VRaptor117

VRaptor117

Joined Member # 3416954
0 Posts 83 Replies 112 Reputation

OK, after reading everyone's great suggestions and observations up to this point, I'd like to offer my revised views: TEC: Purely defensive starbase that fits with the TEC backstory of containing the Vasari and Advent advances. More range for all of its weapons. Cannot move. With an upgradeslot, allow long range missiles to be fired at anything in the grav well. This allows the starbase to harrass any force attempting to bypass the b

225 Replies 560,065 Views

[quote who="shfir" reply="17" id="1984780"]Also, I'm going to suggest that starbases don't need to be limited to one per gravity well. Make it possible to stack a couple of them, but they have to be a certain distance apart. Nobody wants to see a starbase spam at the end of a phase line, but if you could have three or four spaced out far enough to let an attacker fight them one at a time, it'd be a way to better defend a gravity well without being a game-breaker. [/quote] That's

225 Replies 560,065 Views

I don't think there is anything wrong with building a star base in an enemy well. However, such a tactic is and should be extremely risky, requiring some sort of escort fleet to protect it. But building a starbase in an enemy well simply allows for too many delicious tactical possibilities to be removed from the game. I've stated in other threads that star bases should initially require large amounts of resources and time to construct. However, yo

225 Replies 560,065 Views

It's the price you pay for the scale( and graphical scalability) of Sins. Homeworld is/was always a much more tactical game. I'm sure most people wouldn't mind an optional "Super High FX" patch down the road, but the most important thing is getting the gameplay right.

13 Replies 8,439 Views

What about giving the Aux Government upgrade another level(or a researchable tech-very high, like 6-8...or make it faction based) that enables a starbase to recolonize the planet (only) after it has been destroyed? It would, of course, not be an autocast ability, unless you enabled autocast.

9 Replies 2,582 Views

I think the idea of making initial star bases relatively cheap is counter intuitive. I mean, the things are huge(well, I think they should be still larger, dwarfing capships, and second only to the planet). They should be a high development cost in credits, high in metal, and med-high in crystal. This would prevent any spamming until the late game. You would likely only be able to construct a handful at key points. Also, constructing them should be

32 Replies 25,884 Views

[quote who="mja5000" reply="18" id="1982730"] The one problem with that is that space is extremely vast. The probablilty of a ship running into a mine even without IFF is extremely low, and the trade ships should have everything marked for them by the Navy. Give mines a limited mobility capability, and the chance of them hitting anything that you didn't target for them are even lower. And, if you need to, you can clear away mines. On the kostura, couldn't a Novalith also

25 Replies 5,318 Views

What about an economic counter? Mining your system heavily creates navigational hazards for your trade and refinery ships. For example, Each cluster of mines covers, say for the sake of this example, 5% of the grav well. Once a threshold has been reached, say, 20% of the grav well, trade suffers a 10% penalty. The next threshold would be 50% of the grav well, with trade being reduced 25%. And so on, for maybe 1 or 2 more iterations. Basically, mining

25 Replies 5,318 Views