sareth01 sareth01

Mobile starbases for all factions

Mobile starbases for all factions

Where the vasari starbases would be the fastest (we'll call this 100% starbase movement speed)

Advent starbases would move at 50-75% of this speed,

and TEC starbases would move at 25-35% of this speed.

This would ensure that all starbases are useful in defending their gravity well.  This also adds to the game's skill requirement as all the main defenses in the game aren't quite so static. 

This would also be a way to start to balance the vasari rebel's phase jumping starbases so that the vasari rebel tactical advantage isn't so huge when they use their starbases in a gravity well.

1,054,693 views 321 replies
Reply #251 Top

Quoting Ekko_Tek, reply 250
Sareth, there is very little worth responding to in your replies. I'd noticed how hostile you were to anyone disagreeing with your idea in the thread so far and you didn't disappoint when I disagreed as well. Your replies to many of the valid points people bring up are basically "No, you!" (eg. look at your reply to Sel's points about Vasari frigates and Vasari weaknesses that help explain why they have a stronger/different SB).


I find it amusing that you think your approach and attitude in this thread will help you in moderating some future game forum you are planning. You might want to revisit some of that self-reflection stuff you said you were capable of so you don't come off so asinine and hostile in the future. You're really just shooting yourself in the foot and not accomplishing anything here other than venting your pent up nerd rage. You need to learn that people disagreeing with your ideas are not actually personally attacking you so you don't need to go into hyper-defensive mode. It's something that will hopefully come with maturity.

 

Hahaha, spot on.

So it seems, Sareth, its not just me, who is not impressed with your immature behaviour. Time to grow up.

 

 

Reply #252 Top

So, if there is any chance of this thread gaining some dignity as a balance topic, I'd suggest focusing first on whether Vasari SBs are OP and need changes. If they are, then what the changes could be would be step 2. I do not think anything productive will happen, but I could be surprised.

There is a lot of asyncronous balance stuff in this game. Advent get culture at 2 labs and trade at 3. TEC are vice-versa. That's an easy asyncronous balance where you can't really cry OP one way or the other, although you could argue trade is a better deal than culture. But then you've got to factor in everything else - ship quality of the factions for example.
So, you can't just look at the Vasari SB in a bubble - it has to be in context. If you nerf it too hard or buff the other SBs too much, then you're overlooking the fact that the SB superiority could've been masking other deficiencies. Nerfing Wail and the Eradica too much without making any improvements to AR elsewhere is another example.

A basic question is "Can it reasonably be countered in time and for a reasonable cost?

Sareth feels TEC don't have much issue doing this (LRMs, Ogrovs, bombers later on). Advent do have a much harder time as their only options are early bombers or to have mass disciples ready while it's still building. So if it's only Advent that have a potential issue, then you have to question the logic of changing all SBs. The work, the complexity, the opening of other potential balance problems just doesn't make it a logical choice. Either buffing Advent's ability to fight off SBs or mild nerfs to the Vasari SB make much more sense, even if all mobile SBs could be "fun to try out". Let's be realistic. Otherwise this is no longer a balance topic, but just a "wouldnt it be cool if this was in the game" topic.

Generally, balance topics where you actually want the devs to notice and make a change should be ones that they can feasibly do first of all. If they are listening, they probably want to see some kind of consensus amongst players that many are finding this to be an issue. Solid reasons why help as well - either via replays or in game stats. Maybe something is just too effective for what it costs, comes out far too early and can't be countered, etc. Titans in the beta were a good example of this. STTC in its original form was a good example of this. You had replays, stats, and lots of supporting feedback and consensus amongst players. All of this is completely absent so far in this thread.

My experience in fighting off Vasari SB rushes is that as Advent, you need bombers and disciples as much as you can afford and to have scouted him coming at least 2 jumps away. As I've said before, it's a strong tactic but it can be beaten if you are prepared. I don't like it because strategically it makes that game's matchup all or nothing - SBs are expensive and if you kill one off and force a retreat you can usually roll over him. The whole game often comes down to that SB battle, especially if it's an early rush he's invested all in. I would hate to see the strategic focus of the game become this one dimensional for all races.

Personally, my wish would be that all SBs can only be built in owned gravity wells. This way, they would purely function as defense and the advantage the Vasari one has would be contained to its own wells. They would have to rely on their ships alone to advance but would have a more flexible SB for defense to fall back on. This would take the cheese factor out of using Vasari SB as well - oh shit, wasn't looking and he SB'ed my HW while I was microing this other battle, etc.

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Reply #253 Top

Quoting Ekko_Tek, reply 252
asyncronous

I can't help it... Asymmetrical.

 

Reply #254 Top

Thank you! It didn't feel right at the time but I was too lazy to look up the correct word (although I guess I could argue I meant trade and culture show up at different times for the factions).

