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Experimental Weapons Suggestion

By on March 4, 2012 3:06:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

macasio14

Join Date 10/2007
+2

This is a bit of a spinoff from the *OMG, TITAN'S OP EARLY GAME, NERF NERF* post, but it also mentioned how the experimental weapons are becoming a problem. So I decided to make this post to continue the experimental weapon discussion.

 

I myself, while playing against the AI, spam the experimental weapons wherever I can. I'm honestly not sure what to say about it as much since I don't find it as much of a strategic, and certainly not a tactical advantage (not including taking out artifact words).

 

So it destroys the colony on an enemy world, big deal, I still have had to fight through hundreds of structures and mines before I can viably secure the planet and move on. (still hate mine removal system btw)

 

However, I do understand peoples concerns in how we can build however many we want, so I have some thoughts on how to improve the situation.

 

Suggestions for experimental orbital platforms

-limit to building 1 or 2

-possibly increase rate of fire by 1/2 or 1/3 to offset limiting production

 

Since there is no practical way to counter these weapons, limiting the number should essentially solve the problem.

*INCORRECT*

Not sure if the firepower of them should be altered or not. I do know that the nova cannon has more then enough power to take out an asteroid 2500 health with shield in a single shot, I believe 2 or 3 of those shots will do the same to a normal 6000 world with shield.

**

 

EDIT

As Teun-A-Roonius mentioned,and finding out in game play,an asteroid will survive a sing nova cannon hit with 2500 health and shield upgrades. My previous comment on it was mistaken.

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March 4, 2012 3:26:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just a "for fun"  throw-out idea.  Make superweapons become phase nodes during their cooldown time after firing that friends and enemies can use.

That would certainly create a new attack-defense dynamic around them.

"You've opened a hole in space and it seems hostile ships are now pouring through."

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March 4, 2012 10:12:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not sure if the firepower of them should be altered or not. I do know that the nova cannon has more then enough power to take out an asteroid 2500 health with shield in a single shot, I believe 2 or 3 of those shots will do the same to a normal 6000 world with shield.
Actually, an asteroid with a shield generator that has been upgraded with Superior Planet Shields level 2, will be able to survive a single Novalith impact.

@Sinperium:

I like this idea. Makes people think twice before shooting at your planets. Though I assume people that have a Novalith Cannon in one of their gravity wells, have it properly defended anyway...

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March 4, 2012 10:53:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Teun-A-Roonius,

I like this idea. Makes people think twice before shooting at your planets. Though I assume people that have a Novalith Cannon in one of their gravity wells, have it properly defended anyway...

I sign this. Sinperiums idea would add more strategical dept to the game and would lower the Novalith spam a bit(at least against human opponents) while it forces you to actually protect them instead of hiding them safely deep inside your empire.

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March 4, 2012 11:23:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Change their name to "Karma Cannons".

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