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Chant

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I would argue that you do need to build quite a decent spy network to achieve this however. It's the highest level operation outside of privateers, so it would take some time and planning to pull this off - giving your opponent much time to war dec you first from a solid defencable position.

If anything, the fact that you may risk an opening by not acting quick enough would in my mind give you an actual reason to go to war ahead of being prepared, rather than the current tactic of turtling until ready.
Notable context for my stance on this: I have a consistently pacifist playstyle. Even when I'm a gestalt and there are no pacifist pops to frown at me, I still try not to wage war. The question on my mind is not "when is the right time for me to strike?"; it's "can I do something to make the war not happen?"

I'm sure that mindset is alien to many players. But I have the impression that Stellaris wants to be a game where pacifism is enough fun to justify the purchase. I'm wary of solutions that boil down to "just start the war yourself, on your own terms".
 
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King Harkinian

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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.

Static defenses are already little more than meat shields against most attacking fleets. As long as the fleets still have to pummel the sabotaged starbase down to 0 HP in order to take it over, it would be perfectly fine. You're overestimating the difference it would make - you would likely be able to see an opponent making preparations for a move like that, since they'd have to move their fleets close to the target starbase and wait for the op to succeed in order to attack it while it's sabotaged. The opponent would also have made significant investments in order to pull it off - building up a spy network over time, which is also thrown away when executing the operation, along with the energy cost. It's only fair that such an investment should allow for a decent payoff. No one would stop building fortified border starbases just because an enemy can RARELY sabotage one of them if they've been planning it for a long time. Also don't forget that espionage is easier against a stronger opponent - usually, the player that needs to rely on sabotage will be the underdog who wouldn't stand a chance otherwise.
 
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Cat_Fuzz

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Notable context for my stance on this: I have a consistently pacifist playstyle. Even when I'm a gestalt and there are no pacifist pops to frown at me, I still try not to wage war. The question on my mind is not "when is the right time for me to strike?"; it's "can I do something to make the war not happen?"

I'm sure that mindset is alien to many players. But I have the impression that Stellaris wants to be a game where pacifism is enough fun to justify the purchase. I'm wary of solutions that boil down to "just start the war yourself, on your own terms".

I see what you're saying.

I can agree there then that this may be somewhat debilitating for pacifist empires, however as it stands the operation is simply not worth the time or effort it takes to be a minor inconvenience for the targeted empire.

It has got me thinking though that it would be great to add a 'Foil Plot' sabotage operation that creates a much higher chance that the target empires next operation against you will fail. That could provide a way to mitigate such an attack on pacifist empires (though doubt we'll see something like this outside of mods)
 

Chant

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It's only fair that such an investment should allow for a decent payoff.
Sure, a big investment needs to give you something high-value, but fairness has to include more than your perspective. This kind of "fair" is the kind Monopoly offers.
they'd have to move their fleets close to the target starbase and wait for the op to succeed in order to attack it while it's sabotaged
I thought the default way that operations conclude is that you're asked to give the signal, and it doesn't execute until you say so. I expect you to be able to coordinate this strike pretty easily.

I want to point out that, at baseline market rates, the 2000 energy is equivalent to 500 alloys. As you point out, there are additional costs to even make the operation possible, but I'm really tempted to frame your argument as "the opportunity cost of disabling a starbase is building one cruiser", which sounds pretty silly to me. Even supposing the prerequisite work quadruples the overall cost, I don't accept that a few ships' worth of opportunity cost should buy you the ability to disable a starbase outright.
 
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Chant

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Setting aside the hypothetical buff to Sabotage Starbase for a moment, and considering the Sabotage Starbase we actually have, I gotta say I am keenly interested in how it (and other operations) improve when an Asset is involved.
 
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DreadLindwyrm

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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.
Or, knowing that my static defences can be rendered impotent - and worse, instantly capturable whilst disabled/powered down - it discourages me from building them in the first place. It takes away a large point of the strategy of choosing whether to invest in defences or not, since the defences are unreliable and can go from "too costly to bypass" to "non-existent" in a single action. This is *not* the mark of a good strategy game, because it takes away credible options from the defender.


I'd also say it's far from "see choke point, put station there, now safe" at the moment. It's usually "establish a defensive point at which my fleet and station *combined* are strong enough to hold off an enemy attack with minimal casualties", or "use the station and a fleet to make a defensive point that the enemy have to commit in force to be able to take - possibly leaving me free to use other elements of my fleet to attack elsewhere.

