So i've played sins awhile ever since the original. And I know, as much as everyone else, that the advent super weapon sucks..... majorly. A proposed solution is that when it shoots at a planet each ship in the gravity well has a 5- 10% chance of being converted. The original effect of sending culture would stay the same, but instead of just culture spreading you could gain a few ships too. I think it would help a little to make the advent actually use their super. Any feed back on the idea would be great thanks
Causing the effect to be temporary would be very interesting.. The Advent player would clearly try to use the temp-capped ships to inflict harm on the others, forcing a battle whereas the defender would try to avoid losses, knowing that those are still his ships, he just can't control them right now. Sacrifice those ships and save the remaining ones, or lose some and keep them when they default to your ownership.
Honestly, I really like that idea.
Thank you all for the awesome discussion, hopefully the devs will look at our ideas and implement a few.
I dunno, a 25% damage bonus, the bonus mitigation from being in culture, being able to deny enemy culture bonuses anywhere, and a guaranteed loyalty drop on the planet due to suppressing local culture generation (in place of yours) is pretty good.
It's not as flashy as the other two, but combine all that and it's going to give your fleet major advantages no matter where you want to fight. The problem with it right now isn't that what it does is bad, it's that it can't do it most of the time because local culture blocks it.
I really don't see stuff like converting ships, defenses, or planets happening. That could get out of hand very quickly.
The problem with this synopsis is that because of the current mechanics of how culture works, the in-culture bonus, denial of enemy culture bonuses and drop in enemy allegiance are not guaranteed.
After reading through the various posts on this thread, I think the bare minimum fix for DE would be that it deactivates all culture centers at the target planet. This would at least ensure near instant culture control of the gravwell allowing for the Advent bonuses to be present and removing the enemy bonuses. This I believe is the least thing needed to at least make the current iteration of DE function as it was conceptually designed.
That is a given.
The Advent are my favorite race, but it annoys me that DE is so weak. It will be interesting indeed on phase missile block in culture though. What if DE denied use of all things in a well for X seconds (i.e. all ships, structures, research labs, planet income & resources, etc)?
Seems a bit too similar to the Kostura to me. I think the Superweapons should stick with the general themes of the races ie TEC=Radiation/Economy, Vasari=Phase Manipulation/Military Might. I would love if the DE stuck with the Culture/Synergy/Shield motiff of their race. Perhaps DE knocks out all culture centers in Gravwell, spreads culture, lowers shield mitigation for all ships in well by 5 pts and increases damage of Advent Fleet by 25%.
While I think totally unfeasible, this would be hilariously awesome.
I like the OP idea as well but it's more akin to "Rebel insurgency" like the TEC has.
Using the DE for fleet support is definitely a plus but there are a lot of variables--coordinating the hit, keeping your fleet in use or alive while waiting to arrive in sync with the shot. telegraphing your fleet target intent as soon as the shot is fired, the logistics and military burden of the research to get the DE.
A Kostura--when properly used, gets your WHOLE fleet to the target and impacts it immediately. The Novalith can take worlds out. alone. The DE requires a lot of investment, research and attention to work and doesn't work half as well.
I made a post suggesting the DE capture culture centers in the gravity well where it hits. GoaFan suggested maybe just destroy them. Volt_Cruerlz already made a mod for Rebellion of it and you can try it out.
If you have the modding skills, you can pretty easilychange it to capture ships or just destroy the centers.
Will make a good testbed for ideas here. The link is here.
I tried using that idea Yurka in my own mod but I couldn't get the "EXPLORE" bool to work on a weapon it seems. My idea was there was to take Reverie and make them explore until they took enough damage. Bummer. I think it's one of those abilities with hard code stuff.
While it would be horrendously OP, it wouldn't be difficult at all to do this. Cannon shell applies buff to planet, applies buff to ships, ships explore and spread culture, time expires, ships wake up. Actually, it's a very simple buff chain.
