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Planet Crackers

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7 years ago
Feb 3, 2018, 10:16:20 PM

Even with its tactical uses (fair point: taking away enemy strategic resources) the weapon still feels tacked-on and incomplete imo.


I really liked some of the suggestions involving politics/diplomacy. Using a weapon of mass destruction as a powerful tool for negotiation would make sense. Additionally, populations would be utterly terrified if someone could just waltz up and obliterate everything you know and love, yes? Perhaps having a world destroyed by Core Cracker could apply a significant Approval malus to the affected system and empire, so it further emphasizes the hit to your economy.

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7 years ago
Feb 4, 2018, 11:46:02 AM

The guys I play with usually wouldn't give up a high yield system easily and have of course extreme defences deployed and reinforce with ships who supply the ground forces once they reached a system. Core cracker is a weapon to decide the outcome against strong players, for me it seems like you want to use it against some inferior AI or someone who you can outproduce easily. I think you're all building battle ships, getting systems near by from weaker players.


So first of, Planet destroyers can move faster since they only need engines on their module slots. They're a tactical weapon. If you can conquer an enemies system so easily with an attacking fleet, than simply your opponent isn't strong enough, you're playing against an AI or something. 

All you guys seem to be telling me, that an enemy player would simply let you take away their core systems without constantly trying to supply and hold the system, which means you can't play against humans. Try to tune up the difficulty or go play against other humans in multiplayer and you'll see that you need it.

But you still need to hold the system for 5 turns, right? So your opponent has to be weak enough that you can hold the system for 5 turns (after having invested in a tech and a carrier that won't help you with that), but strong enough to retake it afterwards?

Even if an opponent can somehow afford to constantly send in ships with reinforcements after having lost the initial space battle, would it not be simpler to do the same and use siege modules?

Updated 7 years ago.
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7 years ago
Feb 9, 2018, 5:30:57 AM

Planet cracker can charge during coldwar/truce so once war declared you instantly lose planet. This alone is a biiiiig oversight.

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7 years ago
Jan 30, 2018, 7:07:21 PM

Normally these are an end game mop up thing but they take too long to attack each planet.I would make them star killers.

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7 years ago
Jan 30, 2018, 8:12:58 AM
NauticalSoup wrote:

So, is the planet cracker as useless as it seems?  I finally built one to complete the Vodyani questline today and it was just a pain, with almost no strategic value whatsoever.  To make the thing work I pretty much already needed all the tools to secure a star system in vastly less time, and with vastly less specialized tools.

My impression is that it was put there just for the sake of it, rather than be integrated as a fully fleshed out mechanic.


But honestly I don't really mind.  Death Star type weaponry and destroying planets are impractical in their very conception as far as I am concerned.  If anything the planet cracker should incur massive diplomatic and approval maluses and should only be worth using in very specific situations (like a practically tough and well defended system). 

Updated 7 years ago.
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7 years ago
Jan 30, 2018, 11:01:08 AM

Personally I'd want more mechanics to it, both negative and positive. Such as destroying planets in a whole system can destroy the hyperlanes or allow you to gain a limited amount of resources from those planets (I believe Stellaris is doing that for their planet crackers), while also giving diplomatic and approval penalties. It should be a win-lose situation on a galactic scale, as destroying a planet shouldn't be a small thing, but it also needs its bonuses too given how hard its to achieve it.

Only reason I can find other than just giving your enemy the middle finger is that allows you to "take over" a system without capturing it and destroying everything they built in one go. Though personally I think they should add a way (except privateering) to take over systems without colonizing them, which would make this tactic even more flawed, even if you have to make sure the enemy don't recolonize it.

That said, if the enemy is even close to your power level or above, it's practically impossible to make use of it cause the enemy will have fleets to disrupt you and building that ship and tech will have set you behind in terms of power. So it's mostly just useful in very very few cases when you're ahead, managed to get ahead or the enemy is distracted by more than one enemy.

It doesn't help that the tech for it is at the very end, it can take a great deal to make a ship with the module and it takes several turns to charge it up for just one planet A system of 5 planets takes 25 turns to destroy, that's a lot that could go on during those turns. Now while that makes sense for such a destructive weapon; just for it to destroy planets with little yield to it is kinda wasted time when you could've researched better things and spent time making other ships to outdo the enemy.

Updated 7 years ago.
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7 years ago
Jan 30, 2018, 11:13:27 AM

Taking over systems is a huge bother. Destroying their worlds is a way better way to get rid of ugly neighbours who already contributed to Horatio's perfection.



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7 years ago
Jan 30, 2018, 1:44:30 PM

Like you said Planet Cracker is usually unlocked way too late and is too expensive to produce and takes too long to charge to be of any practical use, but I think one possible late-game use would be destroying capital systems, thus reducing the number of capital systems required for Supremacy victory. The Cult in EL had a similar ability since they were the only faction capable of razing enemy capitals. 


To me it actually seems the Vodyani faction quest's branching path is designed that way: Religious path asks you to capture enemy home systems, while the Heretic path asks you to build a planet destroying ship (though it doesn't directly ask you to destroy home systems).


