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(1st updated)Reasons for why starbases need to be mobile (and Vasari needs to be able to phase jump)

(1st updated)Reasons for why starbases need to be mobile (and Vasari needs to be able to phase jump)

Long post, again

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.

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Reply #26 Top

Quoting psyck0, reply 24
Slow starbase movement is useless and doesn't make up for the pathetic range. Try the Vasari one out if you like. It gets about 3 shots in, then the ships sail by and are out the gravity well before it's halfway across.

They need more range. If we need to nerf Drone Hosts, I'm fine with that. Repulsion is a giant pain in the ass and very difficult to deal with right now anyway, and Advent carrier spam can destroy a much larger fleet that is not absolutely tailor-made to taking out the carriers.
End of psyck0's quote

yup, slow movement won't do you much good anyway, because it would take the starbase so long to get in range that it would only be able to inflict quite minimal damage.

the point with advent repulsion is a valid one, but I'm sure a solution can be found for that too. the negative repulsion ability aka tractor beam ability for advent is a workable idea. that way, the base can 'pull' enemies, or at least some of them, into range. that way, repulsion not only not becomes an issue, but becomes disturbing if it allows enemies to espace and further bypass.

Reply #27 Top

Stagger the ranges of the weapons on the bases more.  The first weapon upgrade should add the close in weapon and the 2nd weapon upgrade should be for the long range.  Increase the long range weapon range considerably but  drop the damage so it can at least inflict some DPS on units that may choose to make a run through the fortified system to a rear undefended system.  Making this type of change would give the starbase a larger area of coverage without making it overbalanced.  increasing just the long range weapon on the starbase wouldn't prevent enemies from trying to sneak past completely but it would offer a deterrent and inflict some loses on enemies who wanna run the gauntlet.  Enemies who skirt through the outermost weapon arc should take damage and light casualites.  The entire point of entrenchment starbases in my opinion is to be a deterrent by not without teeth.  If you wanna avoid it and bypass it you should take light loses and if you want to take it out you should take heavy loses.  With it's current range it can be bypassed effortlessly even with the moving vasari base. 

 Making all the starbases move is just ridiculous.  It's adding more micro because it only takes a small diversion on the other side of a system to make a starbase lumber over a grav well for 3 minutes just to have your main fleet attack when the starbase is at it's worst positioning.  I sure don't want to constantly micro the attack range of a moving starbase once people learn how to bait it away.    Even if the starbase had a weapon range of 1/2 the gravwell, you could slip an entire fleet through by baiting the base with a few disposable scouts. 

Reply #28 Top

Come on you guys whats wrong with turtling? I love to turtle and play games that last a loing time, hence why I dont play online LOL.

 

Anyways perhaps you should suggest seperatly balancing them for both multi and single player? That way for turtlers like me we can have our uber powerful bases while you online people can have weak bases, we all can have our cake and eat it too.

Reply #29 Top

There's nothing wrong with turtling, but you still need to build fleets. Not just defenses.

 

 

Reply #30 Top

ok the vasari starbase looks gay!

y?

because it moves!

im sorry but a moving starbase just looks silly imo

i mean i want to belive its a massive uber starbase etc but i look at it and it chasing a scout frig around the grav well of my planet...... and it looks a bit silly to me

 

feel free to flame me but i think starbases should have massive range rather than be able to move.

 

ai will always go for repair bays so all you need do is play starbase near one :)

 

 

 

 

Reply #31 Top

Okay, so allow all starbases to move, vasari's can jump, but only allow them to jump where their culture is present.

Reply #32 Top

Quoting ShadyZu, reply 6
Okay, so allow all starbases to move, vasari's can jump, but only allow them to jump where their culture is present.
End of ShadyZu's quote
Culture is broken as it is now. Its impossible to spread culture to a planet that has even one low level capital ship.

Reply #33 Top

I am going to have to agree with the Starbases needing to be mobile. They are just pointless to have if your enemy can go zerg your planet from the other side with siege frigates. For the Vasari Starbase to phase jump I am in agreement, but it should have some sort of expense perhaps tacked on to it?

Reply #34 Top

Quoting Cataclysm2000, reply 7



Culture is broken as it is now. Its impossible to spread culture to a planet that has even one low level capital ship.

End of Cataclysm2000's quote

you're thinking offensive, i'm thinkin defensive.

Reply #35 Top

Quoting ShadyZu, reply 9

Quoting Cataclysm2000, reply 7


Culture is broken as it is now. Its impossible to spread culture to a planet that has even one low level capital ship.


you're thinking offensive, i'm thinkin defensive.
End of ShadyZu's quote
Vasari Starbases NEED to be offensive. They dont have a torpedo ship. In fact, their starbase itself IS their torpedo ship. "Disintigration Beams are powerful against buildings" Says so right there on the info card. Doesnt make sense to give every faction an offensive unit able to jump anywhere except one, does it? Anti-building beams are useless in a defensive situation.

Reply #36 Top

I wonder if it'd be possible to have the Vasari starbase phase jump at a slower rate than the normal ships do (1/2 to 1/4 speed?).  In other words: have it be mobile, but not so mobile.  I feel like it makes some sense - bigger things take more energy to get moving.

