Starbases too hard to destroy now?

Starbases have the same HP/Def/Attack as before but ships have been re-balanced to have considerably less HP/Def/Attack so the net result is that it is much harder to destroy starbases in the early/mid game. Is this intentional?

1,554 views 9 replies
Reply #1 Top

Yeah I agree. You have to be well into the mid game to even think about destroying a starbase or shipyard. Right now I'm conquering planets and leaving the starbase/shipyards alone. Kinda silly.

Reply #2 Top

Same here. I have a typical stompfest happening on Genius playing with 10 players on the crowded map that says 10 players is optimal(Large?). 4 have been conquered by Turn 55 and I am fighting mostly with a Merc and tiny ships with a couple small. I can't imagine what I need to build to go after SB's. I just leave 'em and move on. This game will be over before I can think of destroying them.

Reply #3 Top

Yep posted the same thing a few days ago.

starbase starting strength is due for a nerf

Reply #4 Top

On the flip side.

I think they are ok but need to be strengthened. Starbases should require a strong fleet to destroy. I have been discussing that military SB's should apply a zone of control and prevent invasions while they are in system. In other words if there is a Military SB in a system with planets yoiu would have to destroy it before you can invade. Personally (and just me) I think we should double the hit points and make them require a very strong fleet. Years ago there was a mod for GCII that made them like that, the ai would put out a lot of SB's back then. 

My only beef would be if the ai/race is destroyed the bases become pirates or if they surrender that the new owners decommision them if they are in your ao influence. 

Reply #5 Top

The problem for game balance is that I can create starbases with a single 50pt constructor, that a 10 ship fleet worth 1K construction can't touch.  And a shipyard is dirt cheap as well.  At this point, my priority during an offensive war is to kill any constructors I see first. Maybe if the starbases/shipyard had lower starting attack/defenses with upgrade options for bases where you needed a fortress, and not just a commerce station.

Reply #6 Top

 If the starting attack/defense numbers for a starbase were along the lines of A2/2/2 D2/2/2, the current amount of hitpoints in a starbase would still necessitate a fleet, but at least it'd be doable during the midgame. It would still require sufficient effort and would not make removing a starbase/shipyard trivial. Currently, I look at starbase attacks as if I starring at the gates of Mordor, wondering if I can get the rest of the army to show up. And I don't feel like that at all for a planetary invasion.

 

Reply #7 Top

I see now that shipyards are at 25HP and starbases at 50HP, so changes the prospects quite a lot.  The high attacks & defenses are less painful to deal with mid-game.

Reply #8 Top

.... I still think they should allow us to pay to upgrade shipyards similar to the way starbases are upgraded. 

Also... Starbases cost an Admin to build.  they are much more valuable and limited than 1000s of production points worth of ships.     I saw nothing at all wrong with them being crazy strong.

I just hate how they are suddenly owned by pirates after a civ falls.       Starbases and Shipyards that are not built and owned by pirates initially,  should flip to the territory in which they are in.. much like planets and mining bases.   That would "Fix" all the issues.

Reply #9 Top

When a civ is removed from game the only assets that should be created as pirates should be ships. All others, asteroid mines, Shipyards, Starbases, mining starbases all should be removed from the map. If the ship does not have an 'attack' value it too should also be removed (scouts, survey, constructors).