Wow defensive platforms are just gone once destroyed?

  • 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.

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Check the comments: how many arguments can be boiled down to "I have to pay for them?"

None of them.

The general criticism on cost is that they're too expensive for what they are. A defensive platform can cost about as much as a fully loaded cruiser or several corvettes. But it has no evasion in an environment where that is still the king of all combat stats. It can't move, so unless this is a key chokepoint the enemy can just fly around it. And it has no chance of emergency disengagement, so is almost always destroyed even if you win the fight.

Defense platforms have cost and upkeep comparable to a similarly situated ship but their only real benefit is that they don't eat up your fleet cap. So in almost any given situation you're better off just building a cruiser or a few corvettes for the same alloys.

If the map were more fluid and modeled after naval war they would have more use. You could build platforms around high-value targets like your anchorages and trade hubs, knowing that those are places the enemy is going to want to hit and your fleet can't be everywhere at once.

But with the FTL change the devs made the (imo entirely absurd) decision to model Stellaris after ground warfare with defined front lines and chokepoints. So players don't choose targets by value, they choose targets based on a trench warfare model of a static front line. By the time that line crumbles, the war is over. So there's no attacking anchorages, shipyards and trade hubs, because by the time they're in range of your ships it's all a moot point. And there's no "my ships can't be everywhere at once" problem, because you can defend the entire front line with one fleet. As a result there's no need for building static defenses around them.

Anyhow, that's what people mean. Platforms are too expensive to be cost effective. Not "people want free defenses."
 
Last edited:

LeanneKaos

First Lieutenant
24 Badges
May 11, 2016
255
9
  • Sword of the Stars II
  • Sword of the Stars
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
I agree it can be annoying to face a turtle in combat if there are no tools to deal with that and that sometimes people want mechanics to favour their own preferred playstyle (singleplayer or multiplayer, tall or wide, aggressive or peaceful etc.).

But personally I'd like for tougher stationary assets (to fortify borders during peace time AND to present more of a challenge in my offensive wars) and I suppose that does also indicate there would be a need for more ways of "bunker busting" when encountering something seemingly impossible to break. So you have to change your tactics when fighting different foes, vary your fleet designs and composition and maybe bring a second smaller fleet just to siege a starbase/world more efficiently.

I know it's a different game but I remember really really enjoying the fortifications in Sins of a Solar empire.

I don't remember many details about that game, but I remember not really caring all that much for it and feeling that the single player felt shallow and more like a tacked-on "practice mode" than a proper game.

Starcraft, I recall made the SP work by having a story-mode campaign that changed the rules. Techs were gated by how far into the campaign you were, and the objectives varied by what scenario you were in. The single-player skirmish that was more or less "like MP, but versus bots" was kind of lackluster.

It is a good idea to consider counters though, not just the late game jump drive but also earlier so you don't buff platforms, reintroduce fortresses and end war as an early-mid game option.

Honestly, from where I'm sitting that's actually what it sounds like people are asking for: a hard-counter to early game wars, or aggressive playstyles in general. I mean, you got a *huge* buff to static defenses in 2.0 both stat-wise and with the forced-chokepoint FTL. But now even that isn't enough...
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Honestly, from where I'm sitting that's actually what it sounds like people are asking for: a hard-counter to early game wars, or aggressive playstyles in general. I mean, you got a *huge* buff to static defenses in 2.0 both stat-wise and with the forced-chokepoint FTL. But now even that isn't enough...

This touches on what I would really like, which is a lot more unique play styles with hard counters.

Like with warfare. I'd like it if you could play an aggressive empire or a defensive/turtling empire or a hypermobile empire, with each hard-countering the one before it. So your all-attack fleets would pulverize the zippy raiders of the mobile empire, which would run rings around the turrets of the defenders, which in turn could hammer big ships.

I'd like that, but with almost an order of magnitude more options. I'd like (frankly) dozens of unique play styles, balanced by the fact that each has at least one or more hard counters that could potentially just ruin their day.

For example, just to create a few, for military play styles you could choose to build your empire into aggressive, defensive or mobile. Then choose your weapons development along kinetic (guns and armor), energy (lasers and shields) or explosive (missiles and... let's say chaff). Then... let's say you can choose to specialize in small hulls, big hulls or fighter craft/platforms.

