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7 years ago
May 28, 2018, 6:50:17 PM

I definitely think Starbases should be a part of the game. I dont know how many other people have advocated for them, but here is how I think Starbases should be handled. 


Keep it simple. One starbase per system. Customisable through modules like ships. Modules can allow you to customise for Science/Economy/Military. This prevents having multiple types of Starbase and one or more types never getting used because the community has figured out which is the best one. 


It should be expensive to retrofit a Starbase/Space Station. I think people should have to think hard  about what type of station they want and there should be a real cost to changing this once the Station is built. 


I also think that the amount of starbases you can control should be limited. This would create interesting decisions about when and where to use them. Im not sure what this limit should be based on though. 


They should be upgradable. With higher level stations offering more modules and effects. 


They should be imposing. Think Deep Space 9 or Babylon 5


Speaking of which maybe some kind of diplomatic function could be an option. 


Anyway this is where I would be starting with space stations/starbases. 


Updated 20 days ago.
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7 years ago
Jun 11, 2018, 2:52:04 PM

I love the idea, I was thinking of something very similar. Upgradable starbases that can either become powerful guardians of systems or providers of wealth would be great to have. Also making them unique per faction would be cool.

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7 years ago
Jun 13, 2018, 11:19:09 AM

Yeah, I think there is a lot that could be done with them. They could reduce the time it takes to travel along any star lane they are connected to for example (resupply) which again presents interesting strategical choices. 


Similarly they could provide a boost to border growth helping you to nab some of the stars/black holes etc that provide bonuses to your systems.


They could assist with repairing your fleets. Provide diplomatic/economic/scientific bonuses. 


have entire techs and a new class of weaponry available to them, have unique battlecards and most importantly


look cool as a cool thing.  


There really is a lot of scope for them. 

Updated 7 years ago.
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7 years ago
Jun 17, 2018, 8:21:59 AM

They could also be a alternative to planet colonization when you desire to take controle of a system.


At a certain point, due to the overcolonization penalty, you are forced to ignore many star-systems. Adding Starbase could be an alternative, with the possibilty of adding luxury/strategic ressources exploitations, Dust collecting or Science labs modules, allowing to specialize your Starbase to the system.

The starbase could also be a defensive asset in case of attack, and could be like a fixed unit during a space battle, with it's own weapons (following the Deep Space 9 concept above)


It is important thougth that a starbase should never be fully equal to planet colonisation in terms of exploitation, or be military too stong, as repelling large fleet should require the assistance of a defensive fleet.

Updated 7 years ago.
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7 years ago
Jun 22, 2018, 7:46:49 AM

Agree with the idea of star bases, 1 per system, with multiple modules, each that could support a different function.


So there could be modules for military defense, trade (economic), propaganda (influence), science, or populate increase.  


Staring out, you could have 1 modules, and space station could have tech and credit cost to increase for multiple levels, going up to 4 modules.


In the long run, could also add further customization of each module based on techs (weapons for military, dipolmatic for propaganda or trade, exploration for science, etc).

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