Reply #255 Top

I shall reiterate my opinion:

  • First Orky weapon upgrade should not build super fast (same time as other SBs' first weapon upgrade)...
  • SB build time in enemy gravity wells could be increased...currently it is at 2.25 (Orky takes 125% more time to build and upgrade in enemy territory vs. friendly territory)...if first suggestion isn't enough, you could raise the value to 2.5 or more as necessary....IIRC, this rate also affects how quickly upgrades are built so combined with the first suggestion even a small change could have a drastic effect...
Reply #256 Top

Sareth, there is very little worth responding to in your replies.

Yet you enjoy responding on my thread.  You are the genius sir, not I.

I'm happy that you could take the time to think out a real response however, so I'll read over it in a bit.

I'm happy that you've learned.

So, you can't just look at the Vasari SB in a bubble - it has to be in context. If you nerf it too hard or buff the other SBs too much, then you're overlooking the fact that the SB superiority could've been masking other deficiencies. Nerfing Wail and the Eradica too much without making any improvements to AR elsewhere is another example.

Couldn't agree more, and its been stated multiple times on this thread.  I'm glad you agree with me.

Personally, my wish would be that all SBs can only be built in owned gravity wells. This way, they would purely function as defense and the advantage the Vasari one has would be contained to its own wells. They would have to rely on their ships alone to advance but would have a more flexible SB for defense to fall back on. This would take the cheese factor out of using Vasari SB as well - oh shit, wasn't looking and he SB'ed my HW while I was microing this other battle, etc.

A different flavor of what I'm trying to do, yet viable all the same.  Its a vasari nerf, and it will disenfranchise vasari multiplayers, but you don't like to think about the player experience.

I however keep the player experience as the center for my entire idea.  You know, so that people don't say "well F this game, they nerfed my favorite race, time to play that new space game".

You want to nerf, go ahead.  Its outdated and just pisses people off, and good game designers don't have to.  That is, unless they are forced to.  I don't like seeing the game changed on the cheap by the developers as much as the next guy, but I'll draw the line where it could be changed on the cheap without a nerf.

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^^There's the line.

Reply #257 Top

Sorry, but I don't approve. It just doesn't fit into the lore. I'd much rather have nerfs of the Vasari SBs.

Reply #258 Top

Quoting Unazaki, reply 258
Sorry, but I don't approve. It just doesn't fit into the lore. I'd much rather have nerfs of the Vasari SBs.

Please explain why this doesn't fit into the lore.  Nerfs to the vasari SB's will hamper anyone's enjoyment of the vasari race.  Why not buff?

 

Reply #259 Top

Actually I believe both ideas could work, either nerfing the Vasari SB in some form or boosting the Advent and TEC SBs.

 

Nerf Vasari SB:

Weapon upgrade rate / power / number of times.

Further nerf to phase jumping.

 

Upgrade Advent and TEC:

Weapon Range.

Movement, still slower than Vasari. Reducing the range of AoE's as necessary. I have another idea, that of giving Ogrovs and Adjucators a simple ability that disables the engines of SBs. I'm going to mod that in and see how it goes.

 

That sum everything up so far?

Reply #260 Top

Quoting CoronalFire, reply 260
Actually I believe both ideas could work, either nerfing the Vasari SB in some form or boosting the Advent and TEC SBs.

 

Nerf Vasari SB:

Weapon upgrade rate / power / number of times.

Further nerf to phase jumping.

 

Upgrade Advent and TEC:

Weapon Range.

Movement, still slower than Vasari. Reducing the range of AoE's as necessary. I have another idea, that of giving Ogrovs and Adjucators a simple ability that disables the engines of SBs. I'm going to mod that in and see how it goes.

 

That sum everything up so far?

I like :)

Please pm me with the mod download link, i'd love to playtest it for ya.

Reply #261 Top

Note: built in Diplo 1.34

 

Here it is. For Diplo 1.34, Replace English str, Entity.manifest, the rest goes under Game Info. For Rebellion you'll have to add in your own entity and english string info.

Starbase Minimod

Have not tested it beyond making sure it actually played without minidumping. Starting with TEC and Advent bases moving about a 1/3 of what the Vasari is capable of. The ability disables linear and angular motion, which will probably make the Frontal Shield on the Vasari base worse. If its too bad, than it can either be taken off or changed to a percentage slow down.

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Reply #262 Top

Quoting CoronalFire, reply 262
Note: built in Diplo 1.34

 

Here it is. For Diplo 1.34, Replace English str, Entity.manifest, the rest goes under Game Info. For Rebellion you'll have to add in your own entity and english string info.

Starbase Minimod

Have not tested it beyond making sure it actually played without minidumping. Starting with TEC and Advent bases moving about a 1/3 of what the Vasari is capable of. The ability disables linear and angular motion, which will probably make the Frontal Shield on the Vasari base worse. If its too bad, than it can either be taken off or changed to a percentage slow down.

Wow you are my HERO!

I'll playtest it when I get home after work.

THANK YOU!

P.S.

This thread is now over 9000, just as I promised earlier in the thread.  :)

Reply #263 Top

I will be honest... I did not bother to read to all 11 pages.

 

But realistically.... SLOW movement for TEC and Advent Starbase would not harm game balancing.

