Starbase Modules

Post ideas and suggestions on new features or improvements here.
posted on September 20th, 2009, 3:54 am
This should apply to all races, even the Borg ...

Howsabout starbase modules, probably quite expensive, that can somewhat make different starbases?

Different modules could enhance the base's weapon strength and/or ranges, improve the starbase's sensor range (or that new graviton sensor that's been mentioned), improve the starbase's shields or shield regeneration or maybe a "shield extender" that can lend the starbase's shield strength with every friendly ship or station within range of the starbase (or maybe just rapid shield refresh like the Descent, perhaps with a longer range than the Descent), point defense turrets that can shoot down torpedoes and fighters.
posted on September 20th, 2009, 1:04 pm
Hmm I see what you're saying, but it just seems somewhat... pointless? Whats wrong with just upgrading weapons power with the upgrade button?  :sweatdrop:
posted on September 20th, 2009, 1:54 pm
I think the idea is a little more variation. I think...
posted on September 20th, 2009, 3:01 pm
The only kind of Modules I'd like to see for a starbase aren't it's upgrades.

1 - Repair Facilities - With this module, the starbase can act as a repair yard.
2 - Sensor Station - With this module, the starbase gains the abilities of the sensor turret (tachyon grid if researched) and a vastly increased sensor range.
3  - Experimental Manufacturing - Adds a couple of freakish ships to it's construction menu (ones that don't really belong in mixed-tech, smallyard, or bigyard.

Leave it's weapon stuff to the upgrades.
posted on September 20th, 2009, 6:21 pm
Ones that I'd like to see are...

1] Experimental Starbase: Refits the starbase allowing it to fire heavier weapons (but weapon rate is greatly reduced) weapons vary by race...
Federation: Tachyon Torpedoes (Very heavy torpedoes that do double damage to battleships and other large vessels)
Klingon: Tritanium Missles (Penetrates shields, does little damage but comes in large volleys)
Romulan: Plasma Pulse Disruptors (Causes heavy damage, requires special energy)
Dominion: Polarized Poleron beams (Phases through shields 90% of the time, deals double damage to Borg)
Borg: Cutting beam (Cuts through ships either destroying or crippling ships of all chassis, fires once every 10 mins)

2] New Chassis construction: Sacrifices half of the stations weapons and the ability to aquire additional supplies in exchange for having the ability to consrtuct 3 new chassis of players choice (once choices are made they are fixed for all stations with this module), cannot be applied to the Borg.

3] Mixed tech mod: Allows you to choose to mix-tech with one of your allied races. For the Borg it adapts against that race instead of gaining mixed weaponry.

4] Resource generator (only one can be used): Allows you to make the starbase able to generate resources (rates vary). Resource is generated via drain of special energy. For balance the base looses any offensive upgrades.
posted on September 20th, 2009, 6:43 pm
We already have discussed about that, right? When I remember correct, this was a discussion about Deep Space Stations and modules you might be add.

To make extra modules on your starbase, only some would make sense. A sensor module can be achieved with stand alone sensor arrays. You only waste module slots with that. Also a repair facility could be done by building an additional small shipyard.

Additional ship designs are really only meant to be build in shipyards. I can go with it when you are able to build some small vessels and construction/support ships but not more. A starbase is not a shipyard in its main purpose. It is the center of your empire and for that a large turret platform that can build construction ships. You can also do some small tasks like cloak detection/ping or trade supplies. All the MAIN things you need to run your empire.

In order to do more, you have to research technology in science stations, build real ships in shipyards, do special tasks in special stations, defend your colony with turrets and so on.

It is a nice idea, but... I kinda dont like it.
posted on September 20th, 2009, 6:47 pm
I've always thought it would be cool if the Starbases kept some fighter squadrons, and could get to them as a module.
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