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I would also like the option to turn them off, since i never found them to be fun to begin with. Or another solution is to limit how many super weapons can be built.
I'll pass this feedback onto the developer, if some people are finding them annoying an option to remove them could be a good idea.
But what it does is extend my game indefinitely. I have them locked into their sector, but cannot invade because I lose all my ships due to the Deliverance engines. A longer time between shots would be ideal. I get shot 2-3 times (by EACH D-Engine) in each grav well i try to traverse and lose all my frigates and cruisers :/
As they are now, I agree. Some more game options would be nice.
Someone has a superweapon that they may use: you have to pay attention to them.
Someone has a superweapon that they DO use: you have to stop them.
I understand your point. But the way it is implemented, with no build limit and fast cooldown, makes it a nightmare.
In that game it looks like I would need to only move my experiance capital ships and sacrifice them to kill the D-engines.
Even in Star Wars they could only ever have 1 Super Weapon at a time. And they never mind wiped your fleet and instantly converted them to fight against you…
Cheers.
From what I see it barely affects my planet in that sector (with just 1 broadcast station and no fort) and it just converts a number of my frigates and cruisers.
At first I was like what the hell is happening?! I killed the enemy fleet but my ships keep turning against me?! Then I released that the D-Engines were the culprit…
Maybe make it so that the effect is not permanent? Or make it have more of an effect vs planets and not the fleet. Also longer cooldowns between shots.
The limit is the economics, which is why I intensely dislike difficulty in strategy games being determined heavily by a resource-modifier handicap: game designers practically nullify a swath of strategic idea-space, often without realising it, especially if resources are without an absolute limit.
The Star Wars superweapons weren't limited by anything other than economics either.
There was only one Death Star initially because it took two decades to build, was a secret prototype, and the primary purpose was to give the Emperor the leverage to finally dissolve the galactic senate, which he did off-screen. The second one was designed to destroy the rebel fleet by luring them, and for it to be bigger than the first and be active meant it was started on before the first one was destroyed.
The Trade Federation Mothership controlled their entire drone army, which was all that was needed for enforcing a blockade, invasion and occupation of a single planet. The scheme relied on Naboo receiving no outside help, and tasking any more resources than strictly necessary would attract attention while they are denying it's happening to the senate.
Starkiller Base exists because JJ Abbrams is a hack that has never made a good film, never produced a story with a meaningful ending, and copying better directors is his only talent.
This is why he also decided Star Destroyers can not only be fitted with the same planet-melting fire-power, but so much cheaper that a thousand of them could be done and then buried in infinite loose soil, on a remote planet where manufacturing logistics is likely to be a problem.
Notice how the sequel films completely get the superweapon concept wrong?
So maybe 3 films get it right, out of the 5 that feature them. For the same reasons though: stories and games are just better when they make sense.