LEGEND:
>>> denotes a problem.
- denotes a suggestion.
(....) denotes important information within the text.
* Denotes a suggestion that has been discussed and OFFICIALLY rejected.
STATUS denotes the status of a problem.
Problems and their relevant suggestions are arranged in order of importance.
>>>Torpedo Frigates are seriously overpowered against starbases, and something than can obliterate a heavy installation such as a starbase should be able to do more than scratch the paint on an mere ship.
STATUS: Identified, some suggestions being reviewed. (Mods say they are planning to deal with it; https://forums.sinsofasolarempire.com/338311, post #7)
Further suggestions:
-Add CIWS (Probably impossible, or impossible with Sins Engine)
-Reduce the damage, preferably 50%, against starbases, to something like 300-350. Make them have a lower rate of fire, but give them a decent range and let them do 50-75% (I'm just throwing 'educated' guesses) damage against capships, and ~50% damage to cruisers and frigates. And, like double their cost. Also make them the slowest things in a gravity well.
Why? Torpedo Frigates should be viable support in fleet battle, like a heavier version of LRFs, but more expensive and slower, and less armored.
-Decrease their vunerability to fighters, by ~15%. It should take bombers to bring them down in time.
-Decrease their resistance to starbase weapons. There shouldn't be a magic shield just because the laser bursts were fired from a starbase, instead of a fighter or another ship.
-Siege Frigates should be able to deal nearly double damage to starbases, and withstand their fire as well as a cruiser (just my 2 cents) as they are very weak and nearly useless, as it is.
>>>Starbases are useless when the situation changes! (except, to some extent, Vasari) As if you built a mighty fortress near one phase lane junction, then conquered the world down the line, you should be able to re-purpose the station as a economic or administrative node, or move it to another phase lane junction.
STATUS: Unknown
Suggestions:
-Allow each 'addon' to a starbase to be individually removed (and refunded, like scuttling). This process could be lengthier than simply scuttling the station as a penalty, and could refund less resources or even cost a small amount.
-Add new Research allowing a Basic Construction Frigate to remove an 'module' from a Starbase.
-Allow the starbases to move* (this is very controversial, and I and some others believe it would severely undercut the Vasari's uniqueness)
-Add a frigate or cruiser, with fairly high price, non-existent shields, paper-thin hull, with the ability to tractor and move buildings. Starbases would be moved extremely slowly and could take multiple 'tow-ships'. Additionally, tractor beams could damage the objects they are towing by a small percentage/per sec, like 1 or 1.5% per sec per beam, and like physics, more beams = faster movement.
-Add new research, to allow the Basic Construction Frigate to gain a tractor-beam ability, and move buildings around slowly, perhaps require multiple BCFs to move a starbase. Same beam damage and physics system as described above
>>>Starbases are underpowered in some ways. Some argue that the mere presence of a imposing fortress should boost culture resistance (or cultural advance) by its existence, and boost faith in the safety of the economy and safety of interstellar trade , and thus increase trade and mining, without upgrades.
STATUS: Unknown whether enough people complain/care to make it a problem.
Suggestions:
-Give all starbases a minor cultural, economic, and mining boost without upgrades. Upgrades increase this effect significantly (e.g. a trade upgrade should be at least half a new trade port)
>>> The mine clearing system and mine-laying systems are not very well tuned/balanced
STATUS: Unknown, unknown whether enough people care enough, but can be easily solved
Suggestions:
-Give flak frigates 2 settings, to be manually selected. Anti-fighter (screens against fighters & bombers and prioritizes them, going after them unless nearby mines) and Mine-Clearing (prioritizes mines, and will ignore even fighters & bombers attacking them, and attacking mines)
This allows you to use a vanguard of flak's and a few scouts to clear mines for your main fleet, and reduces micromanagement load, which is always a good idea in a game the size of Sins.
Thats it so far. If there are more problems I will add them here.