List of "possible" solutions to the Vasari Rebel's Phase Jumping Starbases - Share Here

Suggest solutions to the Vasari Rebel's Star base here.

 

List:

1. Allow the Star base to only be able to jump to friendly planets.

2. Phase Engines is the second upgrade level for the Phase Stabilizer.

Share more suggestions here.

EDIT:

Well, after the update I don't feel the need for a change.

16,755 views 23 replies
Reply #1 Top

An idea that was floating around was:

Give starbases a second level to the phase gate upgrade. It doesnt change the phase gate, but gives the starbase phase engines.

Reply #2 Top

Quoting Pbhead, reply 1
An idea that was floating around was:

Give starbases a second level to the phase gate upgrade. It doesnt change the phase gate, but gives the starbase phase engines.
End of Pbhead's quote

Further development: make that upgrade significantly costlier than other upgrades, to increase the cost of losing a SB with it.

Reply #3 Top

NM

Reply #4 Top

We aren't fully convinced other solutions are needed yet. We have other options on the table but we wanted to try the current solution (aka the change in the Release build). Now, only a single base can be in the gravity well at a time (as opposed to before where you could have number of them even if they were debuffed).

Either way we'll continue to monitor the state of things as we prep the next balance phase.

 

Reply #5 Top

Allow the Starbase to only be able to jump to friendly planets.
End of quote
LOL what do you mean I saw someone else had a great idea and decided to post it in a new thread to make it seem like it was me?

Anyway, I had an other idea in mind: Make the amount of deployable starbases dependent on Fleet Supply research. The starbases do not need to cost fleet supply once they are built, but we could limit the amount of deployable starbases per researched fleet supply level (only after the Rebels researched the Mobile Starbases tech).

Reply #6 Top

Quoting Seleuceia, reply 3
Well there was a thread that had some legit ideas (mostly from Greg) but Brad apparently felt compelled to lock it because he didn't like the tone...

I favor a very strict system: ONE PER GRAVITY WELL...

You cannot jump an Orky towards a gravity well that already contains an Orky...you cannot construct an Orky in a gravity well that already has an Orky jumping towards it...
.
End of Seleuceia's quote

This should be how it is in release (except at stars ofcourse).

Reply #7 Top

Yeah sorry about that, I realized I was still in "pre-release" thinking mode...

Reply #8 Top

Well pending final judgement I like the idea of the engines costing an upgrade point or two and take awhile to impliment, and after the research for that tech has been done.

Reply #9 Top

1. make the phase drives a second level of the phase gate upgrade, or even a third (the second level would just prepare the starbase for phase drive installation, and effectively do nothing)

2. make mobilised starbases cost 50 fleet supply

3. make them undergo a power up cycle (everything disabled) after the jump - say they are rerouting the power from the phase drive back to the main battle systems.

 

I dont think release changes are enough, it is still very OP. I would preffer implementing ALL of the above.

Reply #10 Top

My suggestion:

1. make the mobilized SB a switch between phase engine activated / deactivated. When activated, all weapons / skills / utilities / passive regenerations are all stopped, and it needs to wait some time for the phase engine to start. Once switched off, the engine is immediately off, while the systems restore after some time.

Reply #11 Top

Before jumping, the starbase would have to "Pack up," during which time it would disable its upgrades.  After it arrived, it would take time to re-enable everything, during which it would be vulnerable to attack.  The more upgrades it has, the longer this would take (though it wouldn't take as much time it took to purchase the abilities in the first place).

Reply #12 Top

Honestly, defensive Orky movements are probably the primary intended purpose but it certainly seems silly for them not to be able to jump to an enemy well if they can jump to friendly ones.  I really think just a second level of Phase Stabilization being the one that gives them the phase engines should do the trick.

At least now players can't have infinite Orkies and thus infinite income.

Reply #13 Top

Yeah I'm not buying into this "friendly wells only" thing either...one problem with it is that you can technically lose the planet but still hold the gravity well with your fleet and structures, yet you are essentially in the same defensive situation...

At this point, I'd be willing to try pretty much anything that requires an SB upgrade...

Reply #14 Top

Proposed changes:

 

1. Alter the 'colonies' upgrade to also include the trade port income bonus:

Each level would grant a population and trade bonus, albeit a smaller one of each than the separate upgrades.

The maximum upgrade level would be increased by 1 or 2.

2. Use the freed up starbase upgrade slot for a 'Starbase Jump Engine' upgrade. 2 levels: 

Level 1: Jump systems. High AM jump cost, On arrival it does not shoot for 30~60secs (or whatever) while power is rerouted to weapons systems. Adds a bit to AM pool.

Level 2: Auxiliar power generator. Lower AM jump cost, no 'power down' on jump arrival, -10% cooldown for weapons and abilities, adds some to AM pool. The aux. power gotta be good for something when the Orky is not jumping, thus the reduced weapon cooldown. I don't consider it OP'ing the OP because 2 SB levels are being used to receive this bonus.

 

Reply #15 Top

I also dont like the "friendly wells only" solution. It seems very ad hoc and arbitrary. There are better suggestions in this thread.

Reply #16 Top

Sorry, should've been more specific. I meant solutions to just sending a star base to someone's home world and killing everything in minutes. Someone did that once. I think that now that the research is Tier 8, we won't have that problem.

Let's see. If there has to be a change, then there will be. Right now I think it's fixed.

Reply #17 Top

Quoting Brazilian_Joe, reply 15
Proposed changes:

 

1. Alter the 'colonies' upgrade to also include the trade port income bonus:

Each level would grant a population and trade bonus, albeit a smaller one of each than the separate upgrades.