They should make it lore specific so that the Advent superweapon actually shoots a massive bag of weed smoke that completely disables all planets and structures in adjacent gravwells because everyone's too high
And disables hostile culture spread in those planets by starting hippie revolutions
what if the deliverence engine just set the culture in the well instead of trying to spread it? This way, it wouldn't be fighting any culture already there. then I'd throw an tack an allegiance drain for good measure. Balance can be tweaked by the the duration of the effects, the amount of culture and the amount of allegiance lost.
Something along that line seems to be a fairly popular suggestion for how to fix it. Now we'll just have to wait and see if the devs do something about it.
If the DE could "convert" enemy Culture Centers like a chain reaction it would be also very powerful and usefull.At the moment you need to negate his culture first before you spread your own, there is the first problem in my opinion, this is to weak. i have seen Vasari with only one propaganda who stand against the DE because his culture was spread to some other planets. after i shot 2 other DEs to nearby planets, i could overwhelm him.So, if you shoot your DE to an enemy planet, your Culture will spread without negating the enemy culture first.Also the enemy culture centers get converted to spread your culture instead (enemy needs to destroy them with ships or defense then). If your culture reaches another planet with another culture center, it will also be converted slowly. if there is no culture center at the second planet, the converting time becomes slower. if there is no culture center at the third planet then, it will stop. but with each converted culture center the effect starts again.Because it takes a looong time to loose youre planet because of the allegiance loss, you have enough time to prevent this. But if you dont want do do anything about it, you will have problems.Also you can sell the culture centers before the advent culture reaches them, so you can stop the effect until you have destroyed the converted centers.So it would not destroy wour planets from far away like the nova, also it wont give you the ability to jump directly to your planet like the kostura. but it would freak your enemy if he wont hurry to protect his planets against this slow moving danger.Because you simply need to destroy the center to stop the effect, it wont be so op. if you have no defense or ships at the affected planets...you have a problem
Actually, I figure the worker bee at your planet will being auto-scrapping the enemy building, but I do like the one-time conversion of culture-to-communion as a few people have mentioned. This also means, in order to be more effective, you need to count on your opponent to have built their culture satellites...
I have no current ideas, just make sure that the weapon doesn't just end up a 'on wholly special occasion' use. You can shoot the novalith like no tommorow, and the kosutra [though technically situational], should be rather abusable in any situation as you are expected to have a fleet of ships. The Advent weapon does need some sort of guaranteed effectiveness. Auto-culture spreading ignoring enemy culture values temporarily might be handy, as to make the initial effect unavoidable akin to the other two, and also auto-set culture in the shot gravity well [as long as it doesn't overthrow government as a guarantee]. I know I'm just restating things, consider these generalities as back-up.
I think that a simple flip of what the planet considers "friendly" and "hostile" should be all that happens. For a minute or 3, the owner and all allies are seen as hostile, and everyone else is seen as friendly. You wouldn't have to fight internal or external culture centers, but you wouldn't be forcing a conversion either, so outside planets would remain unaffected. Allegiance would decrease like normal, since the culture is considered hostile. Logistic structures are unusable by the owner for the duration, and tactical structures view the owner/allies as enemies. Starbases wouldn't be directly affected, since they aren't linked to the planet. I think the user would receive bonuses while the effect was in place, since said player would be on "friendly" culture, but I don't know if that's linked to the planet or the player. If used on a neutral, the only thing I can see being affected is friendly/hostile culture, but that goes back to whether culture is linked to players or planets.
Unfortunately, you lose the functionality of provided a quick fix if your own culture is getting low. With the above being said, it goes without saying that you shouldn't use it on an yourself or an ally (Unless, of course, you're preparing a backstab )
Here's a thought, you could make the advent superweapon give permanent (or long lasting, at least) debufs on ships (or structures) at the target planet. For example: +100% weapon cooldown, -50% shield mitigation (because demotivated), or for structures, +50% build time, -50% resource extraction rate, and weapon debuf for starbases/tactical structures.
Though i admit, the exploration idea would make me play advent.
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