[quote who="Unknown924" ]What about an 'Improved Targeting Sensors' upgrade as the final level for weapon upgrades?
It would let a starbase's basic weapon system target strikecraft as well as upgrade the range of all weapons on the starbase. The maximum target limit for some or all of the starbase's weapon banks could also be upgraded. It would be very expensive and might require research to unlock.[/quote]
the_only_normal_1 had an interesting comment on it
[quote who="the_only_normal_1" ]That isn't a bad idea at all Unknown... so long as SB's prioritized frigates/cruisers/cap ships when in range, and only went for SC when they are all that's around (who wants to waste good shot on a tiny fighter... especially if we keep a minimal chance to hit of maybe 25%) this idea could really work. It would prevent the irritating and absurd use of carriers to dust off a SB from far-away and would look damned awesom (just think of a massive fleet of SC closing on one of those stations and all banks filling the sky with hafhazard fly-swatting munitions!). I think you may just have come across an adequate solution.. because so long as the carriers are supported by a real fleet to occupy SB fire, and the chance to hit is still nice and low, this doesn't come near nerfing the SC -- but goes a long way to making SB's more capable of resisting carrier spam.
I think the way to go about it would be the suggested late-tier upgrade (maybe 6 in defensive tree, which is pretty sparse anyways?), of maybe two levels (10% chance to hit, 25%?)* of upgrade... but make it passive; the last thing we need right now is fewer upgrade slots available to starbases! In my opinion this would be half a solution, with an increase to 10-slotted starbases (through a final-lvl tech upgrade) the other half of it.. so that power-house starbases don't have to choose between weapons/SC/abilities quite so much.
Hopefully most can agree with this as a compromise.. I know lots don't want flak on SB's for a variety of reasons, and I don't really feel comfortable with that idea either. This one should fix the problem of simple spamming without really nerfing SC's combined-fleet effectiveness. Let's hear some thoughts, hopefully Unknown924 has found the silver bullet!
*all values should be kept in mind only as a ball-park of course, and would need to be balanced properly.[/quote]
The comment brings several good points. Having a low percent chance to hit with the ability to upgrade to a slightly better one makes sense both for balance and in-universe as the guns in questions were not designed to hit fast moving strikecraft. The second point is making sure strikecraft are the last thing on the starbases target priority list, which is a good balance point as it encourages players to attack with more than carriers. In-universe it makes sense to not target strikecraft until all other threats are gone as the weapons are not designed to fight strikecraft in the first place and should be used against what they are good at.
My other ideas about upgrading both weapon range and the maximum number of targets for weapon banks might not work out balance wise(in-universe wise it makes sense that upgrading targeting sensors would result in them).
So, what do other people think of this compromise between giving starbases dedicated flak and having no direct strikecraft defense?
EDIT: Giving up on good formating after third try