I'm already (unless **vastly** overpowering my enemies) having to keep substantial fleets near critical starbases unless I've been able to push through and past my enemy's defenses and they can no longer threaten my critical starbases.

I'm also interested in what redundancies you're suggesting, unless you mean to always have two deep bastion defenses at the edge of your space, which can mean needing six or seven bastions just on one border if your respective colonisation patterns have resulted in a two wide contact point between your civilisations - and if you touch this particular enemy at two locations you could be looking at needing eight or nine bastions to effect a two deep defensive wall.

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).
A slight correction here.
Yes, you have to establish a substantial network to be able to do it, but (unless I've been vastly misinformed) the espionage power builds up generally against one particular opponent and is available for *any* action against them, meaning that the only really noticeable trigger cost is the energy credits.

It's also worth remembering that it isn't going to leave the starbase going back to my hands once this proposed disabling of the whole station is over - it's going to go to the enemy who disabled it and then sent in a fleet to capture it. Even if it *did* destroy it rather than hand it over, intact, to the enemy, that's still *vast* amounts of alloy compared to the energy cost to take the action. (And remember, I'm addressing the "disable the whole station" suggestion, not the "destroy one module" version.


And I will restate it, unless there's a lot more going on with degrees of success/right asset usage here, 2000 energy to disable one random module does seem too weak - although disabling a module on the right starbase at the right time could be highly impactful - and if this is all it does, then it certainly needs some review. But that cost to completely disable a full citadel is too cheap.


As in any game worth of the name there must be challenge. This game's wars are already too easy as it is. I would welcome being put on my toes all the time. And it is not like there are not defense mechanisms to espio. All I am saying is, this 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.
I'm responding to people who painted it as wanting "push this decision, disable starbase" (which, let's face it might as well be "destroy it" in most warfare scenarios).
I'd also feel that you're starting to push the edge of strawmanning my position here. I'm not saying "for no cost at all", and I'm not saying there's nothing at all that can be done on the way to them getting the spy network in place - although if they get to the position where they've got the energy and spy network in place, it does seem that at that point there's not a lot that can be done.


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.
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.
I'd have to agree here that having a couple of allies together both (or all) triggering this effect at once and turning off starbases could be devastating - it even means that having the two deep bastion wall no longer works. Enemy A turns off the starbase next to them, Enemy B turns off the next starbase down the line, their federation/alliance attacks straight through the absence of defensive measures, thus making the "have some redundancies" plan a little more tricky to handle.

Or they turn off your shipyard(s) as they push through the edges of your space and cripple your fleet. Now you can't reinforce for (X period) at all.

It's a good thing when you can't perfectly predict what's going to happen in a strategy game. Chokepoints dumb down the strategy by reducing your options to just the one, obvious choice.
"Removing the ability to use the available defensive options presented by the map is a **good** thing".
"Removing the ability of people to strategise by trying to force the opponent to have to attack through a fortified location with a supporting army/navy (an ancient and historical strategy) is a good thing."

Never mind that it's removing a strategic option - which might just be "attacking directly over the border is too expensive for you know, so you have to go wildly out of your way to attack me", or "I've fortified the border, so to attack me you have to come through my allies, giving me time to prepare a massive counter attack".

And even without being able to instantly negate a fortified location, you still can't perfectly predict what'll happen. Perhaps they'll attack anyway, just with more force than you expected. Perhaps they'll find a way around your defences (think "attack around the Maginot line by going through a weak neighbour"). Perhaps they'll make an alliance and come in from a different direction to the one you were expecting.

And I don't see how having an "obvious" choice of "use this espionage ability to turn off a defensive station, anywhere, at any time you've built up enough spy network in the empire as a whole" becomes any more strategic?


