• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Cerl

Sergeant
32 Badges
Mar 17, 2020
60
51
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Knights of Pen and Paper 2
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Knights of Pen and Paper +1 Edition
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Majesty 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Europa Universalis III
We really need a way to be able to customize starbase loadouts other than simply being able to build hangar / missile / gun emplacements.

bad starbase armaments.png


Seriously, what the BLEEP is this armaments loadout? 8 medium gun emplacements, and only ONE of them is anti-armor/hull while all the rest are shield rippers? The loadout was exactly the same with coilguns (tier 2 kinetic) so upgrading to railguns did not cause the base to suddenly replace a bunch of energy mounts with kinetic.

Starbase loadouts tend to end up with the most ridiculous and idiotic weapon loadouts the ai can come up with as a design. Just like we can fully customize the weapons loadout of everything else in our empires, we really need to be able to customize our starbase loadouts.
 
  • 7
  • 2Like
Reactions:

C4st1gator

Captain
38 Badges
Nov 16, 2014
328
183
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Age of Wonders: Shadow Magic
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
Yes, this would be a good feature for all the defensive empires. Being able to put large long range weaponry on a starbase makes it harder to ignore, while the current weapons are unable to adapt to any given enemy.
 
  • 1Like
Reactions:

shadow737

Colonel
72 Badges
Nov 10, 2006
982
541
  • Crusader Kings II: Conclave
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis: Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
Actually I agree we need to have some modification system for star bases. Makes zero sense for a base to remain the same in a system that has a shield disabling feature beyond defensive platform specialization.

Wouldn't anyone build a heavy armor station with armor and hull eating weapons mounted on the star base when there would be no shields on that base to start with even before building a single defensive platform? An alinement that would maximize the defensive value of building in that sort of system would seem like a natural decision.

Or what if your neighbor is big on missiles or assault craft, wouldn't maybe a nation want to build bastions with some AA as a base part of defense?

Even offering a selection of options on star base configuration would be a good place to begin.
 
  • 1
Reactions:

Armagodura

Second Lieutenant
18 Badges
Jun 1, 2020
165
231
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Magicka
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Magicka 2
  • Magicka 2 - Signup Campaign
  • Magicka: Wizard Wars Founder Wizard
Actually I agree we need to have some modification system for star bases. Makes zero sense for a base to remain the same in a system that has a shield disabling feature beyond defensive platform specialization.

Wouldn't anyone build a heavy armor station with armor and hull eating weapons mounted on the star base when there would be no shields on that base to start with even before building a single defensive platform? An alinement that would maximize the defensive value of building in that sort of system would seem like a natural decision.

Or what if your neighbor is big on missiles or assault craft, wouldn't maybe a nation want to build bastions with some AA as a base part of defense?

Even offering a selection of options on star base configuration would be a good place to begin.
The pulsar starbase specifications could pretty much be an automatic feature
 
  • 2
Reactions:

GhostDanny

Colonel
27 Badges
Mar 1, 2021
1.131
782
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: Warband
  • Cities: Skylines Deluxe Edition
Yeah, atleast have starbases auto adapt to being in a pulsar/shield stripping nebula system.
If it detects being in a shield stripping system, swap out shields for more armour or crystal hull plating.
While also not using shield stripping weapons.
 
  • 3
Reactions:

shadow737

Colonel
72 Badges
Nov 10, 2006
982
541
  • Crusader Kings II: Conclave
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis: Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
I'd even love it if we could opt to build a stripped down star base with a shorter build time reflecting the bare bones nature of the station, that we then have to develop independently.

As in start with no shields, light armor, and only one missile battery as if all that was done was immediate expansion of the original outpost station to accommodate the larger personnel of the station.
 

exi123

Major
28 Badges
Jan 19, 2018
792
1.762
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
I would love to have a second tab in the fleet designer for starbases, there we can plan starbases like ships and define how we want our anchorages, shipyards and bastions look like for all sizes.

This could also solve the boringness of upgrading starbases with 10000 clicks in the lategame. Select a design, the size of the base and let it build for 1000 days.
 
  • 3Like
Reactions: