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To the Developers about the Superweapons Cap

To the Developers about the Superweapons Cap

I am speaking up against the Super Weapon Cap.  It is the worst idea against the players of this game. One of the greatest lure of this game that I have enjoyed since 2008 has been that it is a space game that keeps with what a real country can do. You completely ruined that when you cap the Super weapons.  It also destroys my game style. I usually play the Varari and play maps 5 or 6 star systems.  A Super Weapon Limit makes them completely useless. It takes forever to send a weapon blast from one solar system to another. It makes it so I can not use it at all now.  Any complaints against Super Weapons were solved in the Entrenchment expansion.  I hope that in the next patch that you remove this offensive change to in my opinion the best video game ever made. 

68,926 views 55 replies
Reply #51 Top

Quoting Palp79, reply 48

Quoting martox1, reply 47
Quoting Palp79, reply 46And also to put the Novalith back among the missiles for TEC loyalist research.

/facepalm no that would mess up the tec loyalist early advantage

 

No it wouldn't, why do they need the ability to rush to Novalith?
End of Palp79's quote

really? they r a turtle faction and the nova is their early advantage. everything faction/race has its own early advantage.

Tec rebels early advantage is TAR

advent loyalist early advantage is global unity

advent rebels early advantage is return of the fallen

tec loyalist early advantage is early novas

Reply #52 Top

Dunno, to me TEC loyalist early advantages is getting money and construction speed whenever your planet is under attack.

I doubt putting Novas back into the missile research chain would hurt so much, they would stil get it a lot sooner than other factions and still had to invest considerably less money for them. Although the "cheaper guns" research kinda lost it's touch with them being limited, unless you get constantly raided and had to rebuild a lot...

 

Yes, I'm against this weird limit, but I can also understand those who find it weird how easily TEC Loyalists get their BFG.

Reply #53 Top

Quoting jurgensdl, reply 9

quoting post
One of the greatest lure of this game that I have enjoyed since 2008 has been that it is a space game that keeps with what a real country can do. You completely ruined that when you cap the Super weapons.  



 

By the same logic, then please remove the Cap on Max Ship Slots and Cap ships.  And the cap on only one Titan!

 

Sarcasm aside, a simple slider on Super Weapons Cap (With default=4) would keep everyone happy... as has been pointed out millions of times.
End of jurgensdl's quote

+1 for making a slider. Let it range from "0" to "Infinite" with integers between 1 and 99 in between.

Reply #54 Top

All I want is an on/off option for super weapons. When playing vs 10 AI hearing the information about them gets extremely annoying.

Reply #55 Top

Counterintelligence - Level 4 defense tech

A network of spies are employed to destroy intelligence gathered on your empire by your rivals.

Level 1

Any planet you own returns to "undiscovered" status to your opponents 8 minutes after their last visit to that planet, 4 minutes if the planet is in your culture.

Level 2

Any planet you own returns to "undiscovered" status to your opponents 4 minutes after their last visit to that planet, 2 minutes if the planet is in your culture.

 

Cyber Warfare - Level 5 defense tech, requires culture center tech

Your Temples of Communion, Broadcast Centers, and Media Hubs are equipped with sensor jammers and cyber security systems that broadcast false intel to your rivals.

Level 1

The duration of all remote intelligence gathering abilities used on your planets such as probe, clairvoyance, and lingering presence are reduced by 20%, 40% if the planet is in your culture. Additionally, the effectiveness of superweapons used against you are reduced by 10% if the opponent does not have vision over the planet, 20% if the planet is in your culture.

Level 2

The duration of all remote intelligence gathering abilities used on your planets such as probe, clairvoyance, and lingering presence are reduced by 40%, 80% if the planet is in your culture. Additionally, the effectiveness of superweapons used against you are reduced by 25% if the opponent does not have vision over the planet, 40% if the planet is in your culture.