Somebody posted on Reddit showing that Sabotage Starbase costs 2000 energy credits and just disables a random module or building on a Starbase.
Seems... underpowered?
Seems... underpowered?
- 11
- 3
- 2
It is. Here you have the screenshot.Somebody posted on Reddit showing that Sabotage Starbase costs 2000 energy credits and just disables a random module or building on a Starbase.
Seems... underpowered?
This. And set the timer for it's regeneration up ten times, from 30 days to 300. That would be fair and acceptable good i think for that price.At minimum the operation should completely disable the starbase for some time, allowing for a sneak attack.
Maybe with a fitting asset. But that wouldn't change it's underwelming result. I've written in my other post about this, that a complete destruction would be over the top epecially because the system would be unclaimed again but a deactivation for a extended period of time would be the perfect way. I really hope this will be changed as well as more "operation capacity" (parallel operations).Wow that looks like a completely useless waste of money. Could the cost possibly be scaled based on some other factor?
I find it amusing that terraforming AN ENTIRE PLANET is cheaper than this, costing only 2000 credits.It is. Here you have the screenshot.
View attachment 703675
I've already posted something about that in another thread and it's absolute underpowered. I would never spend engergy or spy network capacity on this.
It's the exact kind of "useless but annoying" spy operation that everyone including the developers knows that no one wants to see. What are they smoking?
At minimum the operation should completely disable the starbase for some time, allowing for a sneak attack. That would be far less annoying to be hit by as well despite being more powerful, since it wouldn't require tediously rebuilding destroyed buildings.
This would automatically happen if you fly through a system with deactivated starbase. Inhibitors only work on active ones. Of course thats only on and even with prallel operaions (if exists) that would most likely only a few of them.I second that for this sort of cost the starbase should be disabled for a set time so that it actually changes combat odds.
Tangentially, I would be more interested in an operation that disabled hyperspace inhibitors/gave you the access codes to actually raid an opponent.
Two problems:At minimum the operation should completely disable the starbase for some time, allowing for a sneak attack. That would be far less annoying to be hit by as well despite being more powerful, since it wouldn't require tediously rebuilding destroyed buildings.
This would automatically happen if you fly through a system with deactivated starbase. Inhibitors only work on active ones. Of course thats only on and even with prallel operaions (if exists) that would most likely only a few of them.
It would be impact full but not game breakingTwo problems:
You say that disabling the starbase is the minimum that the operation should do, but I think it's intolerably disruptive, at least given that this covert ops system doesn't have any active defenses.
- Completely disabling a defensive starbase, even temporarily, isn't very different from destroying it. You're only going to execute the operation when you have a fleet poised to take advantage of the opening. And, if I need to post big fleets at all my defensive starbases to protect them, why am I bothering to spend alloys on the starbases? I think the operation you describe would mainly discourage anyone from factoring starbases into their defensive strategy in the first place.
- Disabling a starbase that's responsible for trade protection, for any meaningful amount of time, would be disruptive enough to the victim's economy that they wouldn't bother relying on starbases for that. Again, if I need to have a lot of extra corvettes prepared as a backup plan, why entrust any of that work to a starbase?
you're right, forgot about the ground based ones. I rarely fight in wars.Besides being able to just run past a starbase without getting bogged down by it, you could also ignore ground based FTL inhibitors.
tbh, I would say the exact opposite - that it should target economic buildings/modules. After all, if you're going to invade, you can always just buy more ships. What espionage offers uniquely is the opportunity to bodge up someone's economy without being at war and, in fact, without diplomatic repercussions at all (unless you get caught). Plus it just makes more sense: what's going to be easier to sabotage, a sealed military module or a trade hub that people go in and out of all day?If it would aim specifically at defensive Buildings, maybe it would make enough of a difference to matter.
Not to mention you could just cut to the chase and spawn pirates.Disabling a starbase that's responsible for trade protection, for any meaningful amount of time, would be disruptive enough to the victim's economy that they wouldn't bother relying on starbases for that. Again, if I need to have a lot of extra corvettes prepared as a backup plan, why entrust any of that work to a starbase?
I agree that I'd never bother with Sabotage Starbase as it is now. If a starbase is so tough that the loss of one defensive module or building makes a meaningful difference to me, that's a fight I'm not going to pick. I hope I'm not misconstrued as advocating for the Sabotage Starbase that they've shown us.It would be impact full but not game breaking
If they disable one defense star base you still have the other ones to protect your flanks, it's not useless at all to build them
Also defense star base are not meant to stop enemies, just to slow them so you would have to use your fleet anyway
I think that this kind of Sabotage action is the right balance, keep in mind that this is a difficult operation, it won't happen every two days
If your Empire fall apart because one of your stations was disable for a year, I think you have bigger problems
What I think is the current version of this operation is just useless in my mind