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Well i'm mainly a TEC player but for the Beta i tested out the other two races a bit more than normal to check out their new toys. So i'll sort this by race.
TEC
The new TEC tech toys are a welcome addition to my bunkering style of play, hanger flack cannons, and the enhanced add-ons for the turrets make them far better at helping out in planet defense, and decently support my fleets on defense, a well defended world can push back pirate raids without fleet support so that's good for me. Helps me defend better and that -3 armor snipe shot is nice too.
TEC-Starbase
Ah the star of Entrenchment, Starbases, the biggest flaw i found with the TEC starbase is range, quite simply the thing doesn't have enough range, before upgrades the starbase and it's Advent counterpart should be able to cover at least 25% the grav well (in fact tieing their range to their grav well might be an interesting idea) and at least 50% the well by the time they reach full upgrades. Also due to their simple size they should disrupt enemy jump traffic as their mass throws off calculations like disrupter do, maybe not to the same degree but just a bit of disruption would be nice to allow entrenched defenses to get a few more shots. Also the TEC and Advent starbases should start with +2 fighter slots, (yes so 8 total for the TEC and 10 Total for Advent after upgrades) to help deal with their stationary nature. TEC bases with the factory upgrades should be able to deploy ultra light builders that allow the deployment of mine fields around non-world grav wells, and take over for normal build ships above normal planets to free them up from building mines all day long. (more on mines later) A quick note on cost, all starbases are too cheep, but the upgrades are too expensive, so i'd suggest 2x the build cost, and at least taking the cash cost of upgrades down to 1000 credits for the first, and then maybe a cost boost at one gets higher upgrades. Also in Line with range upgrades they need at least a 50% HP/SP boost at stock level.
TEC-Ogrov Torp Cruiser
This ship needs two things First a light auto gun like thous found on colony ships, just a weak gun that it has for when reloading it going on. And an anti-mine cluster missile ability (upgrade) you would still need scouts to detect them but the mines but when found bring in your Ogrovs to help clear them out.
TEC-Mines and counters
Okay big issue is mines, so lets set a mine limit per grav well for each race, the TEC are limited by cost so 150 mines + 50 if a starbase is there (75 for a starbase alone see above). Otherwise the TEC are fine in mine placement.
Now counter measures, i already talked about the Ogrov, but lets talk about older TEC ships, Give the scouts an upgrade to their Probe ability to let them use them to show where mines are hiding for other ships, also let scouts plant their explosives on mines, since from the TEC pov mines are just a type of structure, maybe a shorter cool down for the anti-mine version. The Hoshiko's demo-bots might able do for such a roll
Cap ship abilities like Flak burst, Magnetize, Radiation Bomb, and Missile barrage should also ravage detected mine fields.
Advent
Now being a TEC player i only try the Advent once and awhile so my knowledge on them is just in passing. I like the buffs to their static defenses.
Advent-Starbase
Most of what i said for the TEC goes here, longer range and extra fighters, increased starting investment, but lower upgrade costs, but a boosted stock hp value.
Advent-Mines and counters
The Advent should only be able to deploy 60 mines in a grav well and 120 in one they own, as unlike the TEC they can place anywhere and get them semi for free, not to mention they are following mines. As for counters, any capship AOE should aid in clearing them out but Advent fighter crews should also have training in dealing with mine fields as they are the fighter race(an upgrade for FIGHTERS only not BOMBERS).
Vasari
Well this race i have only got around to playing for the beta so i can't say much at all about them.
Vasari-Starbase
It moves, meaning it doesn't need the range boost, maybe the grav well jammer thing i suggested for the other two, but the other thing it needs is also a price hike, Now since it is also their colony ship the best idea is to place said hike on the ability itself, make the ability cost money to start creating the starbase rather than just up front like the other two, also along with the other two the build starbase command should be more like the normal build structure command where to tell the ship where to build it and it moves into place before doing so, rather than just farting it down right then and there.
Vasari-Mine and counters
Like the Advent they should have a lower mine cap due to their build anywhere utility. Also like both races in my suggestion allow Capships with area affects to harm mines in someway. Also for clearing mines give the mine layer itself a anti-mine ability maybe cause Vasari mines to take out other mines or the like, just something to make clearing fields easier than deploying swarms of scouts.
Thanks for reading
-Gabe, of Michigan