Now would I rather want to do this or steal a technology? These are the interesting decisions I play stellaris for... (Just joking around appearantly there is more to it)
I would be. In fact, I would welcome it.So you're cool with the AI paying 2000 credits and turning off your trade network?
Or paying 2000 credits to turn off your bastion with 20 defense platforms so they can drive their navy through into the heart of your space, *and* then capturing it intact as it's defenseless against even a single corvette walking in and prodding it?
Remember that whilst it'd be "fun" to be able to do this, it's going to cause much salt when the AI does it to players and they complain about not being able to do anything about the AI shutting down the "critical" defensive stations on their border.
I would be. In fact, I would welcome it.
You should not always be able to stop things like this by burning a resource or picking a decision, like some kind of mana, but you should always be able to mitigate away most of the effects by planning ahead. Knowing that your stuff can be crippled will force you to build in redundancies and plan for actual worst case scenarios. Thats the mark of a good strategy game.
I would not call current situation of "I see choke point, I put 1 station there, I safe" Good Strategy. Having to think about what happens if this or that happens, is good. It might force you to always keep a small reserve fleet near a critical starbase, for example, which also helps to neuter things like doomstacking.
I would prefer annoying and useless to annoying impactful. Primarily since in most games i've played with espionage mechanic's the ai have a hardon for spaming the player with espionage. If for example the espionage could disable a starbase theoretically an ai federation could simultaneously disable all your starbases instantly crippling your economy by sending you way over fleet cap, or completly preventing you from building new ships during a war.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.
Obviously the best option would be non-annoying impactful effects but i'm not sure what they would be an people likely wouldn't aggree on what they would be either.
Besides to me it seems dreadlyndwirm is exagerating how much of a hassle it is to rebuild a starbase (it is certainly not the case), and how little effort it takes for ops to succed (it is being described as a mere "pay 2000 energy, profit" move. It isn't).
Rather than destroying a starbase simply having a starbase powered down for X time would be good. Providing the AI could use it effectively, shutting down a starbase in order to fly a fleet by.
Buildings don't just get randomly destroyed out of nowhere (although buildings getting randomly ruined by stuff like land appropriation IS very annoying, so I'm glad it won't be happening in 3.0) and destroyed fleets can be reinforced with one click with very little scrolling (for all the s*** the fleet manager gets, it does work most of the time), and getting them destroyed is actually significant (ie, has a real impact on my game). Furthermore, planet and fleet management are already core parts of the gameplay loop anyways, so I'm already checking in on them regularly. Loosing one random module does absolutely nothing to me (Losing 6 navy cap or 6 energy income for 6 months it takes to rebuild a base and 50 alloys is effectively meaningless), but requires scrolling through 70+ starbases (for a lategame empire), which is absolutely no fun, even with Tiny Outliner. I have no desire to add starbase management to planet and fleet management. It's a waste of my time and attention.Yes. If people think rebulding a starbase is a hassle (tho you still have to rebuild destroyed fleets, destroyes buildings etc. so....?), maybe at least have it become totally useless for a few months. As if the attack was a cyberattack of sorts and it needs to be reprogrammed.
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.
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.
You should not always be able to stop things like this by burning a resource or picking a decision, like some kind of mana, but you should always be able to mitigate away most of the effects by planning ahead. Knowing that your stuff can be crippled will force you to build in redundancies and plan for actual worst case scenarios. Thats the mark of a good strategy game.
I would not call current situation of "I see choke point, I put 1 station there, I safe" Good Strategy. Having to think about what happens if this or that happens, is good. It might force you to always keep a small reserve fleet near a critical starbase, for example, which also helps to neuter things like doomstacking.
For me this would be a bad deal. One of my main goals for sabotage starbase would be to influence the war between two empires that are not me. If i would get that codes that wouldn't help.Sorry for the double post, but agreed. This is exactly what I was hoping for too. Sabotage could either give you a first strike option to bypass their chokepoint defenses, so that players would have to plan their defenses around the risks of putting all their eggs in one basket. Or it could give a raiding empire the ability to slip their ships past chokepoints/inhibitors to hit mining stations and steal pops. That would have been an interesting change to warfare.
For me this would be a bad deal. One of my main goals for sabotage starbase would be to influence the war between two empires that are not me. If i would get that codes that wouldn't help.
But i wouldn't be against a additional operation for this.
I mean you could literally have a blinding espionage attact which reduces sensor ranges of stations to -1 (they don't even reveal them selves on the map). This would allow you to either ambush a station or sneak into an empire without them knowing where (although they would liekly have a pretty good idea due to choke points)That's fair. Maybe you could have something like a "Blind System" operation. It doesn't disable the starbase, but it does let your fleets pass uninterrupted. Or maybe you could focus it even more, so that only corvettes and destroyers could pass through uninterrupted. (That way your raiders could get through, but not the main battle fleet.)
Disabling an entire starbase doesn't have to be quick, easy, or repeatable to have a big impact on defense strategy. Knowing that the operation exists, one has to assume that one's starbases are going to have zero effectiveness in combat when an enemy decides to invade your territory, because the rare moment when they have a sabotage op prepared will coincide with their invasion. I can't imagine deciding to invest alloys in static defenses when such a risk exists, so to me, it seems like this actually reduces the number of meaningful choices available to a player.All I am saying is, [the suggested buff to the Sabotage Starbase operation] is being painted as something it is not: a mere "push button, destroy starbase" for the AI to use all the time for no cost at all and you cant do nithing about it, ansld rebuilding sours the entire game. It is not that.
Knowing that the operation exists, one has to assume that one's starbases are going to have zero effectiveness in combat when an enemy decides to invade your territory, because the rare moment when they have a sabotage op prepared will coincide with their invasion.
I keep getting told that I'm assuming the proposed "disable starbase" op is spammable, and I keep saying I'm not. It doesn't have to be spammable to fundamentally undermine the value of static defenses.I think my problem is that this assumes that they can spam this operation ...
I keep getting told that I'm assuming the proposed "disable starbase" op is spammable, and I keep saying I'm not. It doesn't have to be spammable to fundamentally undermine the value of static defenses.
If you have 6 outer choke points, and you fortify 6 starbases, it's not because you expect your enemies will politely split their forces into 6 fleets and attack you at all of them. It's because the path of least resistance is the path your enemy will choose, so if you neglect one of those choke points, your enemy will ignore your better-fortified fronts and take advantage of your oversight. If an enemy has prepared to invade you, and they have the opportunity to disable one starbase, once, in that whole war, then they will do that, and that makes your 6 starbases become as valuable as 0 starbases.
Some of you point out the need for defense in depth. (The concept, not the Stellaris war doctrine.) Yes, incentivizing players to have fallbacks is a good thing that makes the game more interesting. You can limit the value the enemy gets out of their sabotage by having more layers of defense. But if static defenses only have any value when layered, and you need to spread them throughout all your territory, I think it very quickly becomes a bad investment. Who's going to fare better when invaded: a player who built multiple layers of fortified citadels, or a player who has zero citadels, filled a bunch of star fortresses with anchorages instead, and built a particularly big fleet? If the enemy can completely disable one starbase in the whole war, for long enough to bypass it or destroy it, I expect the player who didn't bother with static defenses at all to be better off. This is why I say that a "disable starbase" operation would dissuade players from fortifying starbases in the first place.