personally i think that the point of entrenchment was to add defensive manuverablitity not just become as we call it "entrenched" any turtling game becomes very boring and takes forever. Sins takes a while on its own but with mines and starbases it just becomes the 10 inch steel plate in front of a bullet. The only way you get through is by sending cannon fodder after cannon fodder at your enemy. There should be an easier way to rush. I don't mean like 10 minutes 20 ships hit you. thats just stupid but i mean like 1 hour or something and make mines have a cap. "IF" mines had a 100 mine cap it makes it that strategic placement becomes key. Defense in sins was completely lacking. I feel that its almost impossible to mount a strong enough defense against even a moderate player and hold the line with defense alone. The only other way to mount defense was to spam it at all your planets. What we need is a way to make the defenses worth while, so we don't have to spam defenses at all our planets. Just at the frontal places, and maybe farther back. Just liek ww1 we need to fortify the front not everywhere. In ww1 you didn't have troops thorughout all your trenches you had them where theyy were needed at the front. Thats what is needed, a way to create a wall/ baricade against your enemy making it harder to just bypass a heavily fortified planet and go to one not so fortified. Make it expensive but at least make it possible. Its annoying when you spend all this time on defenses when all it takes is the enemy to navigate around them. Thats just gets me PO'ed.
P.S. sorry for the hodge-podge of random ideas but thats how i argue. LOL
A few issues that i need to clear up from that post. The point of entrenchment was to clean up that bad defense issue and make defenses more frontlined. Also the mine cap would totally be planet subjective such as 25 or 50 mines a planet. What we do need is some way to attach more defensive structures to one planet. Thus "entrenching" but doing so we would need to spend research time inside the defensive research. This meaning we would lose ground in other areas (as in ships variety or strength) The main thing is that i think stardock needs to do some tuning and that their adressing an issue that was present. Mines are a great way to make a wall or at least delay an enemy but we still don't have a way to stop an advancing fleet in their tracks.
Very long reply i know but personally i think i hit the nail on the head. If anyone wants to give any feedback on what i said please reply or pm. I don't own entrenchment but i have enough of an idea because i've played enough rts's to know what an impossible tactic is. My question is though that how do you move in the up and down axis. I haven't figured that out yet and i think it would be a viable tactic to use.
Recomendation create an upgraded version of the phase (blanking out, it increases the time it takes to phase jump) and make a phase blocker or make it take 2000% time. (again sacrifice something like lots of metal or crystal to build or lots of tactical slots). Another recomendation is to give planets a building that would take logistic slots and turn them into tactical slots. Such as a military coordination base which would give 10 extra tactical slots and cost 4 logistic slots. This would then effectively entrench the game.
Sorry for getting a little off topic with that post and for all of those who read this whole post ty and I hope you will give feedback through pm or reply yet again.