Synopsis:
Let's dump the "pick a flavor" starbase design mechanism and move to a universal starbase design that lets you bolt on whatever you want. Basically:
- Get rid of starbase "types".
- Everything is a module.
Details:
Crusade has done a good job of dropping constructor spam. I'm recommending we go one step further and drop the starbase "types" as well.
The concept of choosing a starbase type (Economy, Military, Influence, Mining) is a holdover from GC2. It always seemed a bit arbitrary to me. I can't see any reason why there shouldn't just be one single starbase "type" and then building whatever sort of modules you wish on top of that universal foundation.
For example, i might want a mining starbase that also buffs local economy. Or a border starbase that buffs influence and military presence (just in case, you know... i decide to invade my neighbors should they not be won over by my propaganda.)
In GC3, most starbase types are very underutilized anyway. I never build military starbases because ... why would I? Influence starbases don't mean much because the current influence meta game in Crusade is not very powerful. GC3 muddies the waters a bit by letting you build a xeno archeology lab on any starbase type to study relics. Why is there no "Relic" starbase type? In fact, why have types at all? It would be better if there was one universal foundation and "military offense" and "influence boosters" were just different types of modules you pop onto any starbase. Such modules might be more expensive, require resources, be unlocked by technology, or whatever.
Thoughts?