[Suggestion] Starbase/Structure Tugs

An idea for the upcoming expansion. Keeping it simple, keeping it short.

Suggestion #1: Create a specialized Tug Class class starship that can tow a stationary starbase (and perhaps other structures) into a new position... albeit slowly.

They would be very vulnerable and thus unsuitable for battle maneuvers, but useful for those who plan a few steps ahead. It seems silly and redundant to have to scuttle a fully-upgraded Starbase just so you can rebuild it in a more strategic position as the battle fronts change.

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Reply #1 Top

I think a better and more easily added feature would be just to have starbase maneuverability a researchable tech for the two races that don't have it already.

Reply #2 Top

Very rue but I was trying to think of something that wouldn't rob the Vasari's exclusivity there. The Vasari have no long range cruisers and instead have Assult Deployment for their starbases... I just find it hard to believe that races with faster-than-light travel and Deliverance Engines cannot figure out how to move a starbase or even a simple point defense.

Reply #3 Top

consider that a starbase that was placed around a planet would FALL through the atmosphere if it was not in orbit...

 

anyway...

a tug-class might be ok, a research might be ok, but...

I was think of a active, comes-in-the-kit ablity that while on... i dont know... "diverts enegry from the shields and weapons to manuvering thrusters"... basicly, you can tell it to move... but it loses weapons, and shield regeneration while it moves... and it is going to be moving very, very slowly... like... 25... since you are using station keeping thrusters to change orbit... not very efficiant ( a light frig moves at 800, carriers at 450)

if that doesnt work... it might be very easy to make the tec and advent starbases move at like... 1. and then they can activate an ablity that increases speed and acceleration by 2500%.. (and disables weapons and passive regeneration) which would get you your 25.  

 

Problem is... not quite enough space on the starbase for another ablity (you know, the whole 4 max ablities thing)

Reply #4 Top

This was brought up in the Entrenchment beta. Devs shot it down.

Though people have mod it already.

Reply #5 Top

yeah, InitializeMovementTowardsLastSpawner w/ a neg. value and have StarBase as the target.

Reply #6 Top

Quoting -Ue_Carbon, reply 4
This was brought up in the Entrenchment beta. Devs shot it down.

Though people have mod it already.

Why was it shot down? Seems like a reasonable request?

Reply #7 Top

Isn't is possible to create a "tug"?  possibley use the module constructor's? of course even if such a vehicle is

moddable, don't the modules themselves, even the starbases have to be capable of being moved?  And how is this

"capability" of being moved different than being under their own power?

 

Right now, i can only make the modules move if i convert them to frigates, but a moveable module would be cool!!  :)

-Teal

 

 

Reply #8 Top

Quoting Antagonist99, reply 6



Quoting -Ue_Carbon,
reply 4
This was brought up in the Entrenchment beta. Devs shot it down.

Though people have mod it already.



Why was it shot down? Seems like a reasonable request?

B/c the Devs want it to be a tactical choice. Much like the request to go down in fleet upkeep is been reject so far.

Reply #9 Top

I like the idea of the Non Vasari bases being able to move, but their abilities and firepower being zero'd out durign that time, so the system has to be secure if you're doing it, and they would move very slowly and take time to redeploy, dorugn this time they would be vulnerable (they'd still have the same hull points, but couldn't shoot back.

I'm a Vasari player,, and I like my mobile bases, but I think that it's too great an advantage for the other factions to not have a taste of.

Somewhat related to this, I wold like a priotrity system for attacking enemies, so for instance I can have my fighters and bombers attacking strike cruisers, while my other ships attack siege type ships, rather than micromanaging each attack, being able to set priorities before an attack would be nice.

(eg, select a group of ships, select target priority, faction (Vasari TEC, etc) and a list of ships comes up, you can then set your default target priorities, save them if you want, name them, give that set of target priorities to other ships, select a different set quickly, tell a fleet to kill a particular target then go to a different targeting priotirty, etc)

This would allow you to reduce micromanaging while still maintaining good controll over your ships, you could of course still micromanage specific targets if you wanted to.

Reply #10 Top

having a very well defined ability for making a 'SB tug' would work. SIDE NOTE: ALL units can have FIVE abilities in Entrenchment. SBs&Caps just have the upgrade/ability management button covering it.

