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The Novalith Does Not Need a Nerf/Limit

The Novalith Does Not Need a Nerf/Limit

The amount of OP Novalith threads is becoming disheartening.

 

It's not the Novalith that's actually OP. After so long with the novalith for what 4 years? It's only spammable and what people call "OP" once TEC loyalists are able to just rush it out with just 6 military labs.

It is the flawed AI that can't seem to be do anything else.

The AI with TEC loyalists will just rush out the novalith cannon probably because there is nothing to research behind it.

 

If you are gonna "nerf" the Novalith. Don't put this 2 superweapon limit unless you want to nerf the TEC loyalists to the ground. Instead just put a few missle researches behind it. Not all of them but at least some so it isn't as rushable and spammable. That's all the Novalith needs to make it "less OP". It's just only too spamable if anything when the AI on harder difficulties have money cheats. A player wouldn't be able to rush this many but it's only the AI issue.

Also it's a superweapon for a reason. Heck it isn't even the best superweapon. The Vasari have the best superweapon since they can just skip all your defenses and just jump in with a large fleet on your capital if they wanted.

 

50,057 views 55 replies
Reply #26 Top

Quoting mcintire, reply 24
Erm, Seleuceia... the post you linked to only implies that they might bump up the number of permitted weapons, not their strenght.
End of mcintire's quote

"I've asked to bump it to 4 total per player and to make it moddable.  Will look at buffing them once we tie it down more."  ~Yarlen

Quoting mcintire, reply 24
Edit: counting minor planetary bodies (moons, asteroids, etc... ) sol system has more than 100 planetary bodies.
End of mcintire's quote

The Galaxy Scenario Definition file indicates that for "weighted random" and "random", 12/27 or 5/10 (respectively) of all "planets" are either terrans, desserts, ice/volanic, or gas giant...this would imply that for our solar system which you claim to have 100 "planets", somewhere around 45-50 of those would be comparable to the 8 actual planets we have....

Essentially, any given SoaSE random map has about 6x more actual planets than our own system...and since star color is random, you cannot argue that certain stars would have larger accretion disks (and therefore more planets, etc.)...

Additionally, a solar system in SoaSE can have many asteroid belts (4/27) compared to our 1 (1/100+)...adding in the Oort cloud isn't going to get you even close to that fraction...I'd also point out that systems in SoaSE can completely contain plasma storms and magnetic clouds, objects one might argue are likely to be larger than a single solar system or only existent in young systems (that would therefore not have developed planetoids)...

Sure, our solar system may not be representative of all solar systems out there...but I think it is safe to say that at the very least, most SoaSE systems would be considered outliers when compared to the typical solar system...

No doubt Sins of a Solar Empire is about solar systems, not galaxies...but when you zoom out of a solar system, you see a spiral galaxy graphic replace it (also, many maps use a spiral galaxy as their scenario graphic), which was really the only point I was trying to make when I said the systems look more like galaxies...

 

Reply #27 Top

It is the flawed AI that can't seem to be do anything else.
End of quote

This can't be said enough times. Please, devs, if you are going to nerf/buff anything based on beta feedback, base it on MP battles and MP feedback. Skirmishes with the AI involve extra variables. Maybe people are complaining about the game balance, or maybe they are complaining about the AI. You can't know for sure until one of those components are removed.

Reply #28 Top

Quoting Seleuceia, reply 26
No doubt Sins of a Solar Empire is about solar systems, not galaxies...but when you zoom out of a solar system, you see a spiral galaxy graphic replace it (also, many maps use a spiral galaxy as their scenario graphic), which was really the only point I was trying to make when I said the systems look more like galaxies...
End of Seleuceia's quote


This comment adds nothing, but imagine a dozen different planet(iod)s, all revolving around a sun in different orbits/velocities, and timing invasion fleet for when the planets are closest, so they're not stuck at sublight speed for ages. I'm not sure if that actually sounds fun or not, but Sins with realistic physics, both for ships and celestial bodies, would be a very different game indeed...

Reply #29 Top

I'm actually wondering how assumed mature people can get so worked up wether to call it solar system or galaxy. Everyone perfectly knew what it meant after the 2nd post, so I really don't understand how you can keep on arguing about that all the time Xx. (Need a new beta so you get better things to do obviously ;) ).

 

And Eilarais, what exactly makes MP battles and MP feedback more important than single player feedback? If you would walk that path continously playing the game single player would be broken in no time, so just go and post your multiplayer issues extra. I suppose there's actually more people playing against AI than against humans. I do understand though, that you want MP to be balanced properly, but that doesn't mean solo play has no weight in this.

 

Novas can 1shot Asteroids still, that should be an issue in MP too. But it seems you play TEC so you don't care that asteroids are kinda pointless to have once someone gets a nova ;)...

Reply #30 Top

Quoting Rebell44, reply 10

Quoting Blueshocked, reply 6so why not just add a toggle when setting up the game, to limit/allow/disable them, then everyone is happy.

