Turrets already do quite large amounts of damage. Even as few as 3 or 4 (mobile) would probably be enough to prevent enemy capital ships from ever being able to bomb without being seriously hurt, and would probably also be enough to destroy a SB before it finishes building. This sort of thing would give the Advent an extremely powerful defensive ability IMO. The enemy would have to bomb or Ogrov the turrets ASAP or the turrets would be on their fleet like an Orkulus.
Advent are certainly in need of a buff. Is this it? I don't think so, but it would certainly be interesting to see how strategies would evolve if Advent had this sort of defensive ability.
Yes early game rushes would be difficult, but then early game rushes only serve to keep the community small by having new players get rolled by more experienced, efficient players.
Building turrets takes time and most of the time my constructors get destroyed quite early in the game from either a sova or skirantra. Both TEC and vasari players have the luxury to go on the early attack. You can build the starbase outside of the range of these turrets so that is not an issue really. A properly countered early attack should penalize the attacker.
The advent need a strong defensive measure against a homeworld starbase 2 capital attack. As it stands vasari can provide a relatively cheap(when compared to fleet) offensive weapon at any part of your empire by building a starbase "distraction".
Advent early game has an extraordinary difficulty gaining the killing power against vasari/TEC capitals and starbases. Advent suffer from a severe weakness to early game bombing because of this weakness.
Building a couple turrets to counter would make this easy vasari trick have a cheap opposition. The reason the advent need the cheapest and most effective defense would be because they have the worst economy.
For the vasari its all about neutrals, fight for those until you can't anymore. Advent have a difficult time controlling neutrals quickly. Especially while on the front lines where you have to spam everything.
Strategically, you don't attack an early game TEC homeworld with 2+ repair structures with an even fleet because those 2 are strong enough to turn the tide of the battle against you majorly(to the point that the TEC can just turtle up a quick economy and still have a viable defense against someone else who is spamming ships constantly). Vasari have excellent cheap defenses as well, their turrets really tear into enemy ships and they can support a lot of defense with no tactical upgrades. They also have a capital ship that is a tank that has an AOE heal making defense a snap(which amazingly, is one of the most built vasari capital ships). Advent have almost no staying power with their capitals in enemy grav wells and therefore are weak on the attack. This means that the enemy can spam fewer ships to effectively push your capital ship out of the grav well. So going head to head with an enemy who is bombing your HW while you bomb his means he has a distinct advantage. That is why you must play defensively as advent and spam 24/7.
An alternate to this strategy would be to provide effective defense structures to provide extra danger in the advent grav well that WILL have the ability to support the advent fleet enough to take out capital ships/starbases.
As this is a defensive measure the advent would remain balanced because their fleet would still have a weakness on the attack having no real early game healing ability.
So that is my final response, that the other races already DO have powerful deterrents for assault on their homeworlds.
Go right ahead. We're not stopping you.
I'm talking about multiplayer here, we don't run many mods for many reasons. The only mod on multiplayer I ever see is distant stars and that is a rarity. Having small "fix" mods isn't going to work for online play.
In single player this would only serve to buff the advent up, which from playing a scenario sol vs. orion 2.0 I found that it is almost impossible to set up a proper defense when facing 9 hard, allied computer opponents as advent. As vasari, this defense is a snap and extremely easy to do and I ended up winning quite easily. This was a great big numbers test to determine the resource efficiency of both races given an excellent starting location. Surprise surprise, the vasari won by a long shot. I never even had to micromanage anything, while as advent the only way in that scenario I could defeat the enemy was to send my fleet in and take some attrition losses. Over time this adds up to become the deciding factor and eventual loss of the advent fleet.
A "warp to target " turret would be cool--like the Vasari cruiser. Get to close and , "whoosh!" the turret flies over.
That would be interesting...these turrets could leash within an area so they don't have the whole grav well. I'm thinking 3 turrets to have the capability to cover the entire grav well (as opposed to 4-6 as it is now, excluding asteroids of course).
This would give advent something unique about their turrets that would give their enemies pause on the assault.
Many people know how broken the advent are on multiplayer. I'm sure the devs do as well. I write these topics about this because I know their strengths and weaknesses quite well. I also write these topics to remind developers that they are not really finished balancing the game.
If you are content to say "advent are way underpowered but thats okay i don't play them", then you should also regard any victory against an advent player as hollow and without merit. I think this hurts the game substantially in the multiplayer scene, and effective "unique" balancing would serve as to increase the diversity of game play while also addressing some abnormally severe weaknesses. Pretty much as it stands, any early game capital ship can enjoy romping around the advent homeworld gravity well with little stopping it.
To counter close quarters advent as TEC, you just spam sova. First sova out goes for embargo, the others get fighter upgrades of you arent' facing a halcyon with TK or missile turrets. The third sova is the nail in the coffin. This is against a full blown early game advent tier 0 spam. Try to spam lums against that...Try to get the killing power you need and play it safe with defense vessels, try to do anything to that. you won't be able to build many turrets as the constructors will be dead very quickly, and the sova will ensure that they will stay dead. against skirantra it is much the same.
Another way to improve advent defense is to increase the damage that disciples/scouts do. But I am loathe to do so because Advent need more early game options. Also developers have only nerfed that damage, so its not going to happen. So building some turrets that have greater effectiveness in planetary defense means that the advent can build a defensive turret that is well worth the investment. I would take a 50%-100% increase in costs with this improved turret for the capability it provides.
Remember turrets aren't used on the attack, they are used to protect your sanctified planets from attack. They would still only serve as a strong defense to supplement your existing fleet. By themselves they would still lose to a vasari starbase attack, although the vasari player would have to invest a bit more into the starbase to do so. this evens the playing field a bit more.