JohnBigBootay JohnBigBootay

Why shouldn't Starbases attack enemy ships in their areas?

Why shouldn't Starbases attack enemy ships in their areas?

This doesn't make any sense.

This I don't get. Up till now I thought the game was right on. Why would a starbase just let enemy traffic go by unhampered?


What are they all whacked out on that drug you get from the boils of people on some of the planets?


What up?
41,494 views 46 replies
Reply #26 Top
actualy 1 square doesnt = a parsec.
1 parsec is one of the squares on the mini map.


From the manual:

The galaxy is composed of a number of sectors determined by
the size you chose on the Galaxy Setup screen. Each sector is
divided into a 15x15 grid of parsecs. A parsec may contain a sun,
a planet, an anomaly, a resource, a Starbase and/or ships.

Learn to read...it saves you from looking stooooopid.


Learn to read. Nice.

I don't deny what you read in the manual. But the term parsec is not really used correctly in this game, at least not consistently. A parsec is 3.27 light years (Link). Most solar systems in this game are at least 5 squares wide, which would be 16.35 light years across. I don't have an issue with this in a game, but it is not a parsec.

You can believe everything you read if you'd like. My recommendation is to learn to think.
Reply #27 Top
#24: Mod it in. I'd use that mod. I think its too far up, also. I want to use it in my small map, normal tech games.

Read some David Weber, Honor Harrington series. Good books featuring some military sci-fi.
True, a mass driver may go until it hits something. Problem is, it takes time to reach its target. If its target is unsuspecting, or can't dodge (like a planet), it can hit. If it can dodge, its troublesome to even shoot a light-minute away. A light-minute is about eighteen million kilometers, or about eleven million miles. Suppose your non-hyperdrive weapon is travelling at the speed of light and so is your target. If the target randomly changes course by a few degrees every thirty seconds, they're not going to be anywhere near where the projectile is.

In gameplay terms, I'd be a bit careful about powerful starbases unless I could guarantee the technology wouldn't be available to soon. It should be possible to mod the fortification branch so that starbase attack and defense got say, a plus ten, plus twenty starbase attack. Now, I'm actually not against giving starbases the ability to directly attack enemy ships. I'm just against giving the ability to do so with the modules we already have. It would make them overkill. Imagine, early game, a devestation beam attack against any ship in the area. What I _might_ appreciate is a sort of space artillery module or mining so that ships in the area of effect take say -1 hitpoints or -10% a turn.

Just to clarify, I'm fine with starbases as is. I think they are plenty powerful, even if they can't "reach out and touch someone".
Why can't the assist modules attack the enemy directly? Think about saturation of defenses and attack vectors. If all the weapons fire is coming from one vector alone, parsecs or light-years out, its easy to track and gives the defending ship plenty of time to plan their defenses and plot intercept vectors and whatnot.
Reply #28 Top


Crafty....way to change the subject. We are talking about the game, and Stardock can calll whatever they want a parsec, a sector, or an ooompaloompa.


You were wrong, regardless of RL. Just be a man(or woman) and admit it. =P
Reply #30 Top
Starbases, whatever type they maybe, are meant to enhance a region of space. Ecnomic bases generate more money in their area of influnce. Same with Influnce bases... It makes no sense then to endow military bases with the additional option to "reach out and touch someone". Simply let them enhance ships in the same aspect that they enhance planets....

In short leave them how they are.
Reply #31 Top


actualy 1 square doesnt = a parsec.
1 parsec is one of the squares on the mini map.


From the manual:

The galaxy is composed of a number of sectors determined by
the size you chose on the Galaxy Setup screen. Each sector is
divided into a 15x15 grid of parsecs. A parsec may contain a sun,
a planet, an anomaly, a resource, a Starbase and/or ships.

Learn to read...it saves you from looking stooooopid.



Wut do you expect from some1 named Heroin4Life, maybe he had a couple hits be4 posting or something, meh



Monc34
Reply #32 Top
This is silly. A Starbase cannot chase ships and attack them. Ever see Deep Space 9? COuld Deep Space 9 go off and chase Cardassian ships? NO. It couldn't even save Beijor (sp?) It could however, lend assistance to nearby ships. I tend to think of it that way. To compare this game to another is a waste of time. Do you want every game to be the same.

