capital ship WILL NOT survive regardless of the outcome of the battle as well, since your caps won't be able to escape from concentrated fire.
In team games it is common that when I fight with someone as 1vs1, it is always possible that his buddy can join the battle and turn the tide. It cannot be prevented from scouting either. Now, If starbases have jump disable capacity, I know it would be very risky to merely jump and attack, rather merely increasing my fleet and further fortified my planet.
The problem is, enemy will do exactly same thing as well.
It would be complete stalemate.
FFS guys, you guys whine about the game being slower, and now due to new defensive units the game progress seems EVEN MORE slower.
YOU GUYS REALLY WANT THE GAME FURTHER SLOWER? Hell 1.1 original usually takes more than 40 minutes to finish, and I am talking about short maps like Razor. Guys, I really do not want to play a game which will take 3 hours to finish, and I think you don't either.
Next is benefits of starbases being mobile......
Wait,
Hold on,
I just remember something.
Do we already have defensive structure that does similar thing? (700% slower jump, can be stacked)
Will we see people use this if starbases can do same thing (and better)?
WOW guys, we already have a LIST of useless/worthless units that never or rarely made in real multiplayer (NOT AGAINST AI)
List: flaks, light frigates (after 10 min of the game), weapon jammers, etc etc. Now we put phase inhibitor?
As I understand, not many people are already using phase jump inhabitor... Now with starbase can completely nullifiy the jump or extremely slows down the jump, no one in hell would make this defensive units anymore.
Folks we make Ironclad waste of money; they made a wonderful renders and textures and all of their efforts are worthless since no one ever uses them, huh? :/
If we want to enemy not bypassing the planet, then we should talk about the unit we already have, not make a new ability for the unit.
OK, let's talk about the benefits of being mobile.
-With this it can completely cover the entire area without being imbalanced due to range.
-Since people are moans about the constructors being transform into the starbase at the moment they click the 'construct starbase' button, this will help since they can be made anywhere and move to proper place.
-It can dynamically response to directions of enemy attacks.
-Finally, this can be done without too much changes in starbase's abilities: no need of change all the numbers of weapon range, adding inhibitor ability.... wait the slots are already full so how can we add new icon on fully filled area?
And now, why Vasari needs to be able to phase jump.
-It fits to factoin's background: Vasari is master of phase technology, and they need to be mobile all the time since they are being chased by someone else.
-It fits to design decision: Anyone noticed Vasari does not have a dedicated starbase killing cruisers unlike Advent and TEC....
Well it has; it is actually Vasari starbase. One of Vasari starbase's weapon is dedicated to anti-structure. So what is supposed to happen is that you made a starbase in enemy territory, upgrade the weapons and charge into the enemy starbase.
But usually does not happen, since enemy can focus fire on starbase while it is being constructed. Us Vasari players need to able to build a anti-starbase starbase in relative safe distance, and jump into the enemy territory and directly attack enemy starbase (like anti-starbase cruisers do.) Possible imbalances due to having multiple starbase in same system can be solved my either phase jump disabled if he applies any health upgrade.