Page 3 of 3
RE: Final Word: Starports vs. Starbses
Posted: Wed Jul 02, 2014 11:12 am
by AstroCat
If you didn't want to mess with ship design too much, couldn't you just us a "resort base" above each colony?
RE: Final Word: Starports vs. Starbses
Posted: Wed Jul 02, 2014 5:08 pm
by Keston
Lots of useful info in this topic! Thanks.
A question - if a facility over a planet (base/port) accesses the planet's resources (presumably through a space elevator) does it need any more than the mandatory minimum fuel cells or cargo bays to operate? Just the basics listed above and whatever weapons and reactor power are needed?
So is it that Fuel Cells for bases are just to stock up fuel beyond what the planet would stock anyway? to stock up
That the Small/Medium/Large name and not actual size is what matters to freighter supply is very useful.
Is the advantage of a Defensive Base with Commerce Med etc. that the AI won't divert goods and fuel to it (and does a cargo bay or fuel cells serve any purpose at all)? I was hypothesizing that in a battle the base might have supply from the planet cut off.
RE: Final Word: Starports vs. Starbses
Posted: Wed Jul 02, 2014 5:48 pm
by Shark7
ORIGINAL: AstroCat
If you didn't want to mess with ship design too much, couldn't you just us a "resort base" above each colony?
technically, yes that would work, I believe it has both the medical and recreation modules.
But...imagine the advertisements:
Come visit Cosmos 1 today. Take in the breath-taking sight of the smog filled skyline as you watch the poor, destitute factory workers as they labor away their miserable lives! That's right, come to the Cosmos 1 Resort Casino today!
[:'(]
RE: Final Word: Starports vs. Starbses
Posted: Wed Jul 02, 2014 8:04 pm
by AstroCat
ORIGINAL: Shark7
ORIGINAL: AstroCat
If you didn't want to mess with ship design too much, couldn't you just us a "resort base" above each colony?
technically, yes that would work, I believe it has both the medical and recreation modules.
But...imagine the advertisements:
Come visit Cosmos 1 today. Take in the breath-taking sight of the smog filled skyline as you watch the poor, destitute factory workers as they labor away their miserable lives! That's right, come to the Cosmos 1 Resort Casino today!
[:'(]
lol! [:)]
I believe it has the commerce module as well. It pretty much seemed like everything most people were saying you should do all in a nice preset package deal.
Think of it as a strip mall/dock/port/vacation spot etc... in space for the colony... or perhaps its more like Elysium! Depends on your empire.
RE: Final Word: Starports vs. Starbses
Posted: Thu Jul 03, 2014 12:31 am
by aaatoysandmore
ORIGINAL: necaradan666
You keep saying starports instead of star bases... Way to confuse the guy haha
No kidding, I thought one had to be built on a planet and the other one in space for tourist attractions. The one above a planet does all your ship buildings and the one in space does the luxury tourist stuff?
RE: Final Word: Starports vs. Starbses
Posted: Thu Jul 03, 2014 1:06 am
by Aeson
The one above a planet does all your ship buildings and the one in space does the luxury tourist stuff?
Resort bases are the luxury tourist traps. Starbases are generic do-what-you-want-with-this space stations, while starports are the standard shipyards that go over your colonies.
RE: Final Word: Starports vs. Starbses
Posted: Thu Jul 03, 2014 7:58 am
by AstroCat
Is there any difference in using a star base or a resort base above your non-Starport colonies?
Is there any reason not to just use the resort design base for your colonies?
Or should I copy the resort base design but then change it to a straight up star base because of how the AI will treat it?
RE: Final Word: Starports vs. Starbses
Posted: Thu Jul 03, 2014 10:14 am
by Aeson
Resort bases are potential destinations for passenger ships carrying tourists. You might prefer to have tourists going to resort bases at scenic locations rather than over some random colony, so that's a potential downside. I don't know that scenery bonuses affect the income from the station, though, aside from affecting how popular the destination is.
RE: Final Word: Starports vs. Starbses
Posted: Thu Jul 03, 2014 11:10 am
by AstroCat
Yeah I think because of the AI "plans" it would be best to start with a resort base, copy it, then with the new design, change into a Starbase AI plan, tweak some components, and there you go. A fast and separate colony starbase.
I had been building small starports on all colonies but after reading all this I think I'm going to try another approach. I don't want to micromanage all my designs at this point, maybe later.
Clusters will get a Large starport at some major colony.
Individual colonies within the clusters will get my custom paired down Starbase.
I'll build default research/mining/resort/defense bases as appropriate, for now.