[Suggestion/Bug/Feedback] General Entrenchment Overview

I figured instead of making several posts, I would just make one big one with all the things I said in the title.

 

First, I want to say mines need to be fixed. We know it, they know it. I won't say anything more about it, because I'm sure they are working on it.

 

Bug time:

  • I converted my TEC starbase on the front lines to produce ships. This has been reasonably affective at replenishing my forces on the front lines. However, I have run into a snag with a visual bug that just annoys the dickens out of me. On the TEC starbase, their is that glowing thingy that can be seen on the top. Well, after I added the "build ship" capabilities, the glowing thing moves to the side where the ships produced exit. Now I have no idea if this is a "feature" or a bug, but it is an eye sore to me. Just an FYI. After reloading the game, this graphics glitch is no longer present. However, the glitch reappeared on another starbase that is not setup to build ships, so that leaves my initial theory for the glitch flawed. I am providing a screen shot. If someone can offer a site so I may post an image through, it would be much appreciated.
  • I enjoy playing more defensive, I like to draw out a game against the AI for "epic" fleet battles and such. In the process of building defenses, I tend to have some close to the starbase, messing up it's rotating ability, occasionally causing it to do a jerking motion. I suppose this is not so much a bug as a suggestion, but it may be prudent to expand the ring around which it is to be built and to how close other structures can be built to it.
  • I have noticed that AI does not seem as intelligent as it used to be when one is trying to move a large fleet of ships to jump. They get all tangled up and appear to take much longer time to get into phase jump position then before.
  • While I was building a TEC starbase, it was shooting at the local pirates. I don't think that it should be able to do that till construction is completed.

 

Suggestions:

  • While building ships at my TEC starbase, I had to select the starbase to get the que for building ships. I suggest that when starbases are upgraded to build ships, that it be treated as if it were a shipyard, only requiring selection of the planet to see what and if you can build. Saves a little bit of micro management.
  • as mentioned with the building ships que, the same would be convenient for the fighter bays on the starbase.
  • Starbases do seem to build rather quickly. I'm not sure what would be an appropriate amount of time, but I do know that it is rather fast.
  • Fix the wording on some of the starbase upgrades. I can't think of them at the moment, but some of them appeared missleading.
  • It would be nice if the "Auxiliary Government" addition would also keep the loss of planets due to culture. Just thinking that having such a large station in orbit to put down rebellion are my thoughts.

 

Feedback:

  • I have heard much of how starbases are underpowered. Certainly when you first build them, they are pathetically week. However, once you up grade all weapons and all armor/shield upgrades, maybe throw in a few fighter squadrons, they are most potant indeed. Besides, they are "technically" not ment to be left with no support or chance of reinforcements unless that position and that base are expendable.

 

I guess that wasn't as long as I thought it would be. I'll appreciate constructive comments.

 

EDIT: In Red

EDIT: Spelling corrections (woopsy)

 

2,736 views 4 replies
Reply #1 Top

Some good points for sure.

 

I like your "Feedback". Personally I enjoy the way they are doing it now. Start off with a weak generic starbase that is relatively cheap, but can be customized into a very powerful defense mechanism. I also like that they still require fleets as support and do not take out everything on their own. I see starbases as support for defense fleets. Eliminating defense fleets completely from the game would result in a very boring stalemate.

The only thing they need now is a drastic increase in range and more hangar space/flak turrets.

 

I think this post covers a lot of my initial sentiments to Entrenchment.

Reply #2 Top

I have 3 things about the beta:

 

1 is that there are some grammar mistakes (armor piering weapons)

2 is that when i build frigates, the supply points it shows for the cued ones is the total supply points used

3 is more of a suggestion: have the starbases have more squadrons with the first upgrade! I know that they cant be too powerful to start off with, but you could use that precious upgrade point on much more powerful things!

 

btw I LOVE entrenchment

Reply #3 Top

Adding a post to keep this thread visible

[Suggestion]

  • With ships and strike craft have priorities encoded. Defensive structures > normal structures, capitals > non-capitals and so on and so forth. It would make life so much easier if mines were put high on the list instead of on the bottom. They are easy to kill and do massive amount of damage. Makes sense to me to kill them first.
Reply #4 Top

An excellent post, sums up most of my thoughts on the beta.

[Suggestion] With the starbase upgrade that doesn't allow the planet it is orbiting to be captured, make the planet totally immune to bombardment (add a planetary shield effect or such). The reason for this is that although you effectively force your enemy to attack your starbase to take the planet they can still destroy the population which is quite a big hit on your economy especially on smaller maps and if it is a terran or desert planet.

Also I've found an Advent players' defensive arsenal can take alot more beating with the various "shield-gifting" techs avaliable. Especially since gaining a shield also gives the structure shield mitigation it greatly increases the turrets survivability along with pretty much every other Advent orbital structure. A way to equalise this would be to give every factions' defensive structures their own shields, at least then they could compete with the Advent due to the great benefits of shield mitigation.

Another irritation of mine is that the shield mesh is barely visible without a mod. Perhaps increase the visibility of the shield mesh on weapon impact? Since its a rather neat effect its a damn shame you have to squint to see it most of the time.