A vote i say! I need lots of post to be effective

on things i've seen suggested.

Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies

15,759 views 37 replies
Reply #1 Top

1. Yay, unless they get some seriously increased range.

2. Nay, in your own gravity wells you may as well build PJIs. The Advent Starbase has a movement stopping pulse that needs to be bought & use an upgrade slot so I wouldn't want to see a PJI effect in for free. Not to mention that a PJI effect on your enemy in their own grav wells while you attack them is taking the mick, it would totally lock them down.

3. Yay & double yay.

4. Yay. More range too please.

5. Yay

6. Yay

7. Nay, that totally defies the purpose of the starbase as a solid centre of defense in my opinion. Just give them greater range or mobility & you don't need it. Stars on the other hand I wouldn't mind if you could have maybe two or three starbases in, they're big enough to justify it.

8. Nay, once again, this is not what they're intended for, they're not the death star, they're meant for defensive purposes so if you build one to defend then why would you need to send it away? I can sort of understand sending it to your own planets  for that reason if you're expanding, but I think it would just be  abused so much. Starbase zergs would not be fun.

9. Yay.

Reply #2 Top

1. All races star bases move
End of quote

God no.  Increase the range.
2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%
End of quote

Good idea in theory; mechanics thereof need to be fleshed out.
3. Revamp Mines on Advent and Vasri
End of quote

Yes.  Also, lower the damage (for everyone).
4. Starbases take more money and time to construct in exchange for more firepower
End of quote

Yes and no.  Not every starbase should be a fortress.  I want civilian bases, dammit!  Otherwise, what are my civilian upgrades for?
5. On Planet defenses (Planet to space weapons). Extremely Expensive.
End of quote

Elaborate?
6. Planetary Shields for starbases.
End of quote

Maybe.
7. More than one starbase per gravity well
End of quote

Absolutely not.
8. Interplanetary Star base travel.
End of quote

What?  Seriously, what?  STATIONARY FREAKING BASE.  Nay.
9. Mine cap limit individual of tatical slots.
End of quote

Tactical slots aren't a good solution.  Neither is a hard cap.  I can't decide which is worse-probably tactical slots.
10. Space Ponies
End of quote

Yay.

Reply #3 Top

Elaborate?
End of quote

He means make planets get weapons to shoot at ships.

So, nay.


Tactical slots aren't a good solution. Neither is a hard cap. I can't decide which is worse-probably tactical slots.
End of quote

Make them all cost resources. Soft cap :) If someone wants to spend 20k in credits and another ~8k in ore/crystal to mine a single grav well, let them and laugh at him as you save it for last because he has no ships to defend his other planets.

Reply #4 Top

1. All races star bases move

NO - That's a bandaid to the problem of range. As I've said before the phase lanes need to be narrowed. This fixes the mine spam as less are needed and SB placement becomes not only useful but critical - and the vasari moveaability can actually be a bad thing - ie use a small fleet to pull the base away makign the lanes clear

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

MAYBE - 350% would be fine, maybe even 200% - again fixing phase lanes would really help

3. Revamp Mines on Advent and Vasri

YES - system caps 200 for planetary systems, 100 or non planets (gas giants are planets)

4. Starbases take more money and time to construct in exchange for more firepower

YES - increase the initial cost and decrease things like the trade ports - you already researched the tech and the SB tech make it cost the same as a regular tradeport. you're already burning a slot thats enough punishment.

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

???

6. Planetary Shields for starbases.

NO - already exists why waste a build slot on top of theat SB's are more useful in nutral territory in my opinion.

7. More than one starbase per gravity well

NO - you already can if you are allied or if 2 enemies are fighting it out.

8. Interplanetary Star base travel.

NO - construction ships alresay travel - if you want it build a new one.

9. Mine cap limit individual of tatical slots.

YES - 200 for planetary systems 100 for non.

10. Space Ponies

YES

Reply #5 Top

Quoting Annatar11, reply 3

Elaborate?
He means make planets get weapons to shoot at ships.

