Background/ProblemIn addition to being mobile and carrying munitions (turrets, mines,etc) they have a special utility bonus effect
Current Battlestations:Bubble-Shield Battlestations: Provides similar shielding as a standard bubbleshield
Engineering Battlestation: Provides several engineers worth of production capacity
Ensnarer Battlestation: Provides x250 (alot!) tractor beams -- (good for kidnapping)
Revealer Battlestation: Provides mid-size decloaking
Gravity Battlestation: Provides area slow
Minelayer Battlestation: RNG specializes in mines
Pros:Nice RNG for extra defense options to help shore up important planets
Having a variety of the *kinds* of starting choices promotes replayability (more variables to experiment with)
Cons- These have no tech associated with them and are generally gather little Exp compared to your main fleets--they do not scale over a full game, rarely getting to mark 5
They are difficult to keep alive as they are slow and modest of health - In practice, they feel like a citadel without weapons. They don’t really add much depth in the utility they provide, since their abilities have all been cloned from something pre-existing. In other words, they feel like the combat factories were before they had drones
Proposal: Classify "Battlestations" as a Mobile version of one of the unique types of Command Stations (Econ/Logistics/Military) In effect, the battlestations would be classified according to the command station tech. They would mark up any time you spent science on its corresponding tech. This means examining the sorts of roles that players can currently use these.
These can be used to set up beachheads, since you can build turrets et al on a planets you don’t control
Distribute turrets and defenses according to their relevant function across you planets.
Useful niches with current utility options, such as kidnapping lots of AI forces to soften the AI before assaulting using the ensnarer battlestation or protecting your mobile combat factories with the bubbleshield battlestation
My proposed new battlestations would still their basic RNG functionality
Revised BattlestationsMining Rig -- EconomyThis is the engineering battle station which also provides a scaling boost to the metal generators on the planet it’s currently on. (*Defensive only;to work offensively, this would require an effect letting the Rig to target mining stations on enemy planets...hmm, like letting it target a specific neutral mine on non-player planets with a massive bonus to its econ rate… that would be neat)
Mastermind Battlestation-- LogisticsMerges “ensnarer” and “revealer” battlestations abilities. In addition, this acts like a normal logistics and grants the watch status to planets it is currently on. (I still think this needs something unique: Disrupt things that depend on “how many units are present on the planet. This would in practice keep eyes from waking up no matter how many units you have on the planet.
BunkerBuster -- Military: This is the bubble shield battle station that gains the temporary defense buff when traversing wormholes. In addition, all of its munitions have an uninterruptible x10 build rate
This would require adjusting the starting options accordingly, but I think this would be a much more intriguing way to open up gameplay specializations
(Note: Non-exhaustive list; roles should be roughly symmetrical (in threes: econ, military, logistical)
Further Considerations:- Command Station tech isn’t particularly enticing on its own right, but only by necessity-- Integrating tech will make high-marked "station-specialization" builds possible and worthwhile.)
- Battlestations and combat factories have far fewer levels in victorious games. They do not have associated tech and are dependent on other fleets for protection so generally gain exp at a lower rate.