Each would have a unique play style, each would hard counter the one before it. In exchange for creating nine unique, specific play styles and their accompanying technologies and traditions, you've opened up 27 diverse empires that would look, feel and play entirely differently. Hard-counters would be balanced by diversity. You might be an offensive empire fighting against a defensive turtle, but maybe you have energy weapons and they have guns, helping to balance their advantage.

And every now and again when your mobile, explosive, strike craft empire meets an aggressive, kinetic small hull empire... Well, sometimes life throws your flagship into the path of a Borg cube. That's what alliances, vassals and the "New Game" button are for.
 

Hyomoto

Major
53 Badges
Dec 2, 2015
723
198
  • Magicka
  • Age of Wonders III
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Nemesis
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Necroids
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Premium Edition
  • Stellaris: Digital Anniversary Edition
  • Sword of the Stars
  • Cities: Skylines
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Sword of the Stars II
  • Cities: Skylines Deluxe Edition
None of them.

The general criticism on cost is that they're too expensive for what they are. A defensive platform can cost about as much as a fully loaded cruiser or several corvettes. But it has no evasion in an environment where that is still the king of all combat stats. It can't move, so unless this is a key chokepoint the enemy can just fly around it. And it has no chance of emergency disengagement, so is almost always destroyed even if you win the fight.

Defense platforms have cost and upkeep comparable to a similarly situated ship but their only real benefit is that they don't eat up your fleet cap. So in almost any given situation you're better off just building a cruiser or a few corvettes for the same alloys.

If the map were more fluid and modeled after naval war they would have more use. You could build platforms around high-value targets like your anchorages and trade hubs, knowing that those are places the enemy is going to want to hit and your fleet can't be everywhere at once.

But with the FTL change the devs made the (imo entirely absurd) decision to model Stellaris after ground warfare with defined front lines and chokepoints. So players don't choose targets by value, they choose targets based on a trench warfare model of a static front line. By the time that line crumbles, the war is over. So there's no attacking anchorages, shipyards and trade hubs, because by the time they're in range of your ships it's all a moot point. And there's no "my ships can't be everywhere at once" problem, because you can defend the entire front line with one fleet. As a result there's no need for building static defenses around them.

Anyhow, that's what people mean. Platforms are too expensive to be cost effective. Not "people want free defenses."
I disagree. Don't confuse "the way I play" with "the way the game must be played". If you've never used a station as a force multiplier in an invasion, well okay. But I have. I also use stations at choke points so if my "front line" fails, I can fall back to a more sensible position. That's how I play, and the cost of another cruiser is not the same as building up a wall to blunt an enemy fleet. Yes, stations are overrun eventually, platforms numbers are less malleable than fleet sizes, they have weakness. But that isn't day one.

I will agree wars are not fought to exchange resources, such as taking over strategic depots, and are usually fought through attrition or overwhelming forces. Outside of planets, however, systems are all sort targets of opportunity.

That said, I stick by my original point, how much of this can be boiled down to "they aren't free?" Or, if you prefer, if they were free what issues would you have left? Even your comment boils it down to, "a cruiser is a better use of alloys," suggesting the core of your argument is cost. Again, I concede they may be too expensive given some of their limitations, but their cost is offset by no war score penalty, cheaper upkeep, no fleet cap cost, and they are a force multiplier. To me, managing the rebuild of even one station is more obnoxious than having to pay for the platforms. I can reinforce my fleet with one click.
 
Last edited:

SpectralShade

Major
69 Badges
Apr 15, 2018
554
33
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Cities: Skylines
  • Supreme Ruler 2020
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Shadow Magic
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Ancient Relics
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Backer
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis III Complete
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Magicka
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
I disagree. Don't confuse "the way I play" with "the way the game must be played". If you've never used a station as a force multiplier in an invasion, well okay. But I have. I also use stations at choke points so if my "front line" fails, I can fall back to a more sensible position. That's how I play, and the cost of another cruiser is not the same as building up a wall to blunt an enemy fleet. Yes, stations are overrun eventually, platforms numbers are less malleable than fleet sizes, they have weakness. But that isn't day one.

I will agree wars are not fought to exchange resources, such as taking over strategic depots, and are usually fought through attrition or overwhelming forces. Outside of planets, however, systems are all sort targets of opportunity.

