


GoogleFrog"There should be ways to mitigate the damage of a superweapon. You can spread out your base, use terraform, make a lot of shields, prevent scouting. In the end this should not be sustainable. If someone is left with a superweapon for an extended period of time then they should win. The counterplay is to kill the superweapon (perhaps requiring some alliances) or to exert too much pressure for them to make one."
spread out your base to have to defend even more? or get killed 1-by-1, how do you use terraform with offense. How does one prevent scouting? How does one kill a superweapon?



GoogleFrog"The role is not to directly end games. Their role is to make offense so much more powerful than defense that it is worth making when you are a single player against seven opponents. If we just wanted to directly end games then they would simply be Wonders."
Funny thing is they act like wonders already. The superweapons are invincible. the only counter is another superweapon or win early before superweapon is up. Also superweapons go hand-in-hand with powerful defense. They are for the team that has good defense. Why is it balanced for FFA anyway. That mode is even more random than teamgames.
some examples:
B755273 15 on Koom Gorge v1 hold front, nuke into zenith into resign
B755046 25 on Small Supreme Battlefield V2 2 meteors at around the same time. one side won by making quakes from silo and meteor strike killing enemy zenith. Game was over after that.
B755014 23 on Colorado_v1 both sides made zenith but game was over before that.
B754627 27 on Emain Macha v3 2 unkillable zeniths, one side tried to kill enemy zentih, other side destroyed everything else with meteors and won by that. zenith was that last thing to die btw.
B754501 23 on Verdant v4 unkillable zenith. tried with silo, but got scouted and killed over and over.
B754027 24 on Nuclear_Winter_v1 15-ish minute zenith rush. was over after that (unkillable zenith).
B755265 16 on Small Supreme Battlefield V2 nuke + zenith and detriment. Was over after that. Other side tried to make a zenith but detroyed by meteors before finished
B754674 29 on Icy Run v2 2 meteors, one killed the other, other got killed by 20-ish jacks One side ressurects faster and wins.
My problem with super weapons is the following:
- Extremely hard to kill, because deep in enemy territory, because of terraform and best AA is actually not even AA (faraday and stardust)
- They are free once build. So all attention can go to units and scouting.
- You can just ressurect and fun starts all over.
- Zenith does not require micro. Just kill a blob of units from time to time.
- I actually think it can be fun for one side to defend till superweapon is up and the other side to attack it before its up. But it is mostly unsuspected.
Solutions:
- Make zenith require metal upkeep (maybe even like 50 m/s since nuke is 20), increase meteor reclaim from 10 to like 50-100 or even more. It does give nett metal now also. So you need to target wisely to not just feed metal.
- Make starlight require energy upkeep with grid. A lot like 500 or even more. So you can kill energy or grid to disable it.
- Make them visible from start, or better like 10% so people cant place fake ones all over. That way you set the timer for some (fun) rush-and-defend gameplay. Like age of empires 2 wonders.
- Make them not able to ressurect.
- Make faraday less usefull against planes