A better way to balance the Vasari Rebel's Orkulus Starbase
The Vasari Rebel's Orkulus Starbase was indeed OP in my opinion (probably why I liked them the most). The new change however makes it a hell lot more annoying, and nearly impractical to move a VR's Starbase to a new planet. I cannot move a Starbase to a sun, since the game will not allow more than one Starbase in one place. Even though the sun can support 4 of them. A lot of you are probably thinking of just building 4 of them at the sun. The VR's Starbase is supposed to be unique.
I have a few ideas on how to better balance this issue. As it stands now, I would not even bother to move a Starbase to a new planet. Rather than enabling all the VR's Starbase phasedrives. Make it an individual upgrade instead.
The Phase Stabilizer ability should have a total of 4 upgrades.
- Leave the first upgrade the same.
- Then the second upgrade enables phase jumps of its own (can not travel between systems yet), but disables all weapons/strike craft/abilities for 150 secs, no shields (instant recovery if it receives no damage in that time). If another owned Starbase is already there, then the effects stay until that Starbase moves or is destroyed, in which the 150 secs countdown will start.
- The 3rd upgrade decreases the disabled time to 90 secs, and shields are at 50% (instant recovery if it receives no damage in that time). Phase jumps between systems are now enabled.
- The final 4th upgrade has the disabled time limit at 30 secs and shields are full. It also enables allies to use its phase stabilizer to travel.
In order to get the best effect of this ability you need to use half of its upgrades.
It should not have to activate its Phase Stabilizer to allow its own travel, as it could potentially get stuck in a place that you own another Starbase. Since its abilities will be disabled.