I agree. As an example - such settings were IMO well implemented in Supreme Commander.
End of Rebell44's quote

 

+ 1

Reply #31 Top

I LIKE TO ARGUE WHEN I'M SUPPOSED TO BE DOING SOMETHING ELSE, OKAY? D:

Reply #32 Top

I agree. I never have a huge isse dealing with the novalith. I do think the AI does however, so i think the AI should be trained to deal with it better and also to not use it so spamily

 

also the ai's that do spam novas suffer in the fleet  and econ depatment, and i just conquer them faster. Its way less of a problem than people make it out to be

Reply #33 Top

Considering the planets in sins are not in scale I'm not quite sure about the number of planetary bodies per "system/galaxy/whatever". First of half the planets in the sol system are actually "gas giants", uninhabitable. Secondly, some of the moons those gas giants have are the size of mars or bigger. The definition of "moons" in sins seems to be the earth type moon of small piece of space rock, but some of the other moons in our system could actually be more inhabitable than their planets.

I think the simplified way of how planets are placed as static objects on the map is making the whole scale of the maps misleading and confusing, but unless we look at maps like maelstrom that have nothing but planets in their system I guess the basic idea about the number of objects foating aorund in those systems seems to be belivable.

 

I hope in sins 2 they find a way to have planetary bodis actually rotate around a sun and each other (in the case of moons, asteroids and whatnot). Doesn't have to be "space simulation" type of realistic movement, but some sort of middle way that transmits the feeling of actually fighting in a solar system would be nice...

Reply #34 Top

Quoting StarFallArmada, reply 32
I agree. I never have a huge isse dealing with the novalith. I do think the AI does however, so i think the AI should be trained to deal with it better and also to not use it so spamily

 

also the ai's that do spam novas suffer in the fleet  and econ depatment, and i just conquer them faster. Its way less of a problem than people make it out to be
End of StarFallArmada's quote

 

 

I agree. When an AI builds a super weapon, that just usually means that I'm going to destroy everything between my border and the planet with the super weapon on it to get rid of it.

Reply #35 Top

Quoting Pat_22_, reply 34

Quoting StarFallArmada, reply 32I agree. I never have a huge isse dealing with the novalith. I do think the AI does however, so i think the AI should be trained to deal with it better and also to not use it so spamily

 

also the ai's that do spam novas suffer in the fleet  and econ depatment, and i just conquer them faster. Its way less of a problem than people make it out to be

 

 

I agree. When an AI builds a super weapon, that just usually means that I'm going to destroy everything between my border and the planet with the super weapon on it to get rid of it.
End of Pat_22_'s quote

 

im the same way already had 2 ai's spam the cannon so much i watch one of my planets get hit 15 times so far and its getting annoying liked the ai better when they culdent build it now im forced to waste ship on huntin down killin everything in the way

Reply #36 Top

Quoting mcintire, reply 33

I hope in sins 2 they find a way to have planetary bodis actually rotate around a sun and each other (in the case of moons, asteroids and whatnot). Doesn't have to be "space simulation" type of realistic movement, but some sort of middle way that transmits the feeling of actually fighting in a solar system would be nice...
End of mcintire's quote

People keep asking for this, and the default response is usually something like "They tried this in the alpha, but it wasn't fun so they scrapped it"....

My guess is that what was actually "unfun" was not the realistic planetary motion, but that a ship (presumably) could jump from one planet to any other planet (basically, all planets were connected to eachother like Aplos's Stars mod)....

So, I think the key here is to find a way to combine revolving planets with limited phase lanes...I honestly don't know if there's a good way to do that, but if someone figures it out then that would be awesome....

Reply #37 Top

Quoting Seleuceia, reply 36
Quoting mcintire, reply 33
I hope in sins 2 they find a way to have planetary bodis actually rotate around a sun and each other (in the case of moons, asteroids and whatnot). Doesn't have to be "space simulation" type of realistic movement, but some sort of middle way that transmits the feeling of actually fighting in a solar system would be nice...

People keep asking for this, and the default response is usually something like "They tried this in the alpha, but it wasn't fun so they scrapped it"....

My guess is that what was actually "unfun" was not the realistic planetary motion, but that a ship (presumably) could jump from one planet to any other planet (basically, all planets were connected to eachother like Aplos's Stars mod)....

So, I think the key here is to find a way to combine revolving planets with limited phase lanes...I honestly don't know if there's a good way to do that, but if someone figures it out then that would be awesome....
End of Seleuceia's quote

There really isn't a way unless you have all the planets move in sync with each other which wouldn't make any sense.

Reply #38 Top

Maybe that is the part where the realism should be toned down a little. Maybe have groups of planetary bodies that are close together stay together and have them act as mini-systems within the systems that can be mover through with sublight engines and connect them with phase lanes. Reduce the number of areas that need to be jumped to, but increase tha amount of stuff to do in those pockets. The phase lanes could be preset or dynamic, only connecting pockets of space that are close enough to each other. Well everyone probably has their own ideas on that.