So, nay.
End of Annatar11's quote

In that case, nay.

6. Planetary Shields for starbases.

NO - already exists why waste a build slot on top of theat SB's are more useful in nutral territory in my opinion.
End of quote

Just because something exists for one faction doesn't mean it exists for all three.

Reply #6 Top

true but then what would be the point? it makes that race special

Reply #7 Top

I guess i should put down my own vote

1. Yay

2.Yay

3.  yay

4. yay

5. yay

6. Yay. as in your starbase has a shield for your planet

7. Nay. stupid idea but people keep saying it so i included them so they wouldnt say something was left out.

8. Nay

9. Yay. what individual of tatical slots means mines dont take up tatical slots but they do have a cap

Reply #8 Top

1. No. Range, please.

2. Yes. 150%-250%.

3. Yes.

4. No. Upgrades should fulfill that.

5. Yes. Effective against planet bombers, but short ranged. (Not that I think it'll happen.)

6. Yes. Upgrade of the keep control ability. Not as effective as the seperate TEC structure.

7. No. One is a good limit and forces choices to be made.

8. No.

STATIONARY FREAKING BASE.
End of quote

9. Yes. More for stars. Or soft cap, though runaway economies can cause mine abuse in really long games.

10. Piffle.

 

:fox:

Reply #9 Top

1. sure

2. sure, 350%

3. no, better idea = remove mines altogether

4. depends, if you mean more upgrade slots and increased dmg upgrades - sure, they are already costly to upgrade

5. sure

6. sure

7. no, if they all can move. yes, if they cant move.

8. fack no, dont need the death star here

9. no, see #3

10. put down the crack pipe

Reply #10 Top

1. All races star bases move

Nay

STATIONARY FREAKIN' BASE

Defenses are used because they trade mobility for firepower. If you want a mobile defense, use ships.

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

As an upgrade - YAY

3. Revamp Mines on Advent and Vasri

Yay - Make them costs dinero or pesos or something.

4. Starbases take more money and time to construct in exchange for more firepower

NAY - just add more upgrades

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

With experimentation this could work....

6. Planetary Shields for starbases.

As an upgrade - YAY

7. More than one starbase per gravity well

Nay - There needs to be some kind of limit, 1 per grav well is really good for defenses. It keeps your ability to withstand attacks proportional to your empire size. This will keep the game moving rather than stalling at a stailmate

8. Interplanetary Star base travel.

Nay

STATIONARY FREAKIN' BASE

Defenses are used because they trade mobility for firepower. If you want a mobile defense, use ships.

9. Mine cap limit individual of tatical slots.

Nay - I'd prefer a cost 

10. Space Ponies

Nay - they aren't pink.

Reply #11 Top


1. yea. sort of. I'd like to see Star base engines be an upgrade option for TEC/Advent

2. yes. 400% should be enough. I'd like to see some sort of gavity generator that pulls ships toward the starbases slowly.

3. yes. Vasari mines should cost money and resources, enough so that you don't want to leave the auto cast ability on. 

4. sort of. costs are fine. more starting firepower, better targeting AI, or more potent firepower upgrades are needed 

5. maybe. I could see the Advent planents repulsing invading fleet back the outer reaches of the gravity well and disabling them for a time. The vassari could just throw some of the invading fleet into phase space and deposit them at some other node in their transportation network. Not sure what the TEC planets would do.

6. no. Just Place your TEC/Advent hangars and repair bays around the starbase. 

7. no. In Multiplayer thats possible.

8. yes. should be slow and disable weapons systems. 

9. no. just limited by resource cost.

10. definately. and absurd superweapon that causes stars to go supernova.

Reply #12 Top

The allergies people have to mobile bases is fairly odd.

1- If you're going to build a large, expensive, militarily useful platform... figuring out how to make it *move* is an obvious step.  We build aircraft carriers as mobile airbases; we build armored vehicles instead of gun emplacements, unless the gun is so huge that anchoring it to the planet improves accuracy.  Mobility is central to warfare. 

