I'm not sure if this made it in, but I do remember discussion about the idea that starbases would take longer to build in hostile gravity wells.
I decided to run an extra test with a handwatch and here are the results:
1. Starbase in my territory, no assault deployment upgrade : builds at standard rate ~1%/1 sec.
2. Starbase in my territory, with assault deployment upgrade completed : builds at standard rate ~1%/1 sec.
3. Starbase in enemy territory, no assault deployment upgrade : builds ~33% slower (speed multiplied by 1/[1+50%] )
4. Starbase in enemy territory, with assault deployment upgrade completed : builds ~33% slower (speed multiplied by ~1/[1+50%] )
And I checked the above speed rates carrie to upgrading SBs as well in situation 1, 2, 4. didn't check upgrading without assault deployment done.
So, in the light of these new results, the Assault Deployment bug is more simple than I previously thought - It does not work at all. At least, not where it should.
Did you try to compare two in friendly wells versus two in hostile wells?
Err what? I compared two, why the hell should I compare four? Specify.
Since you're making that claim and don't specify that you've checked it as well, I would suggest you do that first.
Yes, I checked it. Where base builds more slowly, upgrades are completed more slowly as well. Tested as described above.
My understanding is that this is based on the banks change to weapons. The SB can concentrate its full firepower on x number of units (per weapon); beyond x number of units it does max * x / total number of targets.
Someone else will probably clarify, but I'm not too far wrong. I apologize for not being more clear, but I haven't had an opportunity to sit down and play Entrenchment since it got out of beta.
So.... which of the two you're saying: starbase will fire at at most x targets OR starbase will fire on all targets with reduced effect as more targets are brought to bear?
Max X targets - it seems to be like this. However, the graphics of starbase shooting simply get rarer and rarer (as if all the gunners suddenly decided to shoot less). I didn't notice a damage reduction, though I couldn't run a test on this one (you can't exactly tell an AI player to bring precisely X units so you can test the starbase damage).
PS. That's why I continuously wrote "may" and "seems" in this particular report.
Fire at all, reduced damage when more than max - this would totally, absolutely suck, God save the starbases. Why? the no.1 anti-starbase tactic would be 126928213444325425 scout frigates, cause the damage per frigate would quickly be reduced to tickles. I strongly believe nobody in his right mind would code it like that.