Let's all have 200 Doomstars and turn-based lame combat while we're at it.
Reply #33 Top
ya...
heroine = female hero
heroin = drug

so if i was hitting some heroine before posting, would that mean i was tapping a heroine?
And that would explain a post of that nature.
Anyway, parsec, lightyears, its a game, your all wrong.
Its the internet no one wins.
Reply #34 Top
ya...
heroine = female hero
heroin = drug

so if i was hitting some heroine before posting, would that mean i was tapping a heroine?
And that would explain a post of that nature.
Anyway, parsec, lightyears, its a game, your all wrong.
Its the internet no one wins.
Reply #35 Top
dude that's not it, don't you think its fair that if a ship passes right by a StarBase, and the 2 civilizations are at war, shouldn't it be able to fire it??, I mean if a military starbase can "help" ships on their "sphere of inluence", why NOT fire a passing ship?? Isn't that silly on in itslef?? Anyways, what does the SB have that will help a ship fight an enemy's ship on it's sphere, that is 7-8 parsecs wide right?, how big is that on the game, 23 light years? THAT is stupid, if it can help a faaaaaar away ship it can't even "see", why not atack a passing ship?? sounds very silly to me.


I agree that technology that makes enemy's ships go slower inside the sphere of influence should be available sooner, and that StarBases become too weak when getting later in the game, they should get more HP or make some other technologies available that let them defend themselves well, cuz 1 or 2 well armed battlships can take it out easily, thats less than $11,000 between the 2 ships, compared to the $15,000 + SB, is a waste of money then to make the SB just to lose it to 2 ships.

just my 2 cents


Monc34
Reply #36 Top
EDIT/ Damn server problems, NVM this , it's a double post. EDIT/


monc34
Reply #37 Top
The range thing is a bit silly isn't it, I mean if you are talking physics and I fire a nano ripper, its going to go till its hits something.

I mean I am not a rocket surgeon, but that is how physics in space works.


I firmly believe that the "range limit" on the Nano Ripper pretty much covers all potential catastrophes that the slug will run into on its course in space. Space is big but it is not entirely empty either. Its trajectory and momentum can be affected by anything from solar particles to micrometeroids to electromagnetic fields to gravity wells, etc. Just because there is no apparent "air resistance" in space, it doesn't mean that the object will move indefinately and at a consistent speed. Lasers are another example of a seemingly arbitrary range: the beam cannot maintain its power indefinately despite the fact that it's coherent. There is definately a point of attenuation where the beam will no longer be effective or will operate as intended.

If you guys are going to start talking about "realism" and "real-world physics", please know your stuff or at least use some suspension of disbelief...
Reply #38 Top
Maybe I missed it somewhere in the Tech Tree (Honestly I 've won without researching everything). but maybe there should be modules that just increase a starbases hit points. Like a +20 hit point module. That way they are more powerfully without having to increase weapons/defense numbers.

For people saying - "Why can't start bases fire into other areas". Energy weapons - dissipate over distance. Shine a flashlight for an example. Mass drivers are very slow. While they may travel forever (Possible in theory), accuracy will be horrible. Also, any gravity influences (Which there are) will change it's course. Missles - while being able to lock on and travel fast, would run out of fuel.

I agree with the person who said "Space is big". Space is big and vast. Think it takes 8 minutes for light from the sun to get to Earth. It takes hours for it to get to Pluto. The size of the squares in the game are much larger than that.

Also remember in good sci-fi movies/series - B5, Star Trek, etc - Starbases are build at planets or points that they wanted to protect. This way they can protect the planet from attack.

Sooo hard not to go into physics....I am a rocket scientist in real life (which has nothing to do with the game).

It might be more realistic if starbases could only be build in solar system or planets but the game doesn't require that.
Reply #39 Top
Maybe I missed it somewhere in the Tech Tree (Honestly I 've won without researching everything). but maybe there should be modules that just increase a starbases hit points. Like a +20 hit point module. That way they are more powerfully without having to increase weapons/defense numbers.

For people saying - "Why can't start bases fire into other areas". Energy weapons - dissipate over distance. Shine a flashlight for an example. Mass drivers are very slow. While they may travel forever (Possible in theory), accuracy will be horrible. Also, any gravity influences (Which there are) will change it's course. Missles - while being able to lock on and travel fast, would run out of fuel.

I agree with the person who said "Space is big". Space is big and vast. Think it takes 8 minutes for light from the sun to get to Earth. It takes hours for it to get to Pluto. The size of the squares in the game are much larger than that.

Also remember in good sci-fi movies/series - B5, Star Trek, etc - Starbases are build at planets or points that they wanted to protect. This way they can protect the planet from attack.

Sooo hard not to go into physics....I am a rocket scientist in real life (which has nothing to do with the game).