Here's how I would do it- basically make an ability on the TEC&Advent SBs with a Repulse-like effect; have the ability only target frigates the have the bool modifier of 'CanBeCaptured' or 'CannotBeScuttled' (or some such thing like that; CannotBeDamaged is NOT ADVISED). Now, simply make a passive that applies said boolean modifier to the ship w/ the ability, and BOOM. Space Tug.

I find this idea VERY likeable. I may try other methods myself in addition to the above that I described.

Reply #11 Top

Dude, I already told you guys,

 

Use a ship: Give the ship the following ability "InitializeMovementTowardsLastSpawner"

 

Give this either a positve or negative value if you want it to push or pull, or have two sep. abilities, one to do each.

 

have it target StarBases. Teal, you CAN target structures w/ this too if you want. Or at least the last time I tried it worked fine.

 

Make it affect enemies too if you want to have some fun moving their shit around.

 

Done. Easy as pie. Why doesn't anyone listen to me? I swear to god... lol.

Reply #12 Top

I was simply offering an alternate idea. And you also didn't explain it very in depth at first.

Reply #13 Top

Quoting verybad, reply 9
I'm a Vasari player,, and I like my mobile bases, but I think that it's too great an advantage for the other factions to not have a taste of.

 

You are a liar, sir. As is every single poster that talks about giving starbase mobility to the other races, whilst claiming they are Vasari players. You are a wolf in sheep's clothing! A no-good TEC or Advent saboteur!

There are other capabilities the other starbases have to make up for their lack of mobility, and starbase mobility to the other races has been talked to death. Be happy with your abilities to manufacture fleets at increased speed within an enemy grav well. Be happy with your ability to send fleet raping clouds of meteors into enemy fleets. Be happy with your big red kamakazi button. Be happy with your mother******* ability to bombard planets with your starbase (which is something you'd think the Vasari really would have designed - I mean really, a giant nano-factory that can't eat planets? Unicron is scoffing somewhere).

In short, give it a rest.

HOWEVER ---- Tugs for orbital structures is a rocking' idea that I give my vote for :thumbsup:

-Itharus

Reply #14 Top

lol. If you could give a cap. ship a tug ability and drag a SB kicking and screaming into a sun... and if the sun didn't just give an AM regen bonus... teehehehe! Yeah, I'm trying to code what you desc. whisky, 's pretty cool! Thanks for the alt. way.

 

*edit* the idea I posted is flawed when implemented as such. Sorry, thought I'd save you all a bit from chasing a red herring.

Reply #15 Top

Awesome ideas! I hope someone more skilled than I can realize this. I think it would add a bit or realism to the strategy of it all. Cheers!

Reply #16 Top

A Tug ship would be great idea.

Make it a researchable ship mid - late game. And the Tug moves slow maybe slower the bigger the object and they can never leave the planet they are built around.

While it is tugging a base or structure they shutdown and require a min/max time to vamp back up to full operation.

Reply #17 Top

I have made this ability.

It is easy if you know how to do it

:)

Although, I have given it to Tobi-Wahn, so it is no longer mine to give to you.

It gives me an idea though, it may be possible to alow starbases to Hyperspace.

Reply #18 Top

Quoting Matthew, reply 16
I Tug ship would be great idea.

Make it a researchable ship mid - late game. And the Tug moves slow maybe slower the bigger the object and they can never leave the planet they are built around.

While it is tugging a base or structure they shutdown and require a min/max time to vamp back up to full operation.

 

Nailed it. That sounds excellent.

Reply #19 Top

i disagree. Whole point is too build it in the right place. I just wish it really was orbiting. Then u could time ur jumps ;)

Reply #20 Top

Quoting Whiskey144, reply 10
having a very well defined ability for making a 'SB tug' would work. SIDE NOTE: ALL units can have FIVE abilities in Entrenchment. SBs&Caps just have the upgrade/ability management button covering it.

Here's how I would do it- basically make an ability on the TEC&Advent SBs with a Repulse-like effect; have the ability only target frigates the have the bool modifier of 'CanBeCaptured' or 'CannotBeScuttled' (or some such thing like that; CannotBeDamaged is NOT ADVISED). Now, simply make a passive that applies said boolean modifier to the ship w/ the ability, and BOOM. Space Tug.

I find this idea VERY likeable. I may try other methods myself in addition to the above that I described.

Whiskey,

                 When you get it, could i try it out?   I have been playing with the idea myself, but havent got it to work yet, well, haha, that happens, i get in sometimes... well... all the time, over my head, but its fun, and nice when an idea works.  :)

-Teal