Starbase upgrades

Post ideas and suggestions on new features or improvements here.
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posted on November 10th, 2011, 4:59 am
Dominus_Noctis wrote:
What the community can really do to help development is


Buy the developers a round of beer?  :D
posted on November 10th, 2011, 6:43 am
Considering a few scout ships being added really doesn't seem like a big deal to me.

I suppose ships should auto-target them first maybe, or else what's the big deal.

I don't see four venture's changing things all that much. What are they going to do, damage my shields 4%?

Perhaps this would be better suited as a first upgrade, and another, different better upgrade at the end.

If the last upgrade were to be some fighters added in, what would be the resulting change in offensive defensive?

The defence of the starbase would not change, so they are no help there unless they get auto targeted. Offensively, we are not talking in my view about a large increase either, therefore as a final upgrade I actually am wondering why I opposed this at all. Although, I don't mind it as simply extending the time it takes to destroy a starbase by several seconds to allow your fleet to retreat back home, never opposed that.

Perhaps as a first upgrade it would be more effective?

Something else could be done as a final upgrade. I like the idea of extending the range of the starbase to artillery, did someone say that? oR suggest in some way.

Considering the second upgrades tops most starbase damage to 110 ish, what sort of costs, or advantages result from this final upgrade with fighters?

I imagine 1) auto targeted 2) small offensive damage increase 3) due to distraction, the starbase may survive for a few more seconds... unclear as to how effective #3 is though.
posted on November 10th, 2011, 7:05 am
The only way I see a scout ship being assigned to fighter duty is if they take all the sensors out and replace them with weapon batteries. The piss-poor phasers on that ship are meant as a deterrent, not a battle capable weapon. How would you work in the fact that the Venture is usually crewed? Only a fighter-like venture refit would even make close to sense.

8-12 fighters seems like a more realistic and likely alternative. No crew (computer controlled), and are more "disposable" as they can be replicated by industrial replicators.

What would be even better is Tyler's fighter 3-pack mod he put together, but with different weapon load outs. 1 pulse fighter, 1 micro-q-torp fighter, and 1 phaser fighter.

Making the star base artillery would work to make the star base more agressive, but it would mess up balance. It would take away almost all range-bombardment options like serkas.
posted on November 10th, 2011, 1:44 pm
Last edited by MrXT on November 10th, 2011, 10:56 pm, edited 1 time in total.
Fighters are made to damage actual ships such as destroyers, cruisers, even battleships ect where as scouts are NOT so please stop suggesting they be added, that is a stupid plan.

A squad of around 10 fighters would be very effective since they should be rebuild faster than the b5 and the avalon can do it since its a starbase so a fleet would have to decide wether to commit to an attack on the starbase or try and snipe the fighters since they cant be targeted , either way fleets would suffer more in these cases and it wouldnt be so easy to take down a starbase.

maybe a 4 and 5 th upgrade?

4th fighters

5th plus 30 offensive and increased range to artillery.
posted on November 10th, 2011, 8:28 pm
Or for a upgrade for Feds and  give them  Drone fighters Some where between  the avalon fighters and a venture  scout in strenght.  once activated gives  2 fighters every 6 seconds  for 30 seconds. after activated  there will be a 45 second cool down. it will use xxDia/ xx tri and xxspecial energy .a option for the Dominion could be a Scaled  down Cardassion Dreadnaught missle  from Stock Armada.Its range could  be long to Artillery range and fires from the perimiter as upgrade to the  Perimiter costing  45 supply , 1200 Dia. ,and 2400tri. with a  coldown of 50 seconds . the  drone  is is a Area weapond  it will damage ALL ships in the target area.
posted on November 11th, 2011, 5:53 pm
MrXT wrote:Fighters are made to damage actual ships such as destroyers, cruisers, even battleships ect where as scouts are NOT so please stop suggesting they be added, that is a stupid plan.


Mayson wont and can't use fighters so what do you suggest then?
posted on November 11th, 2011, 6:10 pm
For Mayson, you could equip the starbase with a shield reset that hits all units within strategic range once every minute provided you have the supply to do it.  For Risner, just give it double the fighters of the Avalon.
posted on November 11th, 2011, 6:11 pm
Make all star bases descents?

This seems problematic.
posted on November 11th, 2011, 7:14 pm
godsvoice wrote:Make all star bases descents?

This seems problematic.


Why, it's not mobile and costs a ton.
posted on November 11th, 2011, 8:34 pm
086gf wrote:Mayson wont and can't use fighters so what do you suggest then?


Simple answer. Add them.
posted on November 11th, 2011, 9:35 pm
Well, I guess it depends on costs. But once you have it, it costs maybe 25 supply?

It also just depends.

Normally just one star base is used, but if you built multiple suddenly you could have many more shield recharge in range.

The descent's ability only works within a restricted range closely to it.

A star base that has strategic range could recharge everything.

It's already a special for a different unit, so something different might be nice, instead of same old same old.

I think other options might be more interesting.
posted on November 11th, 2011, 10:03 pm
Last edited by Anonymous on November 11th, 2011, 10:05 pm, edited 1 time in total.
I misspoke.  It should trigger a shield reset on the vessels within range.  And on second thought, maybe only a handful of ships/stations or maybe only all manned stations that are within range.

EDIT:
Maybe the ability to temporarily (maybe 10-15 seconds) continuously fire torpedoes at 0.25-second intervals at up to 16 targets at once with strategic range.
posted on November 13th, 2011, 3:28 pm
TChapman500 wrote:EDIT:
Maybe the ability to temporarily (maybe 10-15 seconds) continuously fire torpedoes at 0.25-second intervals at up to 16 targets at once with strategic range.


Strategic range generally covers or at least reaches starting mining, so any small to mid size raiding force would meet a death in the form of 40 to 60 torpedoes. Seems hard to put a price on that.
posted on November 13th, 2011, 5:54 pm
I meant something like how the base's torpedoes act now on multi-targeting, but just increase the maximum number of targets it locks on to, increase the range, and increase the firing rate.  Each target will only receive 2-4 hits assuming 16 targets are available to shoot at.
posted on November 13th, 2011, 6:30 pm
Yes, but if there are say only 4-8 ships, then when those first 2-4 torpedoes hit, the star base restarts the cycle.

It destroys two of the ships easily. Then there are that many more torpedoes being shot at the one's left over.

Then, the time runs out, and by that time, the 8 ships are pretty much destroyed. A scout would be able to finish them.

Give or take.
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