It might be more realistic if starbases could only be build in solar system or planets but the game doesn't require that.
Reply #40 Top
Maybe I missed it somewhere in the Tech Tree (Honestly I 've won without researching everything). but maybe there should be modules that just increase a starbases hit points. Like a +20 hit point module. That way they are more powerfully without having to increase weapons/defense numbers.

For people saying - "Why can't start bases fire into other areas". Energy weapons - dissipate over distance. Shine a flashlight for an example. Mass drivers are very slow. While they may travel forever (Possible in theory), accuracy will be horrible. Also, any gravity influences (Which there are) will change it's course. Missles - while being able to lock on and travel fast, would run out of fuel.

I agree with the person who said "Space is big". Space is big and vast. Think it takes 8 minutes for light from the sun to get to Earth. It takes hours for it to get to Pluto. The size of the squares in the game are much larger than that.

Also remember in good sci-fi movies/series - B5, Star Trek, etc - Starbases are build at planets or points that they wanted to protect. This way they can protect the planet from attack.

Sooo hard not to go into physics....I am a rocket scientist in real life (which has nothing to do with the game).

It might be more realistic if starbases could only be build in solar system or planets but the game doesn't require that.
Reply #41 Top
Tri TRi TRI TRIPLE COMBO POST

UNSTOPABLE!!!


Monc34
Reply #42 Top
I have only glanced at the modding information, so I don't know if it is possible. Still, Spaceno93, gave me an interesting idea. How about a self-repair module for starbases, so that they would repair say +5 hitpoints a turn. It wouldn't make them any more hugely difficult to take down, because if you can't do more than 5 points of damage a week, then you shouldn't be fighting this war. Yet, it would help the starbases maintain their value further into the game and suffer less fatigue. Even +1 hps might be of help, since starbases can't retreat to a planet a double their repair rate.
Reply #43 Top
Huzza! Huzza! DaDa double post!

Lets see how the editing turns out. I'll brainstorm a few half-thought out ideas.
1. Enhanced repair.
2. Solar defense bases. (I hate seeing all those inhospitable planets. How about military bases?)
Just burn off all the atmosphere and get say, 10 tiles for military structures, which you need constructors or to buy.
Missile silos. Sensor facilities. Core-tapped reverse tractor beams.
3. Cheese. Cheddar. Swiss. Mozerella.
4. Artillery (AOE 3 tiles, range 12, constant damage 2) Great for taking down cargo hulled raiders, sensor ships)
5. Mine fields. Enemy stumbles into them, takes 10% damage. Has a choice of pushing through for 50% damage or spending a turn or two clearing the minefield.
6. Patiently wait for Terror Stars to be implemented.
7. Create a module that gives bonuses only when defending against a vastly superior force. So suppose the enemy fleet has 30 attack to your 15. Cut their advantage in half to maybe 23.
8. Create a communications jammer. Dissolves all fleets into seperate ships. On all empires, including own. Or, so Starbase doesn't end up impossible to take down, limit it so that logistics are decreased by a quarter.

Reply #44 Top
"Let's all have 200 Doomstars and turn-based lame combat while we're at it."

Actually 200 Battleships beat 200 Doomstars (because of ship initiative). Load the battleships up with heavy autofire disruptors, structual analyzer, high energy focus, and achilles targeting unit and it can one-shot a Doomstar.
Reply #45 Top
This I don't get. Up till now I thought the game was right on. Why would a starbase just let enemy traffic go by unhampered?


Because we have ships to control territory. Sure other games do starbases differently, but the ones I can think of operate on a different scale. But here, ships can only attack by moving into the same square. Ideally, Starbases will never enter into combat directly. Its not their role in this game, unlike in Hegemonia. Sure, they have formidable attack and defense, but those modules ideally discourage combat. They're designed for a support role, rather than a direct involvement in combat. At least, that's how I think of it.

I concede that Starbases could get ineffective when speeds get so high as to prevent proper support and starbase attack and defense get so low as to no longer prevent their destruction. I think the answer is not to make them stronger and give them a combat role, but enhance them in ways that complement their support role.

As a player of small maps, I can theorize that a problem might exist, but I've never had those problems myself. I'm not really for changing the way they work, but I'd rather people thought along more productive lines than simply allowing them to attack at a distance.

Perhaps lmodules limiting all ships in an eight-parsec radius to maximum speed of six parsecs with a one-time loss of all movement points upon entering the area-of-effect. Explained away with fluff such as hyperspace interdiction, or mine fields.
Reply #46 Top
In reality, static artillery and munitions has always been more effective than non stationary weapon platforms.