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Superweapons off-switch

Superweapons off-switch

They need to go.

Right, so it may just be me - but I feel like the AI is drastically over-exploiting the super-weapon abilities. I'm very good at keeping the AI out of my space, which usually results in only my border-planets being probed, as such these planets are subject of relentless super-weapon strikes, and I have to keep rebuilding them as a result. More often than not, I can select it for rebuild and it'll be destroyed again a few seconds later.

With large games where you need to focus your efforts on one AI at a time, it can become incredibly frustrating.

Since the super-weapons are ludicrously powerful to begin with, and the audio that triggers whenever one is used is annoying too - I would greatly appreciate the ability to disable the superweapon structures altogether.


Am I alone in this?

87,525 views 83 replies
Reply #26 Top

Quoting wbino, reply 25
These should be moved up the tech tree as does the Titans.

Unless you are playing Loyalist, this is Tier 8 tech.

Reply #27 Top

Quoting Ryat, reply 24

Quoting Cheesenium, reply 23Then, how would you counter it if you are Vasari or Advent? Both races dont have planetary shields and axillary government.

Vasari and Advent do have auxiliary government. They just use a different name.

Enforced Loyalty and Enduring Devotion, respectively.

Reply #28 Top

Quoting Ryat, reply 26

Quoting wbino, reply 25These should be moved up the tech tree as does the Titans.

Unless you are playing Loyalist, this is Tier 8 tech.

That would explain it. lol

Reply #29 Top

Quoting Mr., reply 27

Quoting Ryat, reply 24
Quoting Cheesenium, reply 23Then, how would you counter it if you are Vasari or Advent? Both races dont have planetary shields and axillary government.

Vasari and Advent do have auxiliary government. They just use a different name.

Enforced Loyalty and Enduring Devotion, respectively.

In that case, you guys know it's coming, ramp up your techs. When you play monopoly do you whiteout Go to jail?

 

Reply #30 Top

Or the developers could add an off-switch for superweapons, just like they did for pirates in the very early stages of Sins.

Reply #31 Top

Quoting wbino, reply 29
In that case, you guys know it's coming, ramp up your techs. When you play monopoly do you whiteout Go to jail?

 

Throwing up a starbase at every planet you want to not be destroyed by a Novalith is an expensive, time consuming, micro heavy, not fun thing to do. It also doesn't protect your economy from having its tax income crushed, which is awfully problematic when you're trying to pay for a boatload of starbases due to said Novaliths.

It's just out of whack with how the other super weapons work and is simply not fun in its present state.

Reply #32 Top

Quoting Tridus, reply 31
It also doesn't protect your economy from having its tax income crushed

I agree with what you guys are saying but, maybe that's the point. ? If you can't wage war because your income streams are destroyed, you can't defend yourselves when the enemy fleet comes a calling.....

Reply #33 Top

We really cannot say for sure that anything is overpowered until we get the other 2/3rds of the game. The other races will have I'm sure some new techs to balance out said superweapons.

Like I've said previously, the insurgency tech which has fleets coming out of NOWWHERE behind your defenses is more gamey and infuriating than a superweapon you can prepare for, and go out and kill.

Reply #34 Top

Quoting wbino, reply 29


In that case, you guys know it's coming, ramp up your techs. When you play monopoly do you whiteout Go to jail?

 

 

Then, how you gonna build 40 starbases when you have 40 planets? Thats 400 supplies gone on something stationary, instead of moving fleets.

Reply #35 Top

Quoting Cheesenium, reply 34
That's 400 supplies gone on something stationary

???? I assume you mean logistical support which is fleet supply. Starbase's do not use fleet supplies....

Reply #36 Top

Only the starbase constructors take fleet supply (10), and that is temporary.

You can build a few constructors, then order them to build starbases.

While that's in progress, you can re-use the fleet supply (that you've just got back) to build a few more constructors ... assuming you can afford it.

Do starbases consume logistic/tactical slots?

I thought that was just for structures such as labs, turrets etc.

Reply #37 Top

Quoting NewHorizons, reply 36
Do starbases consume logistic/tactical slots?

None...

Reply #38 Top

Quoting G_Bison, reply 32

Quoting Tridus, reply 31It also doesn't protect your economy from having its tax income crushed

I agree with what you guys are saying but, maybe that's the point. ? If you can't wage war because your income streams are destroyed, you can't defend yourselves when the enemy fleet comes a calling.....

It's a pretty big advantage for the TEC though, given that planetary shields DO offer some protection to your economy as well as protecting the planet from Novalith destruction, and they're considerably less expensive to set up then Starbases are.

Reply #39 Top

Quoting G_Bison, reply 35

Quoting Cheesenium, reply 34That's 400 supplies gone on something stationary

???? I assume you mean logistical support which is fleet supply. Starbase's do not use fleet supplies....

 

Sorry, my bad then. I rarely build starbases as i prefer to play aggressively.

Reply #40 Top

There is this excellent RTS called Act of War: Direct Action. Every faction had own, unique über superweapon and a unique weapon to counter enemy superweapons. The recipe worked being extremenly fun in multiplayer.

I suggest adding a counter-superweapon-weapon to all factions in Rebellion. It eliminates all needs for switching OFF some aspects of game. I also suggest that the counter weapon should be cheaper to build and research than the actual superweapons.

Reply #41 Top
Like an earlier post I think it would be a great idea to create a setting before the game starts where you can choose either super weapons off, or different limits on numbers of them. Just like you can set small/medium/large fleet sizes, you could maybe set off/2/4/8/unlimited or something like this.
Reply #42 Top

Should do the same with mines and Capital ships.  AI spams them. 

Reply #43 Top

I agree with the Capital Ship spams- im seeing 3 of everythings with minimal frigates. Less so on mines.

However, i cant say ive endured this yet- i played against 3 normals and saw no Titans, superweapons and like one fort. world. If anything im questioning the AI in this, their play style has become very different- ill make a complete post later on my issues.

But ya, both suggestions seem workable- though it could be suggested that the shield generator is the novalith counter. I did find the Novaliths too easily accessible, and a functioning AI might get something from that _._

 

 

 

 

Reply #44 Top

would it be possible for some one from Stardock to weigh in on this discussion.  I would be interested in what they think of adding a super weapon off, or limited number, switch.  Or, if it is possible, without taking up to much development time.

Reply #45 Top

What if Superweapons just had a credit upkeep cost or required some fleet supply? That way massing them means a a permanent hit to economy or fleet size that becomes more significant the more of them are massed.  Heck, with those sorts of drawbacks, the cost of building a superweapon or research tier could be reduced, making superweapons in general less of a niche tool for one faction and more of something many factions may consider buying one of.

Reply #46 Top

TEC generally has some annoying 'features'.


Both the insurgency strikes, and the novialiths are completely devastating for a fast paced game.


You need a starbase on every, single, planet. And on huge multi-star/planet maps, that's just too much.

Reply #47 Top

If you make sure the player who ows the Novalith Cannons does not have correct intel on your planets beyond the frontlines than you don't have to place starbases there, assuming no scouts will ever reach those planets. Novaliths are only able to target planets thatare recently scouted for some reason (I think it has to do with a change of the planets' ownership).

Reply #49 Top
Bump. Still curious to see what the devs think about adding a feature like this. I would love to see the option for a toggle to turn them to off/limit of 1,2,4,8/unlimited
Reply #50 Top

Quoting Teun-A-Roonius, reply 47
If you make sure the player who ows the Novalith Cannons does not have correct intel on your planets beyond the frontlines than you don't have to place starbases there, assuming no scouts will ever reach those planets. Novaliths are only able to target planets thatare recently scouted for some reason (I think it has to do with a change of the planets' ownership).


Errr.. no. What you've explored is irellevant. Superweapons will just auto-fire at anything.


Play gateway for yourself, only go to the gateway planet and hold that. Then take the adjacent system and spam nova's and see what happens.