Just some question... In some mod, there are some unique feature which are not found in the original rebellion or famous Interregnum mod.. so i'll start this question about starbase part then
1st: Will SINS 2 starbase have some anti-craft defense like the one found in Distant Star mod?? IF it does, will its firepower differ for each sub-factions?? Example TEC Loyalist relies on Flak and Rebel uses Autocannon for starters
2nd: Will each sub-factions starbase have 1 unique weaponry when its weapon module slot fully upgraded?? Example Supercharged Beam Cannon added on TEC Loyalist faction which amplified range and damage or Railgun cannon which used on Ragnarok Titan to replace its beam turret...
3rd: Will each sub-faction starbase focus on its specialized role on its starbase upgrade?? Example TEC Loyalist can upgrade its starbase to become mega starbase in size & firepower or adds mini-novalith cannon which can fires its superweapon but its reload time doubles OR half the original but similar reload time
---- TEC Rebel focused on its capability to build capital ships on its factory module slot upgrade which allows to build limited capital ships in contested enemy space..
4th: Will SINS 2 have each sub-factions unique strike craft added in game which limited to certain capital ship, titan and starbase although i only expect that 1 type at least... Because having basic craft in game YET not some differences might end up bore some players eventually