That is cool for the beams but also good to increase chance of gaining initiative.
Bonus for the Star Base is 0 however.
Setting a small BA bonus here could be interesting to give initiative to defender in case of a tie.
There is this curious bit of text in Gontzol's guide:
[edit: below testing was done in vdc/ice exe not classic moo2]When a Star Base is present, there is no bonus, but when there is a colony or outpost present that has no orbital base, the bonus is +10 BA.
Has this supposed +10 BA been 'empirically observed'?
It is not listed in combat.
In any case, I started digging in the fleet offense code.
The bonus for Star Base in that code is explicitly set to 0.
Tweaking the code by replacing that set=0 code with "inc, inc", for a +2 value, results in:
- Colonies without base and Outposts get a +2 defensive bonus.
A Star Base however gets +4, that is double the set value.
As I was not able to locate the 'factor 2', I have rewritten the entire code block to be able to set any Star Base value.
Setting the Star Base bonus at +2 (any other value can be set) with new code, results in:
- Star Base, 'No Star Base Colony' and Outpost all get the same +2 bonus.
And that is a little mystery to me why suddenly this factor 2 is gone, as I have left all other code around it perfectly intact.
BB97B
Classic code (VDC / ICE) [B9 0A = 10; B9 14 = 20]
3C 04 72 08 76 0E 3C 05 74 11 EB 14 3C 03 75 10 31 C9 EB 0C B9 0A 00 00 00 EB 05 B9 14 00 00 00
Changed 'set=0' to 'Inc, Inc" [41 41 = 1+1 = 2]
3C 04 72 08 76 0E 3C 05 74 11 EB 14 3C 03 75 10 41 41 EB 0C B9 0A 00 00 00 EB 05 B9 14 00 00 00
Code Rewrite; [B9 02 = 2; B9 0A = 10; B9 14 = 20]
3C 03 72 1C B9 02 00 00 00 3C 04 72 13 B9 0A 00 00 00 3C 05 72 0A b9 14 00 00 00 74 03 31 C9 90
Note that this code rewrite is not compatible with OCL.
(OCL will overwrite data in this block)