Moving Starbases

suggestion

How about making it possible to move a starbase if advanced drives/ weapons are available? Like tractor beams?

It can be incredibly slow, incredibly expensive but you can twist things up by moving a resource only 4-5 spaces if you can plant something like a cultural starbase on the doorstep of the enemies homeworld.

7,844 views 7 replies
Reply #1 Top

Either good engines like Tishers4U said or a new ship that need to be researched and can act as tug.

The speed should be the same as moving shipyards. 1/turn

And yes I know it is on your list already. I just want to make sure it does not disapear.

Reply #2 Top

I think the issue is that starbases offer benefits over an area. It might be too much to dynamically recalculate that on a turn-by-turn basis (or just more hassle than the developers want to handle). I have noticed that you can't get two different types of 'mineable' or 'study-able' object inside a starbase's coverage; one type of resource seems to be the limit (though of course you can have an artifact and a resource - just not two different types of either).

Reply #3 Top

Quoting Director, reply 2

I think the issue is that starbases offer benefits over an area. It might be too much to dynamically recalculate that on a turn-by-turn basis (or just more hassle than the developers want to handle). I have noticed that you can't get two different types of 'mineable' or 'study-able' object inside a starbase's coverage; one type of resource seems to be the limit (though of course you can have an artifact and a resource - just not two different types of either).
End of Director's quote

 

You can't get two different types of resources because resource locations are based on the map. Antimatter at blackholes, elirium at nebulae and durantium in asteroids.

Reply #4 Top

You can find a Durantium and an Elerium within single starbase effect.  I'm doing it now.  A Large map with default settings should have 1-3 places where this is possible.

My best single mining starbase had a Durantium, an Elerium, and two Antimatter, and with the +2 hex range increase I would have gotten a 2nd Durantium.  Yes, it does placidly mine all 4 every turn, with 4 wavy lines on the map.

Reply #5 Top

I have been playing GC3 since it came out and never seen two unlike resources close enough to mine or two unlike artifacts close enough to research... until the game I just started. So I believed what I said to be true but perhaps it isn't. If you can cover all that with one starbase you have a really great position. Every time I think I can get two under one base it turns out they are one hex too far apart. Always. One hex. But maybe the map generator just hates me. LOL.

I will stand by the other part of what I said. I think shipyards can move because their position is not really relevant to the game map or ship production, while starbase bonuses can depend on their distance to resources, artifacts and planets. Too messy and resource-intensive to recalculate everything every turn. Or perhaps the game DOES recalc every turn and the devs just don't like starbases that move.

Reply #6 Top

Personally I'm not in favor of enabling starbase movement.

When it's too slow most people will hardly use the feature or start complaining that it's too slow to be useful. Like with terrorstars in GC 2.

In general it would blur the distinction between ships and starbases, which I think is an important aspect of the game.

 

 

Reply #7 Top

I have mined 2 resources at a starbase before and if frogboy wanted them to be mobile he wouldn't have called them "Bases" this is why we now have mobile shipyards to move around and pump out constructors! besides which it would overpower the game - why build large or huge ships when you could have the march of the starbases?