That said, I stick by my original point, how much of this can be boiled down to "they aren't free?" Or, if you prefer, if they were free what issues would you have left? Even your comment boils it down to, "a cruiser is a better use of alloys," suggesting the core of your argument is cost. Again, I concede they may be too expensive given some of their limitations, but their cost is offset by no war score penalty, cheaper upkeep, no fleet cap cost, and they are a force multiplier. To me, managing the rebuild of even one station is more obnoxious than having to pay for the platforms. I can reinforce my fleet with one click.

you do realize there is a huge gap between "costs so much that I rarely want to waste reources on them" and "free", right?

You are not doing yourself any favour in the discussion by immediately jumping to extremes.
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
you do realize there is a huge gap between "costs so much that I rarely want to waste reources on them" and "free", right?

You are not doing yourself any favour in the discussion by immediately jumping to extremes.

This right here.

None of this can be boiled down to "I want this to be free" because that's not what anyone is saying. The argument is that they aren't cost effective, by a pretty wide margin.

You can certainly disagree with that if you find platforms useful. But it's better to disagree with what people are actually saying than to invent a straw man.
 

Hyomoto

Major
53 Badges
Dec 2, 2015
723
198
  • Magicka
  • Age of Wonders III
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Nemesis
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Necroids
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Premium Edition
  • Stellaris: Digital Anniversary Edition
  • Sword of the Stars
  • Cities: Skylines
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Sword of the Stars II
  • Cities: Skylines Deluxe Edition
you do realize there is a huge gap between "costs so much that I rarely want to waste reources on them" and "free", right?

You are not doing yourself any favour in the discussion by immediately jumping to extremes.
You use the phrasing, "rarely want to waste materials on them." So, you see buying them as a waste of resources you rarely indulge in?

Even if you aren't abdicating for free stations, you are suggesting they are valueless: a waste of resources. So, should be cheap enough to build simply because they have a negligible effect on your resources? Feel free to disagree, but when I read your comments I hear someone asking for free stations, not someone suggesting they should be 10% cheaper.
 

Don_Quigleone

Field Marshal
87 Badges
Jan 19, 2007
5.026
2.236
  • Stellaris
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
You use the phrasing, "rarely want to waste materials on them." So, you see buying them as a waste of resources you rarely indulge in?

Even if you aren't abdicating for free stations, you are suggesting they are valueless: a waste of resources. So, should be cheap enough to build simply because they have a negligible effect on your resources? Feel free to disagree, but when I read your comments I hear someone asking for free stations, not someone suggesting they should be 10% cheaper.

He's saying they're poor value for money.

A) they cost ~300 alloys, but are less durable then a 100 alloy corvette.

I don't build DPs, because they always get destroyed at the beginning of every battle. Stations, and modules on the other hand are excellent value for money.

I think that DPs should cost the same as a corvette, or should be destroyed after the rest of the station's hit points are depleted (rather than first as they are now). Or give them evasion and make them semi mobile.
 

SpectralShade

Major
69 Badges
Apr 15, 2018
554
33
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Cities: Skylines
  • Supreme Ruler 2020
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Shadow Magic
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Ancient Relics
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Backer
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis III Complete
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Magicka
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
You use the phrasing, "rarely want to waste materials on them." So, you see buying them as a waste of resources you rarely indulge in?

Even if you aren't abdicating for free stations, you are suggesting they are valueless: a waste of resources. So, should be cheap enough to build simply because they have a negligible effect on your resources? Feel free to disagree, but when I read your comments I hear someone asking for free stations, not someone suggesting they should be 10% cheaper.

you really like to put words in other peoples mouth.

I'm not going to bother anymore replying to you since you ignore what people say and instead reply to what you want them to say.

have a nice day
 

Todie

Doer of things and stuff in the videogame
38 Badges
Mar 9, 2018
1.963
2.090
www.twitch.tv
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Cities: Skylines Industries
  • Age of Wonders II
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Nemesis
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • War of the Roses
  • Cities: Skylines
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris
  • Cities: Skylines - Snowfall
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
Defensive platforms are supplimentary static defense. They can be used sparringly inside borders for piracy suprrssion.

But mainly, to max out defensibility of certain chokepoint fortresses. I can see their efficiency is higly disputed in this thread.

I recognize that their lack of evasion makes them fragile and prone to immediate focusfirr from larger weapons. ... and that they are legit destroyed every time.

As for pros, everyone seems to aknowledge that platforms dont take any fleetcap.

...However i’ve also been under the impression that platform maintenance is strictly paid in energy - not alloys. Am i misstaken? (AFK tonight so cant confirm ingame)

If im correct in this, platforms as-is come a lot closer to being a sound investment whenever trying to keep long term alloy-consumtion down.
 