Unless there's a physical or logistical reason why it can't move, or why that movement would be useless, the logical thing would be to figure out how to make it move.  Is anybody seriously arguing that it would take more resources to move a base than a maxed-out fleet?  Or that they'd rather be an obvious target for long-range toys like the TEC's superweapon, firing a projectile suitably modified with a proximity fuse?  I don't see anybody suggesting that the bases should be anchored to the planet to absorb recoil from a massive projectile weapon, or to use an ocean as a heat sink for massive sustained fire, or that they're so small that an engine wouldn't fit.  Is the argument that engines are non-scalable so that it's impossible to provide sufficient acceleration for them to ever reach escape velocity?

 

2- Is it 'an abuse' if somebody moves his fleet into your space, when you're permitted to do the same thing?  If anything, moving a base into your territory should make it easier to kill.

See Netrek for a classic game with mobile bases.  Incoming base?  That's not abuse; it's a target.  Sure, it's fairly powerful, particularly in the hands of somebody well-practiced.  But there are techniques for killing them, and if your team is playing so badly that a single very slow-moving ship is causing you trouble in your own backyard, your team probably deserves to lose... and in Netrek, your team didn't even have to invest a large quantity of resources to construct a base and research its exclusive capabilities.  A player could choose the base if the team didn't currently have a base, hadn't had one recently killed, and the player had sufficient rank.  Picking a base didn't affect the quality of other ships (there being no research or resources...), or affect the quantity of others any more than picking any other ship (in so far as each player could only control one ship at a time, regardless of ship type).   They're sufficiently strong that coordination is normally required to kill them, and they draw significant attention from both sides.  Given time, they can move anywhere around a map with fewer worlds than larger Sins maps -- ten planets per side -- and where there are *no* fixed defenses of any kind; no hangars, no minefields, no phase-jump inhibitors (it's an open map, no choke points), nada.  And with all that, people still played the game fervently and, excepting the odd newbie who never heard of ogging, teamwork or the like, didn't demand nerfing the bases, and having a base wasn't remotely an automatic victory.

If it's too powerful offensively, that probably screams that there's a cost or ability imbalance, not that it should for some reason be still ultra-powerful-for-the-price but immobile.

Reply #13 Top

1. No, it's suppposed to be a starbase, not a giant supership (though that would be cool too).

2. Yes, cover the whole gravwell on any planet (not stars), but not as powerfull as the dedicated one.

3. Yes.

4. No, but upgrades could be more powerfull.

5. No, it has been suggested since the original sins beta, but now we have starbases to do that.

6. For TEC only, possibly as an upgrade, yes. Otherwise, no.

7. No, the individual starbases just need a buff.

8. No, see #1

9. The resource cost suggested by others sounds good.

10. Obiviously :grin:

Reply #14 Top

1- If you're going to build a large, expensive, militarily useful platform... figuring out how to make it *move* is an obvious step.
End of quote

No, because if you wanted it to move you would not be building a platform but a large, expensive, militarily useful *ship* :P

Reply #15 Top

Technically space stations in a gravity well would have some sort of engine on them even if it's just stabilizer thrusters to prevent it from falling out of orbit around it's solar mass.  Of course this doesn't mean I think they should be gallavanting around the gravity well either.  Would be amusing to see them orbit the planet though...  oh and do keep the maintenance up as you wouldn't want it crashing down on your populace.  Fortunately this is a game and little things like reality and physics rarely intrude. ;P

 

 

Reply #16 Top


Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies

End of quote

 

1. No No No. Why do you think we got all those nifty new upgrade to exsisting deffences? so you can use them to support your STATIONARY FREKIN BASE. Increase range of sb wepons by alot and make phase blockers more effective in systems you own and the moving thing is not needed. First thing i do with my vasari sb is tell it NOT TO MOVE. the only usefull thing about vasari movment on the sb is pursuing a retreating fleet to lower thier numbers further.

