[Request/Feedback/Bug] Sins of Solar Empire: Entrenchment starbases Truely useful only Vasary starbase ):

Can You, SoSE:E coders, make ALL STAR-BASES USEFUL? When you presented this modification (Entrenchment) you told 1 star-base per planet should be real security, but if star-base cant reach the other side of planet then it is just a BAD JOKE.

I would imagine that star-base cold have weapon range AROUND THE PLANET to be able to REALLY DEFEND THE WORLD, not just 3 structures around it. OR it can FLAY AROUND THE PLANET this way securing everything. It is little shitty since you can easily avoid star-base and still bombard the planet since it flays slowly, but its better then just another super-strong turret.

 

YOU PROMISED THAT STAR-BASES WILL HAVE theyre own CULTURE SPREADING that the planets protected by them CANT BE influenced SO EASILY by other cultures that have good culture spreading.

Sorry, but this star-base is no use if you put it in an gas giant territory or similar since you can easily AVOID it or easily DESTROY it if you have fleet big enough. I have found that star-base often cant even kill 1 small attack ship within strong fleet.

 

Since i have bought this game (and i have bought other games created by You) and i am participating in Your Beta Feedback (playing beta game), i expect You, coders, at least read it and pay some thoughts on these suggestions. If you will not, the only race i will play nest 2 years will be Vasary but that wold be really SAD!!! ):

 

 

By the way, You are creating one of the best strategy game ever!!! (=

6,831 views 13 replies
Reply #1 Top

Similar threads:

 

https://forums.sinsofasolarempire.com/334514

https://forums.sinsofasolarempire.com/333087

Reply #2 Top

Ok in order:

It is little shitty since you can easily avoid star-base and still bombard the planet since it flays slowly, but its better then just another super-strong turret.
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 Ah but all 3 races have a differntly named upgrade (axilary government for TEC) that allows your starbase to prevent takeover untill the base is destroyed and I think bombing as well (it said and bombing but I havent tested it) so the enemy can't just send 5 bombers to your planet.

YOU PROMISED THAT STAR-BASES WILL HAVE theyre own CULTURE SPREADING
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The advent starbase does have a culture spread upgrade I can only assume the other 2 have the same culture slowing effect as the capital ships.

 Sorry, but this star-base is no use if you put it in an gas giant territory or similar since you can easily AVOID it
End of quote

But if you put it in a gas gaint/asteroidbelt/uncolisizable place it can act as a trade port and as a frigate factory and as a hangar defence and a beefed up turret it place to protect the asteriods you captured there

I have found that star-base often cant even kill 1 small attack ship within strong fleet
End of quote

An un-upgraded starbase is weak yes, but I had a TEC starbase with 2 wepons upgrades 2 defence upgrades and the axilary government upgrade it was attacked by a sizeable fleet of a lvl 6 progmentor a lvl 2 rapture 5 or more area drone hosts and sever missle and light frigates and since I could not send backup the starbase was on it's own it managed to take out several or their light/missle frigates and both capitalships before scumbing to the inevitable carrier rush. Which makes it more of a bitter vicory for the advent, if I had added 2 hangerbays and the self destruct to the last 3 upgrade slots it would have taken almost the whole fleet with it. After all 9000 hp and 3000 shields goes a long way :)

That's all sorry for the long winded post ;)

Reply #3 Top

Ah but all 3 races have a differntly named upgrade (axilary government for TEC) that allows your starbase to prevent takeover untill the base is destroyed and I think bombing as well (it said and bombing but I havent tested it) so the enemy can't just send 5 bombers to your planet.
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Which is perfect, except that the upgrade in question is currently bugged and doesn't do as it says it does, or seemingly anything at all, really.

In addition, this doesn't really solve the problem of being able to bypass the planet where the starbase is at and homeworld rush.

Reply #4 Top

I disagree, all of the factions starbases are currently very powerful when used in synergy with structures, units and particularly mines. One is powerful, two smartly placed in neighbouring systems at a choke are devastating and have no trouble in stopping fleets of greater cost (wrt the starbases) progressing further into your systems. Sending a load of ships to pillage behind enemy lines is now, thankfully, very difficult to achieve against an opponent with a superior economy and infrastructure. This rewards careful positioning by the player. Just throwing down a unit that slaughters everything that enters anywhere in your system might sound like fun to some people, but I'd prefer some strategy in my strategy game. The unique upgrades for each faction are also very much in character with the three factions, fulfil necessary roles (though needs some balancing) and I think are very well judged.

Their current very fast build time makes them too powerful used in attacking enemy systems in my opinion. I'm sure build times, upgarde costs and ability costs will be balanced in time.

Reply #5 Top

i do agree that bases are too easy to go around but this would be solved with incresed range (half grav well) and increasing the max number of buildable bases per well to 2 this way u cover ur whole planet and bases cant be avoided

Reply #6 Top

ALL star-bases shold be able to move in order to change strategy if necesery.

Reply #7 Top

If they increase star-base range, then they realy dont need ability to move (what still wold be nice since Mulitiplayer game often needs changes specialy in big maps and you don't have too much Resources).

 

What ever developers decide, they gave us few promises:

1) Starbase will be costly + slow to build

2) Starbase will be wery HARD TO KILL "unless they destroy the Starbase first. And, well, good luck with that." ("http://www.neoseeker.com/Articles/Hardware/Previews/sinsofasolar/3.html"). I just told what YOU guys have told us :|

 

1 Question: HOW TO PROTECT WORLD FROM FREGATE SPAM? In real combat, not just 10 shps vs 10 ships because starbase is only good if youre enemy uses few ships... (I am horrible in strategy since i just play)

Reply #8 Top

While granted I've yet to play against REAL HUMANS, in my test games I've actually found that there's little reason to build a starbase. A network of defense platforms supported by hangars costs about the same as upgrading a starbase and has the added advantage of providing a wider area of coverage - in particular the Advent seem well off, what with the shield-granting hangars and Synergy ability.

The only base I find useful is, indeed, the Vasari one, and that's because it can putter around a gravity well to reposition itself.

So yeah, starbases are a neat idea that need a bigger incentive to build them.

Reply #9 Top

I would like for all star bases to be able to move, like the Death star, albeit super slowly, and even be able to phase jump. Again their movement speed should be super slow and it should take 1-2 mins for it to be able to charge up in order to phase jump. The movement speed should be slightely slower than it is for units who are travelling near the sun.

Reply #10 Top

Oh my god. I thought I'd heard the end of the phase-jumping starbases.

Reply #11 Top

Quoting LordAlthalus, reply 10
Oh my god. I thought I'd heard the end of the phase-jumping starbases.
End of LordAlthalus's quote

 

Yeah, but think of how useful they be for the Vasari, who are stuck with their starbase as the only possible 'anti-structure' unit available!  :D

Reply #12 Top

Dear lord I can only pray the devs won't read this thread at all.

Someone gives you a hammer and you are mad because you cant use it as a screwdriver.  If only this hammer was a philips-head, then you could use it how you want right?

Reply #13 Top

Hey, seriously, think about it dude!  It's 'impossible' to get the Vasari Starbase built in an enemy grav well, so let it jump, like, one jump to get in there, but make that one-time jump cost a construction slot!