i just did the mission where you have cylon ships. i fired the ships nukes as soon as i could and they took the enemy base star out before it got near me.
they need some point defences to stop long range attacks with the nukes.
ah maybe. the nukes tend to be intercepted to by the mercury class. the base stars have no pd weapons tho so just 1 nuke and then finish em off with the main guns .
Generally speaking the raiders should take care of them. I may have hobbled that AI behaviour by accident somewhere along the line; in which case Basestars are kinda stuffed as they simply don't have point defenses. The raiders
are their PDs. It might be necessary for me to tell the raiders to prioritise which missiles they intercept... (and maybe buff the number of raiders per Basestar)
I'll do a proper balance pass at some point, since I think quite a few things are out of whack at the moment. It honestly doesn't take more than a couple of minor tweaks to make a Basestar nigh-on-indestructible (there have been a few alpha builds like that) so I've probably just gone too far the other way.
As an example: I could make Basestars 5-10% faster so they can dodge slow moving projectiles more easily; this would be more in line with canon too. However, then they'd be able to shove nukes right up a Battlestar's... aft section... which would completely negate the utility of the Battlestar's flak shield, making the most viable strategy for the Basestar to shield itself with Raiders and basically turn them in to Protoss death balls.
Generally speaking in the TV show (and in Diaspora) the Basestars are inexplicably stationary relative to the Battlestar until the screenwriter decides otherwise. That bit of artistic license doesn't work in the context of Starfarer, so it requires rather different rules to manage. To facilitate the perception of 'stand off' fighting between two carriers (permitting strategies like the 'flak shield') they need to be equivalent speeds. You could make them both exceptionally slow to prevent a Basestar from closing too fast, thereby preventing the deathball strategy, but then the wider battle becomes a snooze fest of watching your raiders/vipers spawn, fight, die, repeat. To actually make the capital ships relevant and interesting to play means they need a manuever element.
These are not problems the TV series ever faced, as they could (and did) hand wave all those issues. Indeed, if the battles in Starsector were nearly half as drawn out and predictable as the TV show (or Diaspora) you'd pretty much fall asleep from boredom in a truly 'authentic' strategy simulation. Thus, I'm having to design a whole new asymmetrical balance within the constraints of making it 'feel' like Battlestar. That constraint means no point-defense weapons for Basestars even though it would patently resolve these balance issues.
could you edit a mission to use the mercury class.
i tried to edit cylon ambush but it didnt work
thanks
You should just be able to change "bsg_galactica_Standard" to "bsg_mercury_Standard" in the "Starsector\mods\BattlestarDemo\data\missions\cylonambush\MissionDefinition.java" file.