If you have to plan around the fact that someone can disable that base, the answer is not "and then they just run amok in my empire until they hit the next chokepoint." You prepare for the unknown and the answer becomes "I have to plan around the important targets." You end up having to actually make judgment calls about where to invest your defenses. Those judgment calls might be wrong, because the game hasn't literally scripted in the answer for you, but that's the essence of a good strategy game.
I'm already having to make those judgement calls, but they're currently predicated that anyone getting past my border will have been at least slightly damaged by my bastions that I keep there, or that the bastion will have delayed the enemy fleet enough that I can get my fleet in motion. The bastions are already defending "important" targets.
And, depending on the war goal the enemy are using, "running amok until they hit the next chokepoint" can be devastating enough - since their claims are likely between the two chokepoints, so unless they need the extra war exhaustion or occupation score, they don't necessarily need to breach the next chokepoint. In some ways they can determine the "important" targets by what they've claimed.
And of course, the "important targets" from my point of view may well be anchorages or shipyards that are protected by a bastion. If they save their "turn off a starbase" action until they reach that, then I don't necessarily have many ways to plan around that, and the "important" targets will fall very rapidly once their defensive chokepoint is bypassed.
Now, I could spread them around all over the empire - but at that point I can't easily defend them all, so I'm likely to at least temporarily lose some of them unless I can stop the enemy fleet dead (which unsurprisingly usually requires the majority of my fleet and forcing an engagement at a strong bastion.
Certainly this should be limited. I’m happy with restricting it to one starbase (ie one operation at a time). But in that case it wouldn’t mean that your starbases in general are useless. It just would mean that you have to build redundancy into your defenses. You can’t count on one single base to make up your defensive wall, because any individual base is vulnerable. Instead you have to plan for defenses on an empire-wide basis. That, in turn, would mean prioritizing which systems to invest in over others.
"Redundancy" doesn't work here, unless you're suggesting multiple layers of bastions at every chokepoint.

It means that functionally having a single bastion at the border becomes **less** of a tactical or strategic option, as it's an obvious target to shut down.
Having a two deep layer of bastions is *almost* practical, unless the border is reasonably wide (say a couple of system wide with no single choke point), or you having multiple access points between two empires/alliances.

And, again, the internal defenses are already in place in important systems - but they generally rely on attacking fleets being damaged or delayed at the border **as the tactical idea of fortifications suggests**.


f anything, I would argue that this debate underscores what a terrible design choice chokepoints were. When taking out a single base can reliably cripple an empire’s entire defenses, it shows how much we as players have come to rely on the model of “find the pre-scripted choke point, stack all defenses there, #strategy.” When they announced a move to chokepoints, this was exactly what critics of the system warned would happen.
We have to work with the tools we've been given, and we're left in the position that setting up border defenses could be effectively pointless - but without the options that systems being able to project effects into neighbouring/nearby systems would give.

Even without the hyperlane/chokepoint system though, the problem of being able to turn off the border defences and walk straight through would still be a problem. It would still be an issue with "jump denial" auras that spread a certain distance from a given starbase. It would still be a problem with "enemies cannot warp through this area of space" auras from a given starbase.
In either case you'd still be able to just outright ignore a tactical and strategic decision by the defender to set up a defensive border zone.




Now, overall, I agree that the current version seems a bit weak (2000 credits to maybe, possibly hit something important), but it's far, far to cheap to turn off the entire of a top tier, fully operational deathstar citadel-class battlestation with defensive platforms *and allow it to be captured without a fight*.
Would raising the cost more make me any happier with it? I don't know. It seems vastly overpowered to be able to turn off a good portion of a nation's defensive ability in a critical battle immediately before the battle, and in such a way that it means a weaker nation who was relying on the *strategy* and *tactic* of fighting at a defensive point that gives them an advantage can no longer do so (or conversely a more powerful nation that had managed to draw a weaker nation into a "hammer and anvil" scenario suddenly finds the anvil isn't there). For me this takes away from defensive strategy by making it so that what should be a reliable asset just isn't reliable.
 
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methegrate

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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.

I would argue for a third option: A player who fortified the border, then built defenses at essential star bases and planets based on their assessment of risk.

I think that the problem here is still that players are looking for certainty. They want to know that their defenses be useful. So the idea of a layered defense seems to imply that someone literally builds citadels along the whole path that an invading fleet would take. That way, if they aren't stopped by Citadel A, they'll still have to fight Citadel B, then Citadel C and so on. (I think this is what you mean by building defenses "throughout your territory." Apologies if I misunderstood.)

But as you say, that model is impractical. You can't possibly build that many fortresses.

Instead, at least speaking personally, when I say a "layered defense" I mean defenses that protect targets beyond the border based on a judgment about their value. You might build defenses at a shipyard, anchorage or forge world based on how important and vulnerable they are. And there would be no certainty. Defenses might or might not be useful in any given system. But that's a good thing. That's where the strategy comes in. You had to make a choice without necessarily knowing that it's the right one, and as a result had the opportunity to make better choices than your opponent.

That's really my whole problem with chokepoints in the first place. They give certainty. You always know that stacking defenses in a chokepoint system is the right choice, and that seems like a poor gameplay mechanic to me.