2. Not necesary. just improve the station that already does it and put it near your sb. problem solved. only costs 4 tac points for cs.

3. For the love of god yes. i think they should both stay mobile but thier minelaying function should work the same as the TEC one. Have the minelayer lay a field not just poop on mine at a time. and limmit the hell out of them numbers wise, especialy if its not your system. and make minesweeping more effective. weve gone over this alot already but im saying it anyway

4 yes. no more explaining needed. its just a good idea. though i do agree with an earlier post that non military upgrade need to cost let than shooty ones

5 mabye. i like the idea of planet based deffenses ala rebel ion cannon style. worked well in EAW. it will depend on how its implemented. maby you cant purchase it untill that planet is fully upgraded in every catagory.

6 no. planet sheilds are a uniquly TEC stratagy. i see no reason that should change.

7 NO....just no.

8 Again. NO....just NO. STATIONARY FREKIN BASE. Its a defensive wepon. lets inprove it in that repect. and before anyone says it again the vasari station is NOT thier anti structure wepon.

9 Yes. its the most logical fix to mines current spammyness. this and improved sweeping and make the mines more damaging and they will be fixed without being castrated.

10. Yes, of course. when will they be revealed as the true pursuers of the vasari from thier home empire. "The rainbow gun has breached our hull captain!" Off topic but how cool would it be to find space whales in a grav well. im sure im alone in that. play Weird Worlds and watch Farscape and then come talk to me 

Reply #17 Top

1. nay

2. nay

3. yes yes yes. AI mines are killing me at the moment. to the point where the game is unfortunately not fun. i think mines should be limited to the way the TEC deploy them, no mine ships / carriers laying mines in the middle of a fleet engagement. the micromanagement is too difficult for players of even moderate ability. i feel like the three drastically different mine laying methods were put in place intentionally by the devs to test out the different possible methods of delivery. i think it is abundantly clear from these forums that the TEC / resource limited method is the clear winner of the test. i like the idea of different effects of mines from different races, but the most important thing right now is to pick the best delivery method and my vote is for the TEC's.

4. no. I think that starbases are decent (weak at the start, but more and more powerful once upgraded), but i think the upgrade costs for starbases should be lowered. an upgraded starbase holds its own against medium fleets long enough for the cavalry to arrive, which should be their main purpose in my mind.

5. nay. the purpose of on planet defenses would be negated if starbase / turret defense range were increased, which is what i would advocate instead. increased range would enable these defenses to protect a planet from bombardment and eliminate the need for planetary defenses.

6. nay. emergency facilities basically fulfill this need already?

7. nay. assuming cost / power of starbases is better balanced, multiple starbases per gravity well is unnecessary.

8. nay. terrible, idea is entrenchment not another method of attack. to this end i would even go so far as to suggest eliminating the ability to deploy starbases in enemy territory.

9. yes. i like the idea of a minefield limit seperate from tactical slots.

10. i've always wanted a pony.

Reply #18 Top

1. All races star bases move
Yay - but very, very slowly. I'd like to be able to strategically reposition them as time goes on, but at the same time if they move so fast that you're actually able to effectively reposition during a battle, well... then it's basically just become a beefy ship. Super duper slow would be fine with me, like "i built it on the left side but it should probably be on the right side" slow.


2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%
Nay. Now a tractor beam that slows one ship nearby regardless of what direction it's going would be kinda cool in it's own way, but... nay.

3. Revamp Mines on Advent and Vasri
Yay. Either limits/caps, make them really costly, or reduce the damage.

4. Starbases take more money and time to construct in exchange for more firepower.
I'd rather see any additional firepower/range come in the way of pricey upgrades. If range goes up significantly, perhaps scale the damage down at a certain distance to keep it from becoming "just plop a starbase anywhere and you're covered".

5. On Planet defenses (Planet to space weapons). Extremely Expensive.
I could go either way, although I'd rather see development time go into something else. If something like this were bolted on, I'd prefer to see it as very weak but very expensive so that it doesn't present an imbalance and could be balanced out later (maybe something that cost a fortune and at best could take out a single non-cap ship). Really though, there's ample room for defensive structures, and especially with the addition of starbases, adding firepower to a planet risks pushing things towards to much defense to overcome.

