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Starbases:Usefull changes

Tractor Beams

By on February 16, 2009 5:10:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

alex965

Join Date 02/2009
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I think that Starbases should have hardpoints (Someone else has already suggested i am just expanding on it)

The whole loses all anti-matter and 30% of healths i useless so instead of that why not gve them hardpoints i would say about six hardpoints which can each hold a small grid of:

Tractor beams

Each grid could hold three firgates or one cruiser this would only disable sub-light engines and pull the ship closer they would cost no antimatter and could work indefintely

Flak guns

Holds four flak guns which shoot at strike craft.

Ion cannons

Holds two Ion cannons which on hit knocks out the ships weapons systems they could fire every 30 secounds

Concluding remarks

These could all cost maybe 400/100/150

Please post any suggest or changes that this could require.

 

 

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February 16, 2009 6:17:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"The whole loses all anti-matter and 30% of healths i useless"

 

Do you really think that, really?

It's one of the best abilities the starbases have.

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February 16, 2009 6:24:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ya, other than the suggestion that the phaze destabilization is 'useless', I would agree that I would like to see this upgrades... perhaps not as 'hardpoints' (which i will admit I don't fully understand the concept of) but why not just as one more weapons upgrade, and two more active ability upgrades? This would only make sense with a reworking (that I also think is necessary) of the upgrade slots on SB, to allow for a greater number (with these upgrades, I would think somewhere near 12 would be in order) of total slots for each SB.

Great ideas though.. here is to hoping they aren't too late!

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February 16, 2009 6:28:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i think the starbases need more weapons on it period along with capital ships. it would make a fantastic sight and also make you think more strategically when thinking out your assualt. (it would just be be cool to watch, dont you think)

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February 16, 2009 6:39:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Only Normal

A harpoint is a point on a ship that a gun can be fitted on. This term is used mostly for games with custimizable ships and vehicles such as EVE. Each hardpoint  is just a POSSIBLE point at which a gun can be placed on. Similar to the way ships have guns that only fire sideways. Good example of this is the Space Egg. It has laser's that fire to the sides yet don't ahve the axis to fire straight forward. That is a hardpoint. But Hardpoint as said before is an empty slot that has the potential for a weapon to be fitted

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February 16, 2009 6:50:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Major Part Of Designing Ships On Stardock's Other Game Galactic Civilizations

Hard Points Wise

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February 16, 2009 6:54:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

+ 10 to the Flak idea, but I'd say buff it even more, to 6-7 turrents. Combined with a general Flak buff hopefully we can combat Strike Craft spam. 

It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies.

Wow that's flipping fantastic.

Of course, even with flak protection the carrier spammer can just click a few times and his strike craft will be replaced immediately.  

Cuz that's what happens to ALL planetary defenses right now because Guass Guns don't have flak protection and you will never have enough Hangers to shoot his carrier's bomber's down. 

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February 16, 2009 7:23:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cuz that's what happens to ALL planetary defenses right now because Guass Guns don't have flak protection and you will never have enough Hangers to shoot his carrier's bomber's down. 

 

that's not entirely correct.

as i recall tec cannons now have an upgrade to get flak and vasari hangar bays have a fairly large radius where they can trap enemy strike craft for quite a long time.

especially effective when build in a circle around the starbase.

don't know about advent tho

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February 16, 2009 7:28:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

with regards to advent defensive structures, there is essentially no anti-strikecraft capability except the manufacture of more of your own strike craft.

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February 16, 2009 8:33:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Advent get sick mitigation so stfu about their lack of srikecraft.

 

 

This whole hardpoint upgrade idea is bull btw.

 

Starbases should come with a half decent anti strikecraft weapon or ability (think kol fla khere, but bigger) equipped right from the start.

 

 

Phase destabilisation is a powerfull ability.

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February 16, 2009 8:59:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Does no one care about the tractor beams that was kind of the large point of this post since flak guns have been posted

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February 16, 2009 9:30:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There is no ability in the game that is similar to that, except maybe one of the Advent abilities. The problem is the coding. And, I don't really think "tractor beams" fit the unniverse, but that's my opinion. Also, hardpoints suffer from the same reasoning plus too much micro.

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February 16, 2009 9:51:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It would be cool. Imagine a Vasari SB tractoring strike craft and ships into its maw

Vasari fleet commander says " SB we need you over here "

Vasari SB says " be right there, soon as I've finished lunch! om nyom nyom! "

Tee Hee hee!