I would also argue that right now I'm already disincentivized from fortifying internal star bases. Unless I've literally spent every permissible alloy on a border station, it's a waste to fortify my anchorages or colonies. Every defense platform is better built at a chokepoint station because I know the enemy will have to attack there. If the enemy might be able to bypass that chokepoint, I would have to consider the defense of those stations and colonies in a way that right now I don't have to at all.
 
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Chant

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That's really my whole problem with chokepoints in the first place. They give certainty. You always know that stacking defenses in a chokepoint system is the right choice, and that seems like a poor gameplay mechanic to me.
I think there's a meaningful choice between spending alloys fortifying defenses and spending alloys on fleets. Maybe you're playing aggressively, and the borders you fortify now aren't going to be your borders for long. Maybe you're in a federation, and your choke points aren't really the important ones because your enemies are going to attack your ally instead. Maybe you have enough faith in your diplomatic efforts that you don't think you have to worry about war anytime soon, and you spend those alloys on habitats, or switch to producing more consumer goods.

You're saying it's certain where you should put static defenses, and you're right. I'm saying it's uncertain whether you should build static defenses (or at least whether you should build them now), because doing so has opportunity costs that can outweigh it.
 
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mial42

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I think there's a meaningful choice between spending alloys fortifying defenses and spending alloys on fleets. Maybe you're playing aggressively, and the borders you fortify now aren't going to be your borders for long. Maybe you're in a federation, and your choke points aren't really the important ones because your enemies are going to attack your ally instead. Maybe you have enough faith in your diplomatic efforts that you don't think you have to worry about war anytime soon, and you spend those alloys on habitats, or switch to producing more consumer goods.

You're saying it's certain where you should put static defenses, and you're right. I'm saying it's uncertain whether you should build static defenses (or at least whether you should build them now), because doing so has opportunity costs that can outweigh it.
There isn't much of a choice about whether or not to build static defenses past the first ~30 years anyways (and even then, it's quite niche; you need to be facing a hostile opponent with only one entrance to your empire who is only slightly stronger then you and gives you enough time to build the bastion in the first place): you shouldn't, since a fleet will walk over them effortlessly, is far more flexible (you can defend multiple systems or attack with them), will give you diplomatic weight in the GC/Federations, and will prevent other empires from attacking you in the first place by making you look intimidating. Better to use the alloys to build some more ships if you're below cap, or an anchorage if you weren't.
 

DaleDVM

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Boy people on here really can't math can they? Math... For 2000 credits you can get 300-350 alloys. So... your 2000 credit operation destroys a 100 alloy component. You already got 30% return on your investment. Now add in the effects and you get a little more return. Add in the nuisance factor and you get some more return. I would guess as is this is giving a 50% return on investment already. The operation could be buffed some, yes. For instance I think you should be able to choose what components to sabotage. But not anything like what is being discussed on this thread.

People asking for this operation to disable a starbase for any amount of time are literally out of their minds!!! My moderate sized starbase at level 3 with 6 defense platforms that cost me around 7000 alloys, years to build, and cost thousands of energy credits to maintain over the years. People want to erase all of that with 2000 energy credits? What is going on in here? LOL

I would literally disable starbases and blow them up constantly for 2000 credits. The cost in alloys and time to rebuild them is astronomical.

At max I would say a 10-20% reduced firing rate for 2-3 months, disabling a defense platform or two, or disabling trade through that starbase for 3-4 months is effective enough and well worth the time and 2000 credits.

Disabling entire starbases is not a serious discussion.
 
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Boy people on here really can't math can they? Math... For 2000 credits you can get 300-350 alloys. So... your 2000 credit operation destroys a 100 alloy component. You already got 30% return on your investment. Now add in the effects and you get a little more return. Add in the nuisance factor and you get some more return. I would guess as is this is giving a 50% return on investment already. The operation could be buffed some, yes. For instance I think you should be able to choose what components to sabotage. But not anything like what is being discussed on this thread.

People asking for this operation to disable a starbase for any amount of time are literally out of their minds!!! My moderate sized starbase at level 3 with 6 defense platforms that cost me around 7000 alloys, years to build, and cost thousands of energy credits to maintain over the years. People want to erase all of that with 2000 energy credits? What is going on in here? LOL

I would literally disable starbases and blow them up constantly for 2000 credits. The cost in alloys and time to rebuild them is astronomical.

At max I would say a 10-20% reduced firing rate for 2-3 months, disabling a defense platform or two, or disabling trade through that starbase for 3-4 months is effective enough and well worth the time and 2000 credits.

