Particularly in the Outer Realm, where Xenophobes seem to easily crack them.

johnbwatson 26 Aug 2016:

A major problem with them is that their guard setup isn't appropriate for a major city. They've just got a small amount of gunships loaded with very powerful explosives whose defenses are mediocre even in the Ungoverned Territories.

I've thought about a mod that solves this by having nearby CSCs and Militia stations send a squadron to defend Startons in distress.

Come to think of it, it might be useful to implement a distresscall function that any station can call when under attack, providing itself as a parameter. Any interested ships/stations could have an onDistressCallRecieved section that lets them look at where the call is coming from and decide what to do about it.

megas 26 Aug 2016:

In case of Commonwealth, they need ion and/or thermo weapons to harm the worldship. Without them, Worldship can take all the time it needs to kill the station because TeV-9s do nothing to it. Gunships with few effective guns (e.g., Britannia and Manticore) get smashed with ease by the worldship.

the_shrike 28 Aug 2016:

I would suggest moving them over to EI Ion blasters in the lategame.

megas 29 Aug 2016:

Upgrading at least one of the TeV-9s to ion blasters (and/or adding a launcher with thermo missiles) for CSCs may be a good idea too. Six Britannias launched by CSC get crushed by the worldship, then the CSC dies to the worldship. It may take a while, but the worldship will win barring player intervention.

george moromisato 3 Feb 2017:

In 1.7 Beta 6 I've added more hp and regen for large friendly stations (metropolises, shipyards, etc.).

This won't completely solve the problem, as others have pointed out, but I plan to solve the problem by having Xenophobes (and other wanderers) from engaging large stations like these (see: https://ministry.kronosaur.com/record.hexm?id=58438).

I think that will be better than arming up the metropolises, which would only lead to more Xenophobe wrecks.