Suggestion Clan Bases Need a Major Balance Improvement

Discussion in 'Speakers‘ Corner' started by Bismuttttt, Sep 9, 2026 at 9:00 AM.

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Does the clan bases system need an improvement?

This poll will close on Oct 9, 2026 at 9:00 AM.
  1. Yes

  2. No

Results are only viewable after voting.
  1. Bismuttttt

    Bismuttttt User

    I would like to share some feedback regarding the current state of Clan Bases, because I feel that the system is extremely unbalanced in its current form.

    At the moment, a Clan Base is far too easy to destroy. Almost any ship, even one with relatively weak equipment, can deal an enormous amount of damage to a base. The HP and damage values simply do not make the base feel like an actual base.

    A Clan Base should be something that requires a serious investment of time, resources and firepower to destroy. Right now, it can be destroyed almost as easily as a regular NPC, which completely defeats the purpose of having a base system.
    In my opinion, several changes should be considered:
    • Clan Bases should have significantly more HP and much higher damage.
    • Increase the cost of deploying a Clan Base, so placing one on the map represents a meaningful investment.
    • Significantly improve the rewards for destroying a Clan Base. Receiving Credits does not make the destruction of a base feel rewarding enough.
    • Make Clan Bases something worth defending and fighting over, rather than something that can simply be destroyed and rebuilt repeatedly.
    One of the most frustrating things at the moment is seeing two trains constantly building and destroying bases 24/7. This makes the whole system feel more like a repetitive farming mechanic than an actual strategic clan feature.

    A base should be a strategic objective. If a clan invests resources to build one, it should require a coordinated effort from several players to take it down.

    The current system doesn't really create meaningful PvP or strategic gameplay. Instead, it encourages players to repeatedly place and destroy bases because they are so cheap and easy to eliminate.

    A Clan Base should feel like a fortress, not another NPC.
    Please consider significantly increasing its survivability, firepower, deployment cost and destruction rewards. This could turn Clan Bases into a much more interesting and meaningful part of the game, giving clans an actual reason to defend territory and fight over strategic positions.

    I believe the system has a lot of potential, but it needs a serious balance pass to reach that potential.
    The exact numbers are open for discussion — the important thing is that Clan Bases need to feel like bases, not NPCs.