I like that mod, but I prefer to play my own maps with it. The everything is connected with everything can be fun once, but tends to get annoying at times.

Reply #39 Top

Quoting Seleuceia, reply 36
So, I think the key here is to find a way to combine revolving planets with limited phase lanes...I honestly don't know if there's a good way to do that, but if someone figures it out then that would be awesome....
End of Seleuceia's quote


Could just be distance. For instance, Galactic Civ (turn based) has a set range/speed a ship can travel a turn. In addition to that, it can only travel a set distance from an occupied starbase/planet. Admittedly, you can modify ships in that game to get a lot longer range, but the principle is sound. Distance WOULD also allow for partial invasion windows, and a lot more tactical movement. The AI would obviously have to take into account where the planet would be in the future, so it doesn't just chase forever in an arc, versus a line, but... it'd be feasible.

Reply #40 Top

That's actually not a bad idea...I like it...

Reply #41 Top

They could introduce a tech on the security tree that allows you to re-shroud a planet. Basically, with this research, your planets become unexplored again to your opponents if they haven't sent ships there for a certain amount of time. That way, it becomes more difficult to use super weapons against core worlds farther away from the fighting.

Reply #42 Top

Quoting XubXub, reply 39
Could just be distance. For instance, Galactic Civ (turn based) has a set range/speed a ship can travel a turn. In addition to that, it can only travel a set distance from an occupied starbase/planet. Admittedly, you can modify ships in that game to get a lot longer range, but the principle is sound. Distance WOULD also allow for partial invasion windows, and a lot more tactical movement. The AI would obviously have to take into account where the planet would be in the future, so it doesn't just chase forever in an arc, versus a line, but... it'd be feasible.
End of XubXub's quote

There is a subtle difference here. Galatic Civ is a turn based game. Trying to do all of this in real time would be iffy and not very enjoyable if I am having to keep track of the planet's positions as well as everything that's already in Sins.

Reply #43 Top

Quoting Rovert10, reply 42
There is a subtle difference here. Galatic Civ is a turn based game. Trying to do all of this in real time would be iffy and not very enjoyable if I am having to keep track of the planet's positions as well as everything that's already in Sins.
End of Rovert10's quote


I agree, not to mention the fact you'd be pretty severely limited with the number of planets per system, even with a dozen or so moons per planet, in a more standard navigation. Still, curious if it'd work. It sounds like a sort of game that would be fun to try.

Reply #44 Top

Well it's not like you'd be trapped in your part of the system until another planet jumps into range, it'd be more of an "I can only reach the three pockets in range and have to go further from there", sort of phase lines that arrange themselves by the relative position of the planet pockets to each other. Not every pocket needs to have a planet as centerpoint, either. Asteroid belts and other points of interest could have their own pockets as well. We don't want to limit the movement of players, after all. It'd just be interesting if the path you need to take to the enemy changed slightly over the course of battle.

 

Also planetary movement wouldn't have to be so fast that it would influence fleets in mid-jump. It'd be fine as long as it's noticable in medium to long lasting games.

 

Have we gone a little off-topic here? Not that I mind or anything...

Reply #45 Top

The weird thing is (imo) that the other Superweapons are nearly useless compared to the Novalith.

1-3 Novalith will wipe out a Planet (and easily the Pirate Base!) which means you have to recapture it, rebuild some Stuff on the Planet etc. and this isn't that cheap, the Advent Superweapons can be a bit annoying but thats it and the Vasari "Superweapon" isn't even worth to build because it does absolutely NOTHING, even the Building Ships don't care about them.

Reply #46 Top

and ur a moron cuz the vasari super is a hell of a lot better than the nova. u can launch fleets at a world u hit with the vasari super and the nova is easily countered by a sb with aux giov

Reply #47 Top

I'm sorry but your have no right using the word moron, if you are incapable of spelling "you're".

The fact of the matter is that faction choice is a matter of personal preference and opinion. Kostura's are pretty good yes, but I simply like the very IDEA of the novalith more. Also not many AI that I've encounted use auxiliary government.

Reply #48 Top

thumbs up. make a limit for the AI. 2 per starsystem or so. btw, the ai dont use this Novalit right. The ai just fires around with no plan. 

Reply #49 Top

The AI only starts using aux gov once you start sending lots of krosovs or once you start shelling them with Novas, in which case it'S usually too late.

Three Kostura shells, to my knowledge, can clean a gravtiywell from all buildings but the starbase, you fleet only needs to mop up there. That's quite a lot more dangerous than neutralizing a heavily defended world (onless the enemy player is a TEC Loyalist, in which case it gives you a slight avantage when attacking).

Reply #50 Top

Even I play as TEC, I do like Vasari superweapons better than TEC, if more number of Vasari superweapon, it's could down system down by destory starbase, other race superweapons deny other race building a fleet, ect....TEC Superweapons only do planet, and not that useful, though it's help discourage a.i. somewhat or a.i. not know how to depend space without planet, if had tradepost and resouce colleger, then no problem.