Combine that with an inability to jump into a gravity well where one of your starbases is located (or jumping to/from) and you could alleviate the possilbility of people using them as "super capital ships."

Just an idea.  Discuss.

Reply #37 Top

I'm all for the Vasari starbase phase jump, but faster games?  I dont want to finish up a small map in <1 hour... the thing I love about sins is that it is still RTS, but slow enough for us strategy players.  Maybe just a couple of faster gameplay options (slow/medium/fast/very fast/lightning).

Reply #38 Top

As a matter of fact, I do want long games, thank you very much. You won't find a consensus on that issue.

 

The idea of a defensive phase jump inhibitor has been thrown around, and I like it quite a bit. Effectively the Starbase would block people from phase jumping past it, so you can't simply ignore it and fly deeper into enemy territory where there is no Starbase. That serves the goal of "entrenchment", in that you can build up a fortification.

 

But it also doesn't turn into immediate slaughter, since it has no effect if you turn around and phase jump back to your own world.

Reply #39 Top

Re: 2. Jump inhibitor/nullifier is NOT a answer.


One more thing... why in the hell would you ever jump your entire fleet into an opponent's area (without scouting first) and not rule out the expectation that they'd all be destroyed as soon as they entered the system, expecially if there are now possible mines right in the jump path?

Re:

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.

 

I like your strategy, but if timed right, you should be able to jump in with time to build the starbase.  I'd be up for reducing the time to create the starbase though.

Reply #40 Top

My seggestion is that a starbase main guns or starting guns.  Are able to target anything that is in a turret's or battle ship's attack range. 

Reply #41 Top

Wow.  Lots of ideas here.  I should have read this thread earlier.

Anyway, I don't like the idea of moving starbases really.  I think it needs to be a range increase, at least for the TEC base.  Maybe a different solution for Advent in order to avoid the repulsion problem.  I think the TEC base should be able to cover at least half the grav well, and I'm liking the idea of it preventing or at least dramatically slowing jumps toward systems that you control. 

This would encourage engagement, and if they still choose to avoid it, you'll at least have more time to get a fleet into position to engage them at the next system.  The phase inhibitor is still rather useless for preventing jumps toward your systems, but it is good for slowing enemy retreats.

Reply #42 Top

one of the big arguements against range for the advent star base is that repulsion would be too powerful. well if you just increase the range of the anti-starbase missile cruisers it wont matter because the cruisers range > starbase range. by range i mean that if i build the base in the right place i will be able to shoot ships dropping out of phase space on one side of the gravity well

Reply #43 Top

I didn't read any comments buuuut reading the main post, as fast as the Vasari base moves right now, it still doesn't move fast enough to really catch anything. Plus it's so big it has to go under most things, making a longer time for it to chase something...

Reply #44 Top

Have a weapon range inc for TEC and free strike for advant, have flack standard for a 3 with upgrade options and I for one will be happy :grin:

Reply #45 Top

Just a few notes:

1. Increasing range by a lot made the starbase much more useful, though I haven't tried the Advent combo with guardians.

2. Increasing the number of strikecraft was also very useful.

3. Adding movement to the TEC starbase currently causes the construction icons to be replaced with default movement icons.

 

:fox:

Reply #46 Top

Just a few notes:
End of quote

He's back.  The Fox is back.

Reply #47 Top

The Fox is back.
End of quote

Where!?

 

:fox:

Reply #48 Top

It's zombie fox, now. Get with the times!

Reply #49 Top

Vasari star base should NOT be able to phase jump... that is just totally overpowered seeing as thier super cannon opens up a phase jump = 19k hp death star phase jumping into the rear of the front lines, dont think so.... they can already shoot a super cannon and phase jump a nasty fleet into your rear areas WITH a star base ship -  and unless you have a decent size force nearby, that star base will be fully upgraded with a support fleet by the time you are able to rally the forces. Defend everywhere and you defend nowhere...

Phase jumping star base = bad idea.

Reply #50 Top

1.  I think people are forgetting that SB's are DEFENSIVE structures for defending a PLANET against an opposing fleet. 

2.  Increasing the range, making all of them mobile (and phase jump for vas) and making it impossible to advance will only make everyone turtle, Especially vas players since they can phase jump they can eventually go on the offensive.

3.  Starbases are hard enough to kill, with few enough weaknesses without loading it with flak turrets from the get go. Maybe a new tactial "Flak cannon" Structure would be better. that way it could aid an SB but not forse u to have to kill an SB to eliminate the flak fire.

4.  Since mines can pretty much kill a frig in one hit you can mine the fringes of the system so any fleet trying to sneak into youre rear areas will take damage.  Between the mines and the jump inhibitor you can delay an attacking fleet, and bleed it a little as well while leaving the SB to defend the planet.

5.  Since it is kind of lame that a fleet would be able to go around an SB, have one of the upgrades be a long range sniper cannon, either light damage or slow firing though, to add to the mines and hanger squads.