Let's talk about starbase stuff for a moment, ok?
I love the new trade route and piracy protection mechanic, it was a significant step forward, and starbases sure feel more significant now in the military strategy department, but there are a lot more steps that can be made here. Mostly, I am tired of the same buildings and modules every time, with 0 reasons to use some of the others.
Modules
The three good, standard models that need no discussion are Shipyard, Anchorage, and Trading Hub. These work fine, for the most part.
But the defensive modules are... what? First off, if you need to protect yourself from attack, missile and hangar are convincingly the strongest options. Of the two, hangar is *clearly* the superior option for the piracy suppression effect. Gun battery sucks significantly hard. Why is it so clearly unbalanced like this? Also, update descriptions to make it clear that the bonuses ALSO AFFECT DEFENSE PLATFORMS.
Buildings
Now we get to the Fun Part™!
Command Center description should be updated to make it clear that the bonus ALSO AFFECTS DEFENSE PLATFORMS.
Communications Jammer is... well, eh. It makes it so that you win kinda harder the battles that you're also going to win, but you also take a tiny bit more losses.
Crew Quarters is frustrating to use. It should be system-wide, and not rely on you clicking "yes, please use this bonus, even though it is a clear choice with no competition".
Deep Space Black Site is good now. I like it. Maybe it could do something about authoritarianism, by increasing attraction or benefiting from an auth-only tech?
Defense Grid Supercomputer is reliable. Plop it down in a key defensive system, obvious best-in-slot.
Disruption Field Generator is kinda somewhat situational, but also reliable. Second-best-in-slot for defensive systems.
Fleet Academy is nice. Real nice. Auto-build wherever you have any amount of shipyard capacity.
Hydroponics Bay. Why are you not a module?
Hyperlane Registrar is shit. Absolute, pure, filtered, 100% concentrated shit. Idea: make it work in station's trade hub range. Then it *might* be less shit. Combat Disengagement Chance here is an insult to the rational mind.
Listening Post is... fully outclassed by the ability to construct unarmed, unshielded corvettes with sensors. Need make better.
Naval Logistics Office is good. As is Offworld Trading Company.
Resource Silo. Why are you not a module?
Target Upling Computer is almost good. In most fights it does not compare favorably to Command Center or Disruption Field Generator. Doubly so if fleet is present.
Black Hole Observatory/Nebula Refinery are good, I guess. Maybe Nebula could now be repurposed to make gas?
Titan Assembly Yards/Colossus Assembly Yards are... not in need of updating.
Art College/Curator Think Tank are fine. Why is there no mercantile module for the Corp enclave?
There are a good number of candidates for fusing together, moving around, or creating new stuff. If Resource and Hydroponics became modules, new buildings could be made for supporting those the same way Naval Logistics and Offworld Trading works.
I love the new trade route and piracy protection mechanic, it was a significant step forward, and starbases sure feel more significant now in the military strategy department, but there are a lot more steps that can be made here. Mostly, I am tired of the same buildings and modules every time, with 0 reasons to use some of the others.
Modules
The three good, standard models that need no discussion are Shipyard, Anchorage, and Trading Hub. These work fine, for the most part.
But the defensive modules are... what? First off, if you need to protect yourself from attack, missile and hangar are convincingly the strongest options. Of the two, hangar is *clearly* the superior option for the piracy suppression effect. Gun battery sucks significantly hard. Why is it so clearly unbalanced like this? Also, update descriptions to make it clear that the bonuses ALSO AFFECT DEFENSE PLATFORMS.
Buildings
Now we get to the Fun Part™!
Command Center description should be updated to make it clear that the bonus ALSO AFFECTS DEFENSE PLATFORMS.
Communications Jammer is... well, eh. It makes it so that you win kinda harder the battles that you're also going to win, but you also take a tiny bit more losses.
Crew Quarters is frustrating to use. It should be system-wide, and not rely on you clicking "yes, please use this bonus, even though it is a clear choice with no competition".
Deep Space Black Site is good now. I like it. Maybe it could do something about authoritarianism, by increasing attraction or benefiting from an auth-only tech?
Defense Grid Supercomputer is reliable. Plop it down in a key defensive system, obvious best-in-slot.
Disruption Field Generator is kinda somewhat situational, but also reliable. Second-best-in-slot for defensive systems.
Fleet Academy is nice. Real nice. Auto-build wherever you have any amount of shipyard capacity.
Hydroponics Bay. Why are you not a module?
Hyperlane Registrar is shit. Absolute, pure, filtered, 100% concentrated shit. Idea: make it work in station's trade hub range. Then it *might* be less shit. Combat Disengagement Chance here is an insult to the rational mind.
Listening Post is... fully outclassed by the ability to construct unarmed, unshielded corvettes with sensors. Need make better.
Naval Logistics Office is good. As is Offworld Trading Company.
Resource Silo. Why are you not a module?
Target Upling Computer is almost good. In most fights it does not compare favorably to Command Center or Disruption Field Generator. Doubly so if fleet is present.
Black Hole Observatory/Nebula Refinery are good, I guess. Maybe Nebula could now be repurposed to make gas?
Titan Assembly Yards/Colossus Assembly Yards are... not in need of updating.
Art College/Curator Think Tank are fine. Why is there no mercantile module for the Corp enclave?
There are a good number of candidates for fusing together, moving around, or creating new stuff. If Resource and Hydroponics became modules, new buildings could be made for supporting those the same way Naval Logistics and Offworld Trading works.