6. Planetary Shields for starbases.
Nay.

7. More than one starbase per gravity well.
Nay.

8. Interplanetary Star base travel.
Nay.

9. Mine cap limit individual of tatical slots.
Not sure.

10. Space Ponies
Only if they eat mines.

Reply #19 Top


Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies

End of quote

1.Nay

2.Nay

3.Yes

4.obstain...

5.Nay, would love more ships tho

6.huh.....

7.Very interesting.

8.NEYT!!!!!!!

9. Nyet, Their only good if u can use a bunch of em. I like the soft cap idea of their expensive.

10. Yes, Space Ponies for everyone.

Reply #20 Top

1. All races star bases move
End of quote

No.  Only moving Vasari Starbases make sense based on their Nomadic Nature


2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%
End of quote

No.  That's what the tactical buildings are for

3. Revamp Mines on Advent and Vasri
End of quote

Absolutely.  Mines are overpowered currently (but remain an excellent idea!)

4. Starbases take more money and time to construct in exchange for more firepower
End of quote

No.  IMO, they're already very expensive to develop and the Civilian upgrades are pretty dang awesome

5. On Planet defenses (Planet to space weapons). Extremely Expensive.
End of quote

Yes, iff I understand what you mean.  I think you mean adding a planetary improvement that allows planets to return fire.  I agree 100% and it would make sense for all three races, but balance will be very important on it so you can't just upgrade your planets and forget about them!

6. Planetary Shields for starbases.
End of quote

No. Starbases already have shields (but not a bad idea!)

7. More than one starbase per gravity well
End of quote

Yes, but only 2 total.  This way you can have a civilian SB and a Military, or 2 of both.

8. Interplanetary Star base travel.
End of quote

No, but reluctantly.  While it would make sense for Vasari to have SBs to move across planets, that would over-power their already impressive armada (especially since it can be used as a jump point)

9. Mine cap limit individual of tatical slots.
End of quote

100% agree

10. Space Ponies
End of quote

Heck yeah!  Space Ponies for everyone!

Reply #21 Top

Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies
End of quote

 

1. No.

2. No.

3. Yes, but maintain mine 'flooding' aspect (!).

4. More cost & time perhaps, not more firepower.

5. Unsure.

6. No.

7. No.

8. No.

9. No.

10. Ummm.

Reply #22 Top

Quoting jdi_knght, reply 18
10. Space Ponies
Only if they eat mines.
End of jdi_knght's quote

:rofl:

Reply #23 Top

1. nay, we dont need dreadnaughts, vasari base shouldnt move

2. yay, but should be standard. 700%

3. nay, add a ship to all sides as a mine sweeper

4. nay they are strong already, but they are criplled by range

5. nay, reminds me too much of eaw/foc

6. nay, if u posistion starbases correctly no need fo planet shields

7. yay, coupled with increasing range this will make defence a viable role

8. nay, refer to #1

9. nay, but yes for the ai as they spam mines like crazy

10. yay, dont know what they are or how u get this but i want the badge

Reply #24 Top



1. nay just increase the range

2. meh I don't really care one way or the other

EDIT: I changed my mind and I think this is a good idea! so yay

3. yay!

4. yay!!!!!

5. sounds cool so yay

6. nay they have Shields already

7. nay, again just increase the range!

8. nay!!! I hate this idea! come on they are starbases not spaceships!!!

9.  yay 100%

10. um... what?

Reply #25 Top

gawd, who posted this... DeltaLeader... I must vote No to all your suggestions. Reading them makes me think how wacked out and messed up this game could get if we, the beta-testers, told the game designers how to design their game. After reading all this trash, I take back all my whining about mines. The way the game is now is a LOT more balanced than having 4+ phase-blocking, phase-jumping starbases all drop in uninvited.