• 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.

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.217
3.696
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
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?
It is. Here you have the screenshot.

1618256269410.png


I've already posted something about that in another thread and it's absolute underpowered. I would never spend energy or spy network capacity on this.
 
Last edited:
  • 7
  • 3
  • 2Haha
Reactions:

Chant

Sergeant
27 Badges
Jan 21, 2015
62
143
  • Magicka
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
If it would aim specifically at defensive Buildings, maybe it would make enough of a difference to matter. Stripping a chokepoint of its +10% fire rate buff, or its shield and speed penalties to invaders, might be a big enough deal to justify the existence of this operation.

I wonder what happens to defense platforms if you knock out a Defense Grid Supercomputer.
 
  • 2Like
Reactions:

King Harkinian

Captain
On Probation
Mar 20, 2019
418
2.350
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.
 
  • 38
  • 7Like
  • 1
Reactions:

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.217
3.696
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
At minimum the operation should completely disable the starbase for some time, allowing for a sneak attack.
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.
 
  • 5
  • 4
  • 1Like
Reactions:

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.217
3.696
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Wow that looks like a completely useless waste of money. Could the cost possibly be scaled based on some other factor?
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).

Until then, i'll build a mod for that.
 
  • 3
  • 1Like
Reactions:

Liggi

Lt. General
80 Badges
Mar 28, 2017
1.271
8.735
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • 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
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
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.

Honestly, I had been assuming that was what it was. I thought the point was to disable a Starbase at a vulnerable chokepoint temporarily to get the jump on an opponent when starting a war.
 
  • 8
  • 2Like
Reactions:

wundergoat

Captain
32 Badges
Sep 27, 2017
386
340
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
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.
 
  • 1Like
Reactions:

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.217
3.696
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
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.
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.
 

Chant

Sergeant
27 Badges
Jan 21, 2015
62
143
  • Magicka
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
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.
Two problems:
  • 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 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.
 
  • 7
  • 2
  • 1Like
  • 1
Reactions:

wundergoat

Captain
32 Badges
Sep 27, 2017
386
340
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
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.

Besides being able to just run past a starbase without getting bogged down by it, you could also ignore ground based FTL inhibitors.
 

Ffc

Galactic Emperor
68 Badges
Jan 27, 2016
635
1.711
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Nemesis
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: The Republic
Two problems:
  • 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 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.
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
 
  • 7
  • 6
  • 1Like
Reactions:

Liggi

Lt. General
80 Badges
Mar 28, 2017
1.271
8.735
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • 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
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
I think the problem is that there’s just no tangible benefit to this, gameplay-wise. It’ll be a minor annoyance when it happens to you... you just need to rebuild whatever it disabled. And it won’t damage the AI enough to be worth doing, ever... especially since it’s random so you can’t really plan ahead or capitalise on the opportunity.
 
  • 5
  • 1Like
Reactions:

A2ch0n

Spymaster
21 Badges
May 30, 2018
1.217
3.696
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Besides being able to just run past a starbase without getting bogged down by it, you could also ignore ground based FTL inhibitors.
you're right, forgot about the ground based ones. I rarely fight in wars.
 

rubert

Major
71 Badges
Dec 31, 2010
789
1.270
  • Stellaris: Nemesis
That just seems to be way for AI empires to annoy the players with random crap. Didn't the old crisis pre-contigency have similar really annoying random event blowing up random buildings?

Shame that the Espionage seems to be turns out exactly like I suspected it will be: annoying and useless.
 
  • 7
Reactions:

Jamaican Castle

Lt. General
12 Badges
Jan 27, 2019
1.361
5.197
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
If it would aim specifically at defensive Buildings, maybe it would make enough of a difference to matter.
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?

Now the objection you're probably thinking is that economic buildings are barely worth caring about in the first place, and I must agree. But if they were going to change up starbases to make them more suitable for spying on, that would be my recommendation.

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?
Not to mention you could just cut to the chase and spawn pirates.
 
  • 2
Reactions:

Chant

Sergeant
27 Badges
Jan 21, 2015
62
143
  • Magicka
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
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
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.

I also agree that starbases are not a complete defense strategy. If you're gonna end up in a war, you need fleets. But they do matter. Guarding a choke point with a fleet and a starbase is more secure than guarding it with just the fleet. But, given the ability to disable starbases outright, that would stop being true. One would always have to plan around the assumption that the opening shots in a war will coincide with this operation.

You say that the other starbases besides the disabled one will still offer protection, but ... I really think they won't, at least not to a degree that justifies their cost. In the extreme case, I have two starbases in a row, on a one-lane path, and when you disable one I fall back to the next without having lost much. More commonly, you've gained access to a sector-sized swath of my territory where you won't have to contend with any of my static defenses. And it's entirely possible that I don't have enough good choke points beyond the outer layer for my next line of defense to be effective. (And heavens forbid you're in a federation, and your buddy is also poised to set off the same operation on my next line ...)

I maintain that the existence of a way to completely nullify one starbase's entire set of functions, for any meaningful amount of time, is such a nasty threat that it would deter investment in starbases for defense and trade protection. It doesn't matter how difficult it is; knowing that it's possible, I have to assume an enemy is ready to execute it at basically any time.

You're right that it's not game-breaking. But it's game-changing: it reduces the number of interesting choices players have, because it means your starbases are going to be useless at exactly the time when they would actually matter.
 
  • 11
  • 1
Reactions: