You can have capital ship crew research maxed while at the first fleet capacity level. I've done it. If starbases require a capital ship crew but no fleet capacity, your empire's size still has absolutely no bearing on how many you can support. (Sure, it requires 8 labs, or 32 total logistics slots, but that's doable with only a couple of planets.) Then maybe starbases in UCGWs should have less total available upgrades, or something. But I still think the size
Sole Soul
Let me try again. Mines should ignore scouts. They should not blow up when a scout passes by-as they seem to not blow up when strikecraft passes by. (Has anyone been able to blow up mines by running strikecraft through them, without making them vulnerable to fire via scouts?) I have a scout. I fly it over a bunch of mines. The mines do not blow up . The mines do become vulnerable to being fired upo
[quote]And if someone wants to build 4 Starbases in the same grav well, let them.[/quote] I'm operating on the assumption that starbases aren't as strong as they should be, but even if they are, I still have to ask-how do you propose to take down such a heavily fortified planet? Furthermore, if we're using capital ship crew slots as our example, then why not consider, as insane as it might be, 16 Vasari starbases in a single well?
Relevant points: -Xavior, please use paragraphs. Thank you. (No offense intended.) -Vasari are not about defense. -Vasari have drastically improved defensive capabilities in Entrenchment. (Hangar bays and missile platforms got upgraded.) -Vasari starbase is the only one that can move. -Keep a defense fleet active and use phase stabilizers. -Does no one use nano weapon jammers?
[quote]Someone stated that a starbase could chase a scout to the other side of a well, THEN you warp in with your fleet.[/quote] Considering the Vasari starbase is at present (and hopefully for the future) the only one that moves at all, it's the only one I need to run the scenario for. That said...the Vasari starbase will rip a scout apart before it gets perhaps a quarter of the way across the well. Assuming the scout survived that long, you might be able to pull it o
[quote]Now if only they were mobil like in Twilight of the Anor!!!![/quote] ... Starbases aren't mobile in GC2. I know. I have it. And both expansions. Terror stars, which are not a normal starbase, are, but they're mobile in the sense that the Vasari starbase is mobile-they can only move 1pc/wk and their speed is not affected by innate speed bonuses. Aka: They're damn slow. Furthermore, terror stars are star destroyers.
So after more extensive testing the ability doesn't seem to match the ingame description. It's something like a 5 second duration, but it takes effect whenever the weapon hits...which basically means it almost never isn't active (at least on the target in question). I'm thinking it definitely needs to be an activated ability with a cooldown. May need a max number of targets as well, more so than the current 1. I'm not certain all targets within a giv
[quote who="Haree78" reply="4" id="1991153"]So what price do you put on the fact that you aren't using tactical slots for the hangers? What price do you put on the fact that you can put these hangers anywhere? Even in gravity wells you don't own, and neutral gravity wells? Also hangers in a star base are a hell of a lot more defended than normal hangers. The price increase seems justified to me. If it wasn't for the fact that they take up 1 of my 8 upgrade slots
Considering that a hangar bay is slightly over a third of the cost (on average) for the same squadrons , cost is definitely an issue as well. Additionally, the tech upgrades to both the Vasari and the Advent hangars make them very much worthwhile. TEC's hangar flak upgrades look good as well, although I haven't yet tested them. And given the starbase squadrons' current state of unworthiness over other upgrades, it becomes obvious that not only does it nee
Okay-that I've seen. Incidentally I've also seen it on planets, when I start building multiple upgrades of the same type. It'll still show, say, 5 tactical slots, even though I've queued the upgrades to 25, and I can't "see" that I'm going from 25 to 35 (shows 5 to 35 if memory serves) but I know it. I was under the impression the issue was that when an ability had not yet been purchased/queued he was only seeing the second level of the ability's description, which would b
I believe what is being said is: Mines shouldn't be able to "see" scouts. Granted, a scout could actually clear mines given the above, but with its low firepower, it wouldn't be a worthwhile investment of time. On the other hand, it wouldn't need to be micromanaged-assuming the scout was smart enough to fire on mines it "uncovered", anyway. But, again, when you hit thousands of mines per planet, it doesn't matter.