Ciderglove

Sergeant
29 Badges
May 20, 2016
73
1
  • Crusader Kings II: Reapers Due
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Cities: Skylines
  • Crusader Kings II
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Defensive platforms are supplimentary static defense. They can be used sparringly inside borders for piracy suprrssion.

But mainly, to max out defensibility of certain chokepoint fortresses. I can see their efficiency is higly disputed in this thread.

I recognize that their lack of evasion makes them fragile and prone to immediate focusfirr from larger weapons. ... and that they are legit destroyed every time.

As for pros, everyone seems to aknowledge that platforms dont take any fleetcap.

...However i’ve also been under the impression that platform maintenance is strictly paid in energy - not alloys. Am i misstaken? (AFK tonight so cant confirm ingame)

If im correct in this, platforms as-is come a lot closer to being a sound investment whenever trying to keep long term alloy-consumtion down.

Defensive Platforms do not help suppress piracy, as far as I remember.
 

LeanneKaos

First Lieutenant
24 Badges
May 11, 2016
255
9
  • Sword of the Stars II
  • Sword of the Stars
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
This touches on what I would really like, which is a lot more unique play styles with hard counters.

IME, hard counters don't usually work that way; what they generally do is make certain play styles *entirely nonviable.* Soft counters leave a bit more room for viability.

Anyone who thinks that Defensive Platforms are worthwhile in their current form hasn't played the game enough.

I ran some comparative numbers, and it looks like platforms do get a discount for the lack of evasion (maybe not enough, but that depends on how good evasion really is against accuracy - a topic being argued in another thread)

But you're not getting any discount for the lack of mobility. So there is room to argue that they should be somewhat cheaper.
 

g4borg

Second Lieutenant
31 Badges
Jul 17, 2016
196
30
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
I would give an option in policies. Station defense protocols.

A) last command - stations activate a self destruct upon capture. Downgrading of course
B) (Default) repair teams. Defense platforms regenerate like proposed. There might still be a chance for destruction.
C) extended shields - platforms will donate their shield to the station and in return only take damage if shield is lost.

I would generally increase the time needed to turn over stations in war. And add a fee. That system is ridiculous
 

SteveRaptor

Corporal
14 Badges
Jun 30, 2017
34
0
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Synthetic Dawn
The main issue with defense platforms as I see it is that they are way too expensive, like others pointed out, not cost efficient for what they give.
This can be easily fixed in one of two ways:

1) Decrease their alloy cost, at least by 50% and keep them at their current state.
2) Slightly increase their cost or keep as it is and let them re-spawn.
 

Urza1234

First Lieutenant
24 Badges
Jun 28, 2016
296
24
  • Magicka
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
As for pros, everyone seems to aknowledge that platforms dont take any fleetcap.
or warscore
I would give an option in policies. Station defense protocols.

A) last command - stations activate a self destruct upon capture. Downgrading of course
B) (Default) repair teams. Defense platforms regenerate like proposed. There might still be a chance for destruction.
C) extended shields - platforms will donate their shield to the station and in return only take damage if shield is lost.

I would generally increase the time needed to turn over stations in war. And add a fee. That system is ridiculous
Pretty neat notions
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
IME, hard counters don't usually work that way; what they generally do is make certain play styles *entirely nonviable.* Soft counters leave a bit more room for viability.

I guess what I mean is a rock/paper/scissors dynamic, where one play style is particularly strong against another. So, basically like how kinetic counters energy and vice versa right now. (Or like how medieval style games will use archers/soldiers/cavalry.)

So it isn't that one play style entirely invalidates the other, just each style has one that's particularly strong against it.

Then I'd build the system so that your choices are generally mutually exclusive, and that there are a lot more of these choices to make.
 

The Dadinator

Second Lieutenant
35 Badges
Sep 6, 2016
151
5
  • Stellaris: Synthetic Dawn
  • Stellaris
  • BATTLETECH: Flashpoint
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • BATTLETECH: Season pass
  • Age of Wonders III
  • Crusader Kings II
The main issue with defense platforms as I see it is that they are way too expensive, like others pointed out, not cost efficient for what they give.
This can be easily fixed in one of two ways:

1) Decrease their alloy cost, at least by 50% and keep them at their current state.
2) Slightly increase their cost or keep as it is and let them re-spawn.
Have you seen my mod that allows them to respawn?