I recall discussing the issue somewhere else and at least back then the planet cracker didn't work as intended: fully annihilating a home system didn't remove it from Supremacy victory calculation and instead made the victory completely unachievable for everyone. Not sure what's the situation now. However regardless of whether it works or not, currently all victories are achieved too early for it to serve any real use, especially Science victory because if you're advanced enough to research Planet Destroyer module you're often advanced enough to just beeline for a Science victory instead, without all the hassle.


Also I really like Numinumi's idea about planet destroying giving the performing faction resources for doing so. Sins of a Solar Empire has something vaguely similar where one faction can destroy planets to scavenge tons of resources in one go. It would also fit the Militaristic focused gameplay: they already have a law that gives Dust and Science for every destroyed enemy CP to compensate for lacking economic and research infrastructure, so planet destruction could also work same way. It would also be in line with EL's Cult that also received resources from razing cities.

Updated 7 years ago.
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7 years ago
Jan 30, 2018, 2:04:31 PM

I think the diplomatic modifiers could make planet crackers a lot of fun.  They probably also don't need to be so horribly gimped in so many ways, the idea of them needing to be installed on otherwise unarmed carriers after you've already invested so much wasted science into just getting the damn things, and then having to babysit them for a few turns... it's probably overkill.


Anyone remember how much fun Doomstars could be in Master of Orion 2?  If a game actually goes long enough for the factions to be producing planet destroying superweapons they probably shouldn't feel like a joke.

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7 years ago
Jan 30, 2018, 3:07:30 PM

I like using planet cracker to deal with Craver-occupied worlds. Just think of it as a giant can of Raid. :P

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7 years ago
Jan 30, 2018, 4:24:59 PM

I ve an idea, make the planet cracker a t4 tech and reduce the charge time to 1 tirn but with a cooldown of 5 turns , it would make it more useful but bot op.

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7 years ago
Jan 30, 2018, 5:21:09 PM

It's only in there because a few people thought it was a good idea to have it.


Imho, it's a white elephant that really has little purpose in the Endless Universe.  So I ignore it.  There is so much that is good in the game, that one indulgence for the few is tolerable.

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7 years ago
Jan 30, 2018, 7:05:49 AM

So, is the planet cracker as useless as it seems?  I finally built one to complete the Vodyani questline today and it was just a pain, with almost no strategic value whatsoever.  To make the thing work I pretty much already needed all the tools to secure a star system in vastly less time, and with vastly less specialized tools.

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7 years ago
Jan 30, 2018, 10:25:22 PM
The_Quasar wrote:

It's only in there because a few people thought it was a good idea to have it.


Imho, it's a white elephant that really has little purpose in the Endless Universe.  So I ignore it.  There is so much that is good in the game, that one indulgence for the few is tolerable.


I don't think I'd ever accept this as suitable logic for leaving a half-baked element in a game, or being unwilling to fix something that is clearly not functional.  If the mechanic just junk, remove it.  Plus it doesn't even apply - it's part of one of the two quest endings for Vodyani, so you have to play around it if you are doing their quest or accept that one branch is closed to you.  That's unacceptable to me.  And that's assuming there aren't other half-baked, poorly concieved elements in ES2 that could stand to be ironed out, which there are many, many, many of.


I also don't really think a planet destroying superweapon is inappropriate for the Endless verse, when we've seen what else Dust can do.  If anything there aren't ENOUGH planet destroying superweapons :p


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7 years ago
Jan 31, 2018, 12:28:31 AM
NauticalSoup wrote:
The_Quasar wrote:

It's only in there because a few people thought it was a good idea to have it.


Imho, it's a white elephant that really has little purpose in the Endless Universe.  So I ignore it.  There is so much that is good in the game, that one indulgence for the few is tolerable.


I don't think I'd ever accept this as suitable logic for leaving a half-baked element in a game, or being unwilling to fix something that is clearly not functional.  If the mechanic just junk, remove it.  Plus it doesn't even apply - it's part of one of the two quest endings for Vodyani, so you have to play around it if you are doing their quest or accept that one branch is closed to you.  That's unacceptable to me.  And that's assuming there aren't other half-baked, poorly concieved elements in ES2 that could stand to be ironed out, which there are many, many, many of.


I also don't really think a planet destroying superweapon is inappropriate for the Endless verse, when we've seen what else Dust can do.  If anything there aren't ENOUGH planet destroying superweapons :p


What quest ending for Vodyani requires that you destroy a planet? The religious/military definitely doesn't require it. And I thought the other questline just requires that you control the Academy. It's been a while since I've gone down the non-religious route, so remind me if I've misremembered.

I don't think the system is half baked. It's a very powerful late game tool that can turn a whole game around if you choose to use it. Permanently turning an excellent system into a poor one is a big deal. Even destroying a single planet can result in hundreds, or even thousands, of FIDSI loss depending on how developed that system is, how big the planet is, and what population types are there. And it's permanent, unlike the possibility of recapturing a conquered system.  

The thing with easy to access superