Military star bases (opinions)

I see a fair number of posts stating that Military star bases are not worth the time/effort/money except as a way to increase your military rating.  I find this strange and wonder if the problem isn't between (my) keyboard and (my) chair. 

Basically, after I am finished with the colony rush, I start setting up a perimiter around the main bulk of my worlds.  I usually put the warp field disruptors (-2 warp) module into Military star bases in an overlapping line.  That is it.  Just two modules.  Then I sit a fleet (or two) of ships on the star bases themselves and watch for incoming ships.  As enemy ships approach, I pick them off, usually leasurely as my ships can usually fly circles around them. 

Later on, when income is more prevelant, and warp engines more standard, I will sometimes put in sector scanners to increase my range, and the +1 warp bumps to my own ships, but basically this provides a great way to monitor my borders without hosting a ship at each planet.

And when the borders change, I will assess if I want to leave the line where it is and build another, or dismantle the current one in favor of the next line.  Usually I will leave it (though undefended) so that, should I need to drop back into my own space, I have the speed advantage over the pursuing ships.  Also they provide great "Primary" targets for whenever an enemy wants to make a point.  They go after these low cost targets in stead of my planetary defenses, thus giving me yet more time to respond.

With that having been said, i know that Econ star bases can do a lot to increase research/production with modules, and I use them.  But my personal opinion is that these star bases can cost a lot, what with 10 + modules, PLUS defenses, and it really hurts when they get taken down.

Am I missing some point? 

4,074 views 2 replies
Reply #1 Top
It's one way to play and it's as legitimate as any other way, it just depends on your preferences.

Basically the methodology you describe is one of defense over offense, or at least setup defense first and then worry about offense. In any case as you describe it you're talking about setting up a perimeter scan and a few ship speed assist and enemy ship speed inhibit using at most a few constructors.

Seems reasonable to me. When people talk about military SB's being not worth the trouble they're talking about a full 28 constructors per military SB to provide the complete boost of 54 to attack and 9 to defense. There's a big difference in the cost and effort required to build 24 military SB's each requiring 28 constructors versus what you describe.

I can't see how anyone could say that what you doing is wrong or a waste of time. I just tend to use the best defense is a good offense theory and not worry about defense at all, but like I said that's more of a preference of one style of play over another and not a matter of right over wrong.
Reply #2 Top
I use early starbases once I have the first tier ship assists, and to compliment an early invasion by placing them around planets I wish to invade. I wouldn't call them useless, but are a useful way to retain the edge in planet orbit. I say they are efficient if your early technology efforts are just for a smidgin in weapons but overall focused on planetary invasion for a rush for your near neighbor's planets from the game start.

Having large fleets with lots of Logistics is probably more useful overall, until you get several techs in a weapon and starbase fortifications.