- lowering Starbase firepower slightly against fleets
I don't really know... I've been playing Vasari vs. unfair AIs the last two days and while I have been truly amazed by the damage and survival potential of my starbases - in fact, I have yet to lose a single one that has been backed up by 25 tactical points worth of stationary defenses (standard regeneration/weapon jammers/fighter hangars/jump inhibitor setups), that has a lot more to do with the AI playing poorly and not knowing how to cope with them than anything else (fewer weak frigates, more serious firepower, feel free to take out the support buildings and hangars first, and if the AI decides to run away from the fight, try taking out the jump inhibitor before the fleet turns tail even if it means sacrificing some units and the remaining fighters and bombers...)
I am really happy that the answer to taking out a Starbase isn't massing frigates but coming in with the cruisers, the capital ships, and the bombers.
The Starbase I've found best vs. the AI is an Assault Systems 2/2, Defensive Enhancements 4/4, Frontal Deflector Shields 2/2 and it is truly awesome, but when built with 2/2 Enslaved Labor and 2/2 Optimized Construction it costs a total of 17875 credits, 2660 metal, and 1600 crystal. Let's face it, at that price and capable of defending exactly one system, it had better be awesome at wiping out badly composed fleets that use poor tactics.
The AI inability to deal with it is worrying and the expansion cannot go live with the SP vs AI balance in the state it is now, but since it was reported in another thread that the AI is being pretty extensively rewritten, this is probably one of those issues that should be put on hold until that has been done unless the current starbase firepower is forcing stalemates in MP.
At least beta is finally feeling like the title - it really is possible to dig in! 