Reply #264 Top

The mod just mini dumps constantly and doesn't work.

Reply #265 Top

Quoting sareth01, reply 265
The mod just mini dumps constantly and doesn't work.

 

Are you using Rebellion?

Reply #266 Top

Quoting CoronalFire, reply 266

Quoting sareth01, reply 265The mod just mini dumps constantly and doesn't work.

 

Are you using Rebellion?

Yes indeed, are you? 

Is this one of those mods that takes more install time then using the in game mod manager?

I don't(and won't because I HATE reinstalling this game...done it too many times to count) manipulate the game files themselves and prefer to use the mod manager.

Reply #267 Top

AFAIK coronal doesn't have rebellion....you'll need someone else to make the mod or you'll just have to do it yourself, sareth....

Reply #268 Top

Quoting Seleuceia, reply 268
AFAIK coronal doesn't have rebellion....you'll need someone else to make the mod or you'll just have to do it yourself, sareth....

hmm ya don't really need to now do I?

Anyways, coronal I really don't get this bit "For Rebellion you'll have to add in your own entity and english string info."

 

Reply #269 Top

Quoting sareth01, reply 269

Quoting Seleuceia, reply 268AFAIK coronal doesn't have rebellion....you'll need someone else to make the mod or you'll just have to do it yourself, sareth....

hmm ya don't really need to now do I?

Anyways, coronal I really don't get this bit "For Rebellion you'll have to add in your own entity and english string info."

 

 

Basically you'll have to mod it yourself, except perhaps the Ability and Buff files. Sorry I don't have Rebellion. Can't play MP where I'm at so I decided to wait on see for a year or so. Maybe hold out for Sins 2....

Reply #270 Top

Coronal, forget about MP considerations....Rebellion adds a lot of things to the modders arsenal, you may be inclined to get it solely for that purpose...

I don't know how much you play SP, but I'm fairly certain you would enjoy a personal mod of rebellion over one for diplomacy, again because of the new features and possibilities...

Reply #271 Top

I've made mini-mods that tested it... the problem is with self-destructing TEC bases (and mobile production in enemy wells,)

and... the advent... oh-god the advent...

 

mobile meteor swarms and engine disabling special attacks? OH GOD NOES! 

Reply #272 Top

Quoting anteachtaire, reply 271

I've made mini-mods that tested it... the problem is with self-destructing TEC bases (and mobile production in enemy wells,)

and... the advent... oh-god the advent...

 

mobile meteor swarms and engine disabling special attacks? OH GOD NOES! 

So is this minimod rebellion friendly, and where can I download it to playtest it?

Reply #273 Top

Quoting anteachtaire, reply 271

I've made mini-mods that tested it... the problem is with self-destructing TEC bases (and mobile production in enemy wells,)

and... the advent... oh-god the advent...

 

mobile meteor swarms and engine disabling special attacks? OH GOD NOES! 

 

this sir noob jedi and culture techs overwhelming enemy planets.

Reply #274 Top

Quoting RiddleKing, reply 273


Quoting anteachtaire, reply 271
I've made mini-mods that tested it... the problem is with self-destructing TEC bases (and mobile production in enemy wells,)

and... the advent... oh-god the advent...

 

mobile meteor swarms and engine disabling special attacks? OH GOD NOES! 

 

this sir noob jedi and culture techs overwhelming enemy planets.

Bomber spam counters it quite well.  Advent starbase abilities can be disabled.  If guardians are used, carrier spam also works.  Advent starbases are quite -poppable-, especially if they move outside of their defensive support.  You can keep their antimatter down easily.  It takes skill, yet these are the same counters to dealing with titans, so your fleet has multiple hard target assault strength.  

The point is, skill is fun!  Skill based mechanics provide new, aspiring players, the incentive to learn the game at a deeper level.

Also, in response to riddleking's comment, the advent have always been able to overwhelm with culture, and being able to build in an enemy gravity well and keep their starbases alive with repulse.  So, your comment has no bearing on starbase movement whatsoever.  In fact, starbase movement makes guardian protection harder to achieve as it adds one more micromanagement element to the fight, setting your starbase to hold position.  So many people, even pros, don't use these functions all the time because of the micromanagement tedium.  So if your opponent is being lazy, they are weakening themselves to your attack/defense.

Also, it's quite easy to defend against advent starbase culture, and if an advent player is using this economically inefficient tactic against you, you have most likely lost anyways.

 

Reply #275 Top

I dont think starbases are supposed to be able to move at all. Its only that Vasari like to move everything they have because of their past. I think starbases are intended to be defensive structures, not something to bring with your fleet to enemy, what I dont get is why Vasari rebels can move their starbases while loyalists can't, to my understanding Rebels want to stay and fight their doom with TEC and Advent, while loyalists just want to get lost with whatever they can.

Giving all races something specific to Vasari destroys the identity of Vasari, who they are, what they prefer, how they think. Its like making every race earn as much credits as TEC or have abilities like The Advent.