Disabling entire starbases is not a serious discussion.
Disable doesn't mean destroy it
You don't lose your investment, it costs you nothing

The 2000 credits isn't the main factor, the main factor is that you need high intel on someone and conduct the operation takes time

Explain me how investing time and 2000 credits to destoy something which cost 500 credits and reduce the star bases defense by a maximum of 15% is useful?
 
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DreadLindwyrm

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You might build defenses at a shipyard, anchorage or forge world based on how important and vulnerable they are.
The problem is that shipyards and anchorages are already using the starbase slot to, you know, be a shipyard or anchorage. You can't really build a defensive bastion there as well, and certainly not if you want the starbase to be any good at any of the jobs you've now given it.


That's really my whole problem with chokepoints in the first place. They give certainty. You always know that stacking defenses in a chokepoint system is the right choice, and that seems like a poor gameplay mechanic to me.
Except it already isn't "always" the right choice.
The attack might not come through that chokepoint. You might be fortifying against the wrong empire. They might be able to attack with overwhelming force and blow straight through the starbase.

But having something in place that negates potentially decades of work and fortification in a single action is not a good gameplay mechanic either.
 
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DreadLindwyrm

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Disable doesn't mean destroy it
You don't lose your investment, it costs you nothing

The 2000 credits isn't the main factor, the main factor is that you need high intel on someone and conduct the operation takes time

Explain me how investing time and 2000 credits to destoy something which cost 500 credits and reduce the star bases defense by a maximum of 15% is useful?
Disabling it means that it can be instantly captured without risk.

As far as that war goes, it might as well be destroyed - and in some ways it'd be preferable to have it destroyed, because then at least you wouldn't have to fight your way back through it when/if you repulse the enemy.


But... as far as the last point goes, it depends what module is taken down as to how impactful it will be.
If it's the building that provides an extra 50% to the starbase's range, this might mean that the enemy fleet can now engage from beyond the station's range.
If it's the building that affects enemy fleet speed, this might make the difference between the enemy reaching combat distance with a reasonable amount of their fleet intact, and not doing so.
If it's the building that gives 10% more allied fire rate, then this too could tip the balance of a relatively even encounter against the owner.
If it's the defense grid, depending how this works it could drop 8 weapons platforms offline at once.


Of course, you might get unlucky, and hit something like the crew quarters - which doesn't matter if there's no fleet docked there.

And even just reducing the power of the starbase by 15% could be significant if the battle would otherwise have been close, or turn an easy win into a massacre.
 
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I would like to point out one thing here that I haven't seen mentioned at all:

Even the base operation's effects as we see, disabling one module or building on a starbase, isn't necessarily that bad. Sure, disabling one module on a star fortress or citadel is a drop in the bucket mid-to-late game, but think about the early game.

Early game, many builds in MP don't have much of a fleet if any, and rely on starports with a couple of hangar bays to protect their borders in the first few decades of the game while they tech up. Similarly, AI in the early game of a singleplayer campaign will have only starports with a couple of gun modules protecting their borders. The AI also doesn't station fleets at its borders while at peace.

Randomly disabling one of two gun modules or the target uplink computer/shield dampener could cut down the enemy starbase's power by half to a third in the first 20 years of the game. Maybe your fleet doesn't have a way to get past a 1.8k starport in 2215, but it CAN get past a 1.1k station.

That one module being blown up could have a big impact on an early game war, since once you take that station it's yours to repair at. The AI will still be mobilizing its fleet and by the time it arrives in the system your fleet minus whatever ships were lost to the starbase will be backed up by the 1.1k starbase and can win a battle against the enemy fleet.

I can see this operation enabling a lot of early military rush builds.
 

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Early game or late game if the result reduced starbase efficiency by a percentage the mission would be just as effective at any point in the game and on any sized starbase.

That is better game design.

Disable means destroy absolutely. Why in the world would you disable a starbase and not attack it at the same time. I can knock out any starbase within a couple of months and defense platforms don't get captured they die. Then if I don't have enough power to hold the system I just dismantle the starbase and retreat to my own territory. Boom. I just destroyed a citadel for 2000 energy.

Why am I even discussing this?
 
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I'm responding to people who painted it as wanting "push this decision, disable starbase" (which, let's face it might as well be "destroy it" in most warfare scenarios).
I'd also feel that you're starting to push the edge of strawmanning my position here. I'm not saying "for no cost at all", and I'm not saying there's nothing at all that can be done on the way to them getting the spy network in place - although if they get to the position where they've got the energy and spy network in place, it does seem that at that point there's not a lot that can be done.

