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  #11  
Old December 19th, 2000, 03:36 AM
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Instar Instar is offline
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Default Re: Starbases and Satellites useless

Something that makes bases better in tactical combat is that they have a range modifier on the mounts (massive mounts can reach pretty far now)
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  #12  
Old December 19th, 2000, 05:53 AM

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Default Re: Starbases and Satellites useless

They'd work just fine if A) They'd orbit the planet/warp point two squares out, and stations where placed around a planet, not in a group on the wrong side.

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  #13  
Old December 19th, 2000, 06:42 AM

Psitticine Psitticine is offline
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Default Re: Starbases and Satellites useless

I tend to use bases either as space yard facilities or warp point defenses. You can crank out a space station pretty quickly and the resupply capacity can be nice when moving into a nice plumb enemy system.

Something I don't completely understand about base placement in combat is why they start so far away from planets they are supposed to orbit. I suppose it makes it look a bit nicer to have some space but, considering the scale of the planets, wouldn't they be right snug up against the planet graphics if actually in orbit? And wouldn't that help, when combined with their new range enhancements, to make them more useful for defending those planets?

I just had a wicked idea. I wonder if you could use tractor beam ships to "tow" enemy ships into range of a base's weaponry? Nasty!
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  #14  
Old December 19th, 2000, 10:22 AM

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Default Re: Starbases and Satellites useless

Tractor Beams need a much longer range, they're completely useless when the emeny is already within "can't miss" range.

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  #15  
Old December 19th, 2000, 08:04 PM

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Default Re: Starbases and Satellites useless

In strategic combat, missle satelites are useful for giving a cheap defense to a planet early in the game. Missle ships cannot target them, but must avoid their missles.

Best use of bases is to give you multiple production queues at one point in space. You find this more useful against human players where the front-line is much more static. Once you have enough ship building bases in orbit, you can scrap the ship yard facility and use the slot for something else. When you don't need to build anyships, you can mothball the bases to save on resources. If you need the faster planetary queue for emergencies, then you are letting your enemy get to close to your planet and one or two Last minute builds will probably not save your planet anyway.

Satelites and Bases are useless at a warp-point because fleets can choose to ignore them with their battle plans! The only things useful at a warp-point to keep your enemy out are mines, fighers, and ships.
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  #16  
Old December 19th, 2000, 09:00 PM

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Default Re: Starbases and Satellites useless

"Satelites and Bases are useless at a warp-point because fleets can choose to ignore them with their battle plans! The only things useful at a warp-point to keep your enemy out are mines, fighers, and ships."

Quite true regarding the battle plans, however...

Drop some mines, then place a base and/or satellites. The enemy must stop to deal with the mines. Put fighter bays in the base and some decent weapons and you'll maintain true control of the warp point. Additionally, throwing a Shipyard/Repair bay means you can build and mothball a mine layer for after battle re-seeding. Tossing in a low-tech Solar Panel for energy reduces your resupply needs considerablly too...
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