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Can we remove the drp from the game already?

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32 days ago
Is your argument that even if west would have built DRP instead of a Starlight, it would still have lost the superweapon fight? And if so, that's why you are saying that it's not a valid example of DRP being more useful than Starlight?
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32 days ago
quote:
Is your argument that even if west would have built DRP instead of a Starlight


West did build a DRP. Rephrase your argument and then I'll respond.
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Nevermind, I was just trying to understand better.

Edit: I often rotate the map, so east and west in my memory is not always east and west in the replay. With east I meant the enemy team and with west I meant my team. Hope this clears anything up, lol.
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32 days ago
> I looked at the values in that version in case things changed. SL does 5400 dps. Aegis regens 50hp/s. That's 108 aegis to match the SL dps. That costs 56700 metal.
Starlight cleanly beats its cost in mass Aegis even protecting one target, because if the Starlight's continuously firing at the Aegis ball the Aegis ball requires more than four Singularity Reactors' worth of energy and the cost of the generators puts the Starlight ahead.

Zenith also beats its cost in mass Aegis eventually, by letting the Aegises stay fully charged for about three minutes and then hitting the shield ball with 150 meteors at once.

The only mathematical solution for shielding against a superweapon for roughly cost is against Starlight, but you need to have a mostly depleted Aegis formation over the target that's propped up by leeching from a lot of Convicts, and even then the Craterpuncher wins unless you're relying on the Convict shields themselves as a final line of defense.
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I think all superweapons should get buffed by making their effectZ prettier
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27 days ago
Possible Superweapon Balancing Mechanics

1. Automatic Reveal on Completion
Once a superweapon is finished, its location and a small surrounding area are revealed to all players. This forces immediate defensive play and makes surprise use impossible.

2. High Energy Demand
Superweapons require massive energy upkeep, especially when firing. Teams must build significant extra power (e.g., singularities), making them more vulnerable to energy snipes.

3. Slower Operation
- Meteors: Build and reload times are longer.
- DRP: Fires less frequently.
- Starlight: Rotates and fires more slowly.
This gives opponents windows to rebuild or push during downtime.

4. Progressive Cost Scaling
The longer a superweapon operates, the more energy and/or metal each shot consumes, making prolonged use harder.

5. Multi-Stage Activation
Require additional linked structures to power or aim the weapon. Destroying these support units disables or weakens the superweapon.

6. Control Node System
Place "control towers" across the map that must remain active for the superweapon to function. Losing one forces downtime until repaired or rebuilt.

7. Counter-Super Options
Introduce expensive late-game counters—e.g., jamming fields, shield arrays, or temporary targeting disruptors—to make defense viable even after the superweapon is online.

8. Shared Build Requirement
The weapon cannot be built by one player alone—it requires contributions from multiple team members to complete, preventing stealth rushes.

9. Team-Control Assignment
Once built, control could:
- Automatically go to the lowest-ranked player to free top players for macro.
- Be decided by an on-screen team vote.
- Be given to the highest-ranked player for optimal use.
Regardless, the weapon is treated as a team asset.

10. Delayed First Shot
After completion, a significant cooldown before first use (e.g., several in-game minutes) gives the enemy a last chance to strike before it fires.
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27 days ago
Why would you want to take the punch out of superweapons when we as a community are already bad at ending matches? And that of all places in a thread about DRP not being useful enough.

Zero-K has attracted a bunch of players looking for miserable matches.
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27 days ago
we must allow opinions to be concidered even if they dont bare fruit. so that it remains a safe place to make suggestions.. lets concider what he said and if its a good idea then we can benifit. calling it simply a bad idea or that players who suggest it have bad ideas does not show respect for the different preferences.

that being said i agree with madez. if rooms were bigger then it might make morse sense since players rush supers quite early but since they are now smaller i believe that allowing them to end games is a good thing too

so i personaly agree but never-the-less i understand that there will always be some people who like different things.

so ironicaly i dislike this
"Zero-K has attracted a bunch of players looking for miserable matches"
on the grounds that my preferances are not above the needs of others.. because even though i too like shorter games that can be ended.. im not more important and its not my game.


CColtManM if you can voice what you want exactly and not use chatgpt then maybe i can make it as a mod for you?
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27 days ago
I believe that the big three superweapons in their current form are non-interactive for the majority of players, especially the user. When I compare them to trinity, which IMO is an extremely well designed superweapon, the big three feel uninteractive, inagentic, and lacking in strategic differentiation.

The only three decisions you make are which, when, and where. The question of where is basically discounted because effectively infinite range means it's a simple appraisal of where the most protected area is. With a real limit to their range, placement is important in defining how far into their base you can reach as well.

