Fixing military starbases


Most of the suggestion I've heard or either too overpowered, or too complicated. Here are a few of pretty simple things that be done.

1. Increase hitpoints with the building techs:

o Medium scale building: +30% (base 39 HP)
o Large scale building: +40% (base 55 HP)
o Massive scale building: +50% (base 82 HP)

2. Allow constructors to repair 30 points of damage instead of adding a module

3. Tie star base weapons and defenses to researched techs

For example, the devastator beam would do only one point of damage if all you have researched was Particle Cannons. But at Laser V, it get the full to the full 7, and once you get Plasma, it goes even further.

What do you think?



3,639 views 4 replies
Reply #1 Top
I'd LOVE the ability to repair starbases with constructors. I'd love the ability to repair regular ships with constructors too, actually.

Also, I think military and resource/mining starbases should have an additional weapon, armor, and hit points set of modules available, due to their combat-oriented nature. It doesn't make sense for my Wal*Marts to have the same armament and defenses as my military bases, but the econ/inf bases die too fast already, so they certainly shouldn't be weaker. So, logically, my military and mining bases should have something stronger than the current "mall security" setup.
Reply #3 Top
Actually a well thought out set of ideas. The only part that I don't agree with totally is all of 3. While starbases need a little up'n, that could get them a little stacked.
Reply #4 Top
But at Laser V, it get the full to the full 7, and once you get Plasma, it goes even further.


That would be great having a weapon on that levels up with technology, would defenitly replace all the near usless starbase forticication tech ( who really likes having to send 40 constructors to a starbase just to have the enemy think twice about destroying your hard work).