Quoting sareth01, reply 145This topic still is quite relevant, as you see even less use of non vasari starbases then ever before. Would be nice to actually have a reason to use the cool starbase idea instead of having it phased out over time.
This would allow the developers to deal with the balancing of the vasari rebels with a multi front approach (sorely needed, imo) as well.
Mobile Transciencia would be far more OP than Vas SB.
Even worse BRB would be mobile?!
Hmm you aren't really thinking it out.
If you pay attention, you will see.
Vasari starbases don't move that fast.
they are avoidable with fleet, although barely so.
By making advent starbases half as fast as that, you will be able to avoid them with your fleet 2x easier then against an orkulus. It could be made slower or faster depending upon balance requirements.
By making TEC starbases 1/4 as fast as the orkulus, you will be making it 4x easier to avoid. It could be made slower.
The point is that this gives the developers a VERY easy way to balance starbases, which for some reason was thrown out when they were originally designed to give vasari a massive advantage.
As the game stands currently, core mechanic ensures that the vasari will remain dominant in all future game play, and other game systems will be adversely effected if the game is balanced another way(also costing devs more money). The only other easy way to do it would be to nerf the efficacy of the vasari starbase in several small ways. This would naturally degrade the "coolness" factor of using these, and many players would become disenfranchised with the race because they have been hooked on the easy win factor using these for so long. So that is why I suggest a subtle "add more effective competition" to the game instead of diminishing this fun toy.
The fact that the other starbases can move slowly does only one critical thing to game balance, it allows any starbase to fully defend its gravity well. This equates to non-vasari races being able to defend themselves effectively. It also gives the developers the tool to do some time/money effective balance by changing starbase speeds to affect game balance.
Also, the balance remains on the advent starbase in that its snare ability is interruptable by ship abilities and meteor requires 6 labs (and advent are the most logistics slot dependent race). also, meteor kills fleets over time, it doesn't wipe out a fleet in one hit, and its quite possible to escape fleet intact in only 1 hit.
Big red button is a one hit kill, so naturally its on the slowest starbase, inching towards your fleet.
Now developers are averse to this idea because they think it will probably ensure that defensive play will be more rewarding then offensive play, and they don't want to throw off the balance of the game in this fundamentally important way.
The thing that I've been trying to point out with this idea is that it only adds minimal risk in assaults. The other point i'd like to make is that there is only one race that is balanced in defense and assault, and that is the vasari. That is why they are the best designed race, because they are the strongest at both(advent are more attack oriented, and TEC are more defensive). Being strong at both is OP and throws off game balance(in all honesty the vasari should have the worst economy of all the 3 races, yet somehow the designers saw this differently). The main area game balance is thrown off is in the orkulus starbase, and has been since entrenchment came out. The problem has now compounded with the vasari rebels, as the developers think that their unit isn't OP because they achieved the best game balance in diplomacy(which was really just a fine tuning of entrenchment combat mechanics). Well the orkulus was still OP then, because it was the big bad unit the game was designed around.
Other aspects of balance that won't be changed with this addition to the game:
The player still needs to scout. The player will need to move their fleet more against all opponents, instead of sitting at the edge of a gravity well doing nothing/waiting for a SB to build.
A starbase should be able to threaten that lazy fleet. It should act as a barrier. An orkulus starbase with phase jump inhibitors and phasic trap is a strong barrier. An advent starbase capable of movement is a barrier. A TEC starbase capable of movement is a barrier. The last two starbases
The only reason a starbase is an effective defensive structure is because it can move. The orkulus has proven this time and time again, beyond count.
TEC loyalists should have their two starbase tech 8 ability justified and they would be buffed.
The vasari rebels are indirectly nerfed because other races will have more justification to build their own defensive starbases(4x more defensive area covered, so thus 4x more useful for the player, along with being able to set up surprise starbase ambushes for the unwary), so the vasari won't have the only highly effective combat building support.
This doesn't diminish other playstyles to irrelevance, yet adds to the depth of play FOR ALL PLAYERS.
With the addition of titans, and the lack of movement of other starbases in game, the vasari become the only race that can effectively mount both the strongest offense and defense. Vasari players, wouldn't you like your wins to be based upon something more real, your own skill, instead of based upon the skill inherently designed in the game?
After all, your wins mean a lot less if you aren't trying as hard for them as the other races.
3 closing statements on the matter:
Option 1:If the developers are worried about lack of player combat because the game has become too defensive, then nerf the vasari starbase as it has the most amazing turtle capability.
Option 2:If the developers are concerned with balancing the game, proceed with my option.
Option number 3: Fly by the seat of your pants and continue the development trend of good ideas go to vasari first.
I think you might be trying to prise open pandora's box here.
Pandora's box has been opened already, the developers chose to design a good videogame.