The maximum upgrade level would be increased by 1 or 2.

2. Use the freed up starbase upgrade slot for a 'Starbase Jump Engine' upgrade. 2 levels: 

Level 1: Jump systems. High AM jump cost, On arrival it does not shoot for 30~60secs (or whatever) while power is rerouted to weapons systems. Adds a bit to AM pool.

Level 2: Auxiliar power generator. Lower AM jump cost, no 'power down' on jump arrival, -10% cooldown for weapons and abilities, adds some to AM pool. The aux. power gotta be good for something when the Orky is not jumping, thus the reduced weapon cooldown. I don't consider it OP'ing the OP because 2 SB levels are being used to receive this bonus.

 
End of Brazilian_Joe's quote

3. Make the SB jump actually need 8 military labs built to be useable.

4. Make the SB upgrade also cost 1~2 captains and 50~150 fleet supply.

Reply #18 Top

Quoting Brazilian_Joe, reply 18

Quoting Brazilian_Joe, reply 15Proposed changes:

 

1. Alter the 'colonies' upgrade to also include the trade port income bonus:

Each level would grant a population and trade bonus, albeit a smaller one of each than the separate upgrades.

The maximum upgrade level would be increased by 1 or 2.

2. Use the freed up starbase upgrade slot for a 'Starbase Jump Engine' upgrade. 2 levels: 

Level 1: Jump systems. High AM jump cost, On arrival it does not shoot for 30~60secs (or whatever) while power is rerouted to weapons systems. Adds a bit to AM pool.

Level 2: Auxiliar power generator. Lower AM jump cost, no 'power down' on jump arrival, -10% cooldown for weapons and abilities, adds some to AM pool. The aux. power gotta be good for something when the Orky is not jumping, thus the reduced weapon cooldown. I don't consider it OP'ing the OP because 2 SB levels are being used to receive this bonus.

 

3. Make the SB jump actually need 8 military labs built to be useable.

4. Make the SB upgrade also cost 1~2 captains and 50~150 fleet supply.
End of Brazilian_Joe's quote

5. make the SB jump technology require the full Titan research line.

Reply #19 Top

If you are an Advent ot TEC player, the best solution is to have the Orkulus self destruct when it reaches the new gravity well.

O:)

Reply #20 Top

So far, I think the best/most reasonable ideas for the Orky are as follows..

 

-Phase Space Sensitivity-

Effect: starbases may only jump to adjacent planets if the planet is owned by the Orkulus owner, there is friendly culture at the planet, Shared Jump Telemetry has been researched and the target well is owned by an ally, or if the target planet has a phase node.  Long-range jumps (via phase nodes) are still possible using the current rules.  Interstellar or Wormhole jumps fall under the category of adjacent jumps.
Pros:  Limits jumping of Orkies to certain situations and allows the VR to easily defend allies while requiring them to bring Kosturas online to easily jump it to enemy worlds.
Cons: Orkulus Rex can still rule with an iron fist and is still a pseudo-titan.

-Phase Stabilizer Arrays-

Effect: Phase Stabilization receives a second upgrade which enables the jumping of the upgraded Orky in the same way as any other ship.
Pros: weakens any Orky that is constructed with intent to siege, removing it's pseudo-titan status and dethroning it.
Cons: Orkies can still jump freely from well to well. 

Reply #21 Top

I just found my suggestion is duplicate of existing ones, sigh...

Quoting Volt_Cruelerz, reply 21
Cons: Orkies can still jump freely from well to well. 
End of Volt_Cruelerz's quote

I prefer your second suggestion. How about also give Orkie a skill to "activate" the phase engine within some time followed (say 1min), and that skill will cost it noticeable amount of antimatter (say, 300)?

Reply #22 Top

Quoting Volt_Cruelerz, reply 21
-Phase Space Sensitivity-

Effect: starbases may only jump to adjacent planets if the [target?] planet is owned by the Orkulus owner, there is friendly culture at the planet, Shared Jump Telemetry has been researched and the target well is owned by an ally, or if the target planet has a phase node.  Long-range jumps (via phase nodes) are still possible using the current rules.  Interstellar or Wormhole jumps fall under the category of adjacent jumps.
Pros:  Limits jumping of Orkies to certain situations and allows the VR to easily defend allies while requiring them to bring Kosturas online to easily jump it to enemy worlds.
Cons: Orkulus Rex can still rule with an iron fist and is still a pseudo-titan.
End of Volt_Cruelerz's quote

I'd keep only the bold'd and add or if the target well is adjacent to an owned/ally planet. if that's possible within the mechanics. It would make the Orky an excellent guard dog without completely taking off its chain, as well as a great pusher for a contested border planet. You could still build an Orky on an enemy planet, but it wouldn't be able to jump around and wreak internal havoc

New Pros: Promotes expansion and security, limits mid/late-game ganking capabilities, retains its natural awesome power on its own turf. 

New Cons: Can't rush to an undefended planet via phase stabilizers. 

Reply #23 Top

First of all sbs that jump must have an impact to supply ratio.I think this is obvious as sbs becomes ever better than a titan.Good idea is to change phase drives with 2 level upgrades.One level jump in friendly planets second level jump in enemy planets and each upgrade hurts the the supply ratio.So you can either have many sbs and smaller fleet or fewer sbs largest fleet.And we must make posts about vasari loyalists.Its worst than vasari rebels.in 25 min more or less  i can have 5 caps a titan and 20 carriers