Faction? Upgrade? I don't recall seeing this with any faction or any upgrade, actually. (Doesn't mean it's not there-I could have missed it.)
The upgrade prices are placeholders. But, yes, starbases definitely need more squadrons-especially considering that the squadron upgrades for additional squadrons are really not a good way to make a base...you're better off putting more weapons/defenses on it. Which may mean that we need to be able to have more than 8 total upgrades per starbase as well, although of this I'm less certain.
[quote who="LordAlthalus" reply="9" id="1990640"]In the few games I've played, I've almost never seen an AI vasari mine field.[/quote] Consider yourself lucky. I had a savegame (that I quit) that had well over 30k mines total on various planets from just one faction-I don't know how many the other three surviving factions had laid out. And that's not even a Vasari-it's an Advent. [When I exited the game, my system threw a BSOD.]
Clearly , it's a valid response. Right? ;)
Wrong link? :O (Side note-I love how the forums load so slowly for me that people can post after me and get in before me. Makes me look kind of stupid.)
[quote who="Cataclysm2000" reply="1" id="1990065"]See, the thing is though, Vasari dont have a torpedo cruiser. They have anti-building weapons on their starbase. The Vas starbase is their anti-starbase unit. They need some way to get it into an enemy gravity well to take on the defenders.[/quote] Explain to me again how setting a new one up again in the new well is even an issue with the current mechanics. And you can even build it completely out of the way of the enemy forces
[quote]Advent turrets get shields and mitigation, plus +50% damage with Synergy. They get healed for 25 hp/sec.[/quote] It was 30 hull/second in the last game I played. - I agree that five minutes is excessive, but I think the problem may be that it doesn't appear to work like a normal ability-that is, it seems to always be on, as opposed to casting and having a cooldown time. Perhaps it needs an antimatter cost and the Vasari missile platforms n
[quote who="TheSpydyr" reply="24" id="1990030"]SB's SHOULD NOT BE ABLE TO PHASE JUMP PERIOD!. Sorry for All Caps...but peeps need to realize and understand this concept. It would completely ruin the game.[/quote] Quoting for truth-and personally, when I say period , I mean you shouldn't even be able to deconstruct them to move them. Just set up a new one in the new well. Was that so hard?
[quote who="Tridus" reply="10" id="1989936"]Kostura Cannon doesn't work on mines in my experience, since without a scout in the area the mines are invincible.[/quote] I'm not positive, but I believe he was speaking of bypassing the planet , not the mines specifically.
[quote]Economic starbases already exist. They come as trade ports, research labs, and mining centers.[/quote] Is this supposed to mean that you don't want starbases to have an economic function as well? As long as we don't have a Fort Knox at every planet, I have nothing against (and in fact would prefer) the ability to simply have an economic-style starbase-for obviously cheaper than a military-grade one. However, your post was much more clear than your original post, a
[quote who="Oezem" reply="7" id="1989542"]So it's 14 dollars for people buying in the Euro zone. A bit naughty to make ours 40% more expensive. Why should we have to pay extra?[/quote] You could also look at it from the perspective that it's *gasp* four dollars more expensive (or wait, wasn't it three?) It's not like Entrenchment is costly to begin with. I'm beginning to agree that someone somewhere needs to do something about Kalypso, though.
[quote]I think starbases should take longer to build, but upgrade faster. Also have higher initial cost, and lowered upgrade cost.[/quote] Whereas I'm for them being relatively cheap initially and having expensive upgrades. They should definitely take longer to build, but in my mind the military upgrades should take longer to come on line as well. The only issue I have at present with the upgrades is that the civilian upgrades, while not necessarily costin
As it stands, starbases aren't powerful enough to warrant using a capital ship crew , i.e. slot. Fleet supply is another thing entirely, and one I would be more inclined to support, but probably not at the current going rate of 50 supply (equal to a capital ship). Admittedly, the primary component in the above is the range. The Vasari starbase, being able to move, is actually not half bad. There is also the issue of them only having one weapon type in
I played two games as Advent and one as TEC with Entrenchment yesterday and have not seen this behavior. My scouts auto-explore just fine. Haven't tried either of those maps, but I see no reason why that would be the issue.