Oh this for sure. Whether spy ops affect a starbase with destroyed modules or a temporaty disabling or whatever, I consider that any successful attack on a starbase should be a rare and difficult thing to happen. Heroic, if you will, that being the reason why I think it should be possible: smaller empires winning by smarts against a tougher opponent, in extremely special circumstances. For sure a 'push button disable starbase' thing would be a game killer.

Hmm... Idea I am going to float on your direction: what if there was a 'rebuild starbase to last configuration' button, same as there is a reinforce fleet button? Sure would be a QoL improvement, spy ops or not.
 

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Boy people on here really can't math can they? Math... For 2000 credits you can get 300-350 alloys. So... your 2000 credit operation destroys a 100 alloy component. You already got 30% return on your investment. Now add in the effects and you get a little more return. Add in the nuisance factor and you get some more return. I would guess as is this is giving a 50% return on investment already. The operation could be buffed some, yes. For instance I think you should be able to choose what components to sabotage. But not anything like what is being discussed on this thread.

People asking for this operation to disable a starbase for any amount of time are literally out of their minds!!! My moderate sized starbase at level 3 with 6 defense platforms that cost me around 7000 alloys, years to build, and cost thousands of energy credits to maintain over the years. People want to erase all of that with 2000 energy credits? What is going on in here? LOL

I would literally disable starbases and blow them up constantly for 2000 credits. The cost in alloys and time to rebuild them is astronomical.

At max I would say a 10-20% reduced firing rate for 2-3 months, disabling a defense platform or two, or disabling trade through that starbase for 3-4 months is effective enough and well worth the time and 2000 credits.

Disabling entire starbases is not a serious discussion.

This post is very ironic considering your estimates of the relative values of effects are completely off the mark. The energy credits aren't even the real cost of the operation. Conducting an operation weakens your spy network that you will have spent a lot of time and resources building up. An envoy sitting there being a spymaster is an envoy not being used for something more immediately valuable like federations or the galactic community. And disabling a starbase has very little direct economic impact.
 
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Cat_Fuzz

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This post is very ironic considering your estimates of the relative values of effects are completely off the mark. The energy credits aren't even the real cost of the operation. Conducting an operation weakens your spy network that you will have spent a lot of time and resources building up. An envoy sitting there being a spymaster is an envoy not being used for something more immediately valuable like federations or the galactic community. And disabling a starbase has very little direct economic impact.

Have to second this - the operation isn't a 2k energy instant base destruction mechanic, you can tee up one chance after:

- establishing a spy network (which requires an envoy)
- making sure you have decent code breaking
- waiting to build your network up
- commencing the operation (which takes time, AND may potentially fail).

Only then can you destroy ONE module on a starbase which, if you have fortresses and are past the 50 year mark an incredible waste of your spy network.
 

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This post is very ironic considering your estimates of the relative values of effects are completely off the mark. The energy credits aren't even the real cost of the operation. Conducting an operation weakens your spy network that you will have spent a lot of time and resources building up. An envoy sitting there being a spymaster is an envoy not being used for something more immediately valuable like federations or the galactic community. And disabling a starbase has very little direct economic impact.
Wasn't it already established that most of the spy operations were mediocre so weaking your spy network is hardly a relavent cost if you don't have any other action to use it for. 2000 energy to potentially just win a war is a pretty cheap cost. Even if your opponent has their fleet at the border to defend you can war dec and jump fleet in disabling the station as you arrive. You then destroy their fleet they thought could win with support of the star base, capture the star base and proceed to wipe that empire away.
It is possible that in it current state without the extra effects that can occur the effect is to weak, but i'm going to wait until i've seen what the other espionage actions can do, what the possbile extra effects are and what the oportunity cost is to set up a spy network before i make a decision either way on the strength of any of the actions.
 
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Have to second this - the operation isn't a 2k energy instant base destruction mechanic, you can tee up one chance after:

- establishing a spy network (which requires an envoy)
- making sure you have decent code breaking
- waiting to build your network up
- commencing the operation (which takes time, AND may potentially fail).

Only then can you destroy ONE module on a starbase which, if you have fortresses and are past the 50 year mark an incredible waste of your spy network.
They didn't say it was a 2k base destruction mechanic, they say that it's current implementation needs a buff, but they believe that 2k energy (plus other factors you have listed) is to low for the effect to be to complete destruction of a starbase or the disabling of a starbase for an extended period of time.