Superweapons
and their practical application.
from
Sins Forums
Superweapons. They're a mixed bag of opinion,s on one side being far too overpowered and ruining gameplay, but on the other being a key strategic element to turn the tide of an everlasting stalemate.
Superweapons need to be extremely powerful; how powerful I'm unsure as of yet, perhaps capable of taking out several planets at once, and need to cost an exorbitant amount of resources, and be stationary. Perhaps there can be an option to allow or disallow them at the start of the game.
Before you completely disregard the idea, hear me out. Say you've started a game of epic scale proportions and 9 other players. During the course of the game, players are defeated leaving only 4 left, and the same massive galaxy. All four players would have a massive fleet capable of countering pretty much anything any of the other players could throw at them. This is where a superweapon would come in to turn the tide.
Thoughts?
Superweapons need to be extremely powerful; how powerful I'm unsure as of yet, perhaps capable of taking out several planets at once, and need to cost an exorbitant amount of resources, and be stationary. Perhaps there can be an option to allow or disallow them at the start of the game.
Before you completely disregard the idea, hear me out. Say you've started a game of epic scale proportions and 9 other players. During the course of the game, players are defeated leaving only 4 left, and the same massive galaxy. All four players would have a massive fleet capable of countering pretty much anything any of the other players could throw at them. This is where a superweapon would come in to turn the tide.
Thoughts?