But seriously, whilst it would be cool to see, I think its getting a bit late in the beta to start implementing stuff like that. IMO the game is pretty well balanced right now. As mentioned above there are things at your dissposal to help your SB's survive, maybee not against every configuration of attacking fleets, but nor should they have IMO. They are still pretty tough with good support.

Well I surpose you never know we might get a nice surprise. If not I won't be dissapointed though, and there's allways the chance that someone will do a mod with this.

 

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February 16, 2009 10:08:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DorianGray7,
It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies.

That does make the SB  sound quite fallible, doesn't it?

I, for one, think that SC should not rebuild when in any hostile-controlled grav well.  That includes a star or gas giant that has a hostile SB inside.

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February 16, 2009 10:47:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think people aren't realizing that a carrier takes 12 resources, and a flak takes 4. 

So unless when the enemy has 20 carrier cruisers, you have 60 or more flaks, I don't think you should be complaining.

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February 16, 2009 10:51:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting burnout1620,

Quoting DorianGray7, reply 6It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies.

That does make the SB  sound quite fallible, doesn't it?

I, for one, think that SC should not rebuild when in any hostile-controlled grav well.  That includes a star or gas giant that has a hostile SB inside.

I give + 1 Karma

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February 19, 2009 11:30:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DorianGray7,
Quoting burnout1620, reply 13
Quoting DorianGray7, reply 6It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies.

That does make the SB  sound quite fallible, doesn't it?

I, for one, think that SC should not rebuild when in any hostile-controlled grav well.  That includes a star or gas giant that has a hostile SB inside.

I give + 1 Karma

 

 

why karma, the idea is bad and wrong.

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February 19, 2009 12:27:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Levelheaded,
why karma, the idea is bad and wrong.

 

I don't suppose you'd care to give some more information, like WHY you think its bad and wrong?

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February 19, 2009 1:19:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i love the fact it removes all anti matter and 30% health thats a huge advantage but since it is a star base i would like to see targeting uplink in there also

 

Also about the idea for carriers to stay out of range and let there strike craft take it is odd since the star base has the ablity to make 14+ squads of strike craft of its own and a frig yard yu could ripe there carriers apart with your planes or build the frigs you need at the time of arival

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February 19, 2009 7:55:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Tridus,
Quoting Levelheaded, reply 16why karma, the idea is bad and wrong.

 

I don't suppose you'd care to give some more information, like WHY you think its bad and wrong?

 

 

Denying carriers rebuilding of strikecraft or impairing the efficiency in hostile grav wells will instantaniously make them completely useless.

simple as that.

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February 20, 2009 3:11:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Right.... , which explains why in the beta 3 change log they did just that.

The developers obviously see that Carriers are a big issue, Carrier are not useless if they can't rebuild their SC, but finally balanced. 

I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships. 

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February 20, 2009 4:52:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting CreditSuisse,
Right.... , which explains why in the beta 3 change log they did just that.

The developers obviously see that Carriers are a big issue, Carrier are not useless if they can't rebuild their SC, but finally balanced. 

I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships. 

 

 

No. The Devs made it so that hostile ships (their presence that is) lower the production speed.

 

Thats is working against all involved sides, not just the one going to an "hostile gravwell".

 

Thats a major difference because this decrease in beta 3 is fair to all combatants since theres always an enemey ship around after all. In almost any situation both sides of a fight will be equaly penalized in terms of strike craft replenishment. It has the added benefit of increasing the value of anti strikecraft frigates and emplacements, since the overall effect of having killed a strike craft will remain longer and as such is increasing the time the carriers need to demolisch you by 25%, just like that. Without a major nerf to any ship involved. THIS is gamedesign.

 

A fleet will not incur an artificial penalty jut for being at the enemys doorstep, an important factor when you think about it. If attacking would net such disadvantes, noone would attack. theyd sit behind defenses all day and clusterfuck you with novas and kosturas.

 

 

 

Another thing:

Beta Readme
Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.

 

Carrier >CRUISERS<

 

Thats basicly a 25% buff for hangar defences, gettign a chance to overwhelm and outporduce an enemy carrier group in tandem with anti strikecraft vessels or abilitys.

Its also a stealth buff for Carrier Capitals.

 

anonymus
I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships.  

It's a design choice, one that most agree with since it prohibits solo-pwn-mobiles.

 

 

 

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