So I have been thinking a lot about how we could possibly solve the superweapon problem that is caused by the AI spamming a lot of superweapons sometimes. I think the superweapon limit introduced by the dev's is a nice temporary fix to them, but I still think players shouldn't be limited in their options when playing the game. If they want to build a lot of superweapons, let them have their fun.
I have a feeling most people wanted to see a superweapon nerf because they hate losing their planets due to Novalith bombardment. The other superweapons aren't quite as annoying. Yet a limit would not have to be completely necessary if the effects of a Novalit Warhead impact would be slightly altered. I was thinking something like this:
If the Novalith Warhead hits a planet, it doesn't do actual bombing damage, but loweres the total planet health by a certain amount. This would make the planet easier to take over with a few Krosov Seige frigates, for example.
So let's say we have an Asteroid that gets hit by a Novalith Warhead. The Asteroid normally has 2500 HP when fully upgraded. Now because of the Novalith impact it would have, say, 1000 HP max after the impact. This would force players to invest in fortification upgrades on their planets, but would prevent a Novalith spammer from actually taking out fully fortified planets (I am assuming the effects won't stack). Combined with the already useful 30 minute debuffs to max population and population growth rate on the planet that gets hit, I'd say it would still be worthy of the name Superweapon, while the limit could now be removed from the game. No need to put upgraded starbases everywhere anymore, even when people spam lots of Novaliths.
Et voila! Problem solved.
Because the Deliverance Engine is still worthless as it is, this superweapon should still be upgraded by the way. The Kostura Cannon seems fine the way it is right now, at least to me.
Let me know what you think about this idea.