The question of when has the opposite difficulty: The price tags are so large that most superweapons are built blindly against an uncertain future. Decisively answering when a good time for a superweapon is is very difficult, akin to committing and crossing your fingers.

The question of which is most often defined by price, and so the cheapest superweapon is the right answer 90% of the time as completion wins the game.

Proposal:
Segment the price in two, with the first part being maybe 15kish for a base that can morph into any of the three. Give it the ability to morph into any of the options (with large build power limited only to this purpose). This is similar in concept to the two-stage production of nuke or any of the other morphers.

Reduce the total price.

Reduce the range (and differentiate the range more - perhaps starlight can still reach from the back).

Why?
  • The morphing base gives the player the ability to delay the choice until later, closing the gap between decision and context.
  • Reducing range increases the number of players that interact with the superweapon. More people can attack it, and more people can defend it. Superweapon makers are no longer some invisible leech playing solitaire in the back praying for a payoff, but someone who's decision matters to the actions of most players on both teams.
  • Limiting range makes the choice of location more meaningful for both defensive and offensive purposes
  • Giving the morph ability means that the user will have spare BP to go and do other things for the later production period (like reclaim to improve rush time), making this a more active experience
  • The reduction in cost compensates for the nerf and makes them more viable on smaller/lower eco maps
  • The morph cost of the superweapon is not assistable, scoping the rush time to the income of the user and the BP of the base, the latter of which can be leveraged by devs for balance purposes.
  • Declutters the build menu by 2 <3 - and opens up design space for more zaney superweapons to be added without clutter creep .
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Giving the morph ability means that the user will have spare BP


would the price be increased to compensate for the cost of buildpower reduction?

or would overall the rush times of supers be buffed?

since morph uses metal this would perhaps build it faster or slower then normal but definatly cheaper
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26 days ago
No, the extra BP is free, at least how I currently envisage it (I'm open to tweaking, I'm really only ballparking rn).

You would still need the BP to build the first component, so you don't get to not make BP. You could potentially use that BP to reclaim and speed up the second half.
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26 days ago
What extra BP? If you didn't use that BP to build a super, would it still be "extra"?

Also, what information would you have building a 2-part super that you wouldn't have building a 1-part super? Those are not related at all.
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the morph essentialy builds half the super itself (exra buildpower) freeing up the inital buildpower (even if its not mobile) to do other tasks or be reclaimed.. if its mobile then it can go to the frontlines and reclaim metal to feed the morph.. potentialy resulting in much faster times
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26 days ago
You're still limited by your metal income. Furthermore, in teams, morph cannot be assisted by other players via cons. They'd have to give metal to the morphing player.

I don't get this concept of "extra" build power. Nobody makes that claim about morphing mohogeos.
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moho geo are building themselves.. if you had to make moho geo from regular geo with a con you would loose build power doing it vs using morph so the same is true in reverse.. your correct it would be limited by morph speed and assistance would be limted to giving metal.. yes thats true. but the extra build power is just implied here given that op suggested half the cost be be morph and nolonger require actual construction via cons.

so if i made 12 cons rush 1/2 the super then those 12 cons can go reclaim on frontlines at 50% super.. im not sure thats faster but still something that can happen.

sigh.. this is not even my hill to die on.. but i was suggesting that if it did sometimes become a reduction in build time it would perhaps be quite a buff to supers depending on how much
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26 days ago
Mohogeos building themselves? So is this hypothetical 2 part super. It's the EXACT same mechanic. What?
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26 days ago
i like nukes
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yes op wants them to be like geo -> adv geo

so super base - > full super

i was worried it could be done faster then a normal super if costs are the same as the cons used to make it can finish the base then reclaim frontlines
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26 days ago
quote:
What extra BP? If you didn't use that BP to build a super, would it still be "extra"?

Also, what information would you have building a 2-part super that you wouldn't have building a 1-part super? Those are not related at all.


The base structure is to have BP for morphing, similar to geo. This is extra, and frees up the workers that would otherwise be building it.

In terms of information, as I said, you get to delay the decision. All events that occur between start and finish of the base are new information. But the most important ones are probably:
  • How is the frontline doing? If it's not doing well then you're probably more concerned about completing at all rather than how effective it will be -> Go cheaper.
  • What new stuff has been built by opponents? Are some of these out of range of the cheaper zenith but not starlight?
  • Have the opponents begun their own superweapon in response?

The current state is that superweapons are interchangeable and built blindly, often 15 or so minutes before the context they will arrive in. There were earlier arguments regarding countering shields for example. Regardless of whether or not DRP is good against shields, nobody is building them to counter currently existing shields 15 minutes from now. If they end up doing better against shields this is incidental. Less blind and less interchangeable is my aim.
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26 days ago
Faster than the current of no cap at all and building a super in 10 seconds or less in speedmetal scenario vs morphing and obviously taking more time?
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