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The best defence against the warheads is to not put all resources into one fleet, and to keep track of when the AI players use a warhead, so you can anticipate when they'll have another one ready. Also if an AI player hasn't used a warhead in quite some time and is advancing a fleet, you'll want to get ahead of that and subspace disrupt that fleet. Subspace that you have disrupted will stabilize at the beginning of your turn, meaning you'll always have the first strike option. Disrupting subspace lasts between 2 to 4 turns. Which leaves a low chance of crowd controlling the same fleet a second time but not as a rule.
That said having another look at rebalancing the lower difficulties could be a good idea. While the difficulty levels have all been changed and tweaked many times, the starter ones do still seem to be a bit too difficult. Not allowing the AI to use these abilities against the player could be interesting. They'd still have to have them though since they're tied to the resource system and in dealing with the Empire. There wouldn't be any changes to achievements.
Cheers
Monticube
I have been subspace distortion bombed by the AI 5 time and all 5 times lasted 4 turns, so they did it again. With a couple then ending in a Warhead to just blow up my fleet. So maybe the randomization needs a look at the turn weights by difficulty.
I just prefer the option to turn warheads off. I hate seeing stations blown up as they can't be rebuilt.
Turning of the warheads however would impact the ressource situation since the warheads also spawn tacknium. There might be unintended consequences happening if you disable warheads that would need excessive rebalancing.
Or an option to only allow the warheads in systems without stations.
Regardless, it's the lack of option and lack of ability to mod that's an issue here.
"Subspace that u have disrupted will stabilize at the beginning of ur turn" is what happens.
The tooltip is just meant to infer that if you disrupt an enemy fleet, then that fleet will not have the option to attack your fleet first.
Subspace that you have disrupted stabilizes once the actual effect wears off. So not necessarily at the beginning of your next turn, but always at the beginning of your turn. As opposed to the end of your turn or during the enemy turn. The same goes for each of the AI players.
Hope that helps.
Cheers
Monticube
I would recommend a special option you can tick : allow warhead on friendly territory only, problem fixed
Basically, You know if the enemy has it, They will use it, So your job is to find a way around it.
Kinda hard when you can spawn a 1 frig fleet, move it one system and have it deploy the bomb in the same turn
It imply anything within a 3 system range of a shipyard is a no mans land for large fleets
Would have to be able to get somehow a distortion bomb on the shipyard so you can send in the fleet 1 system away from it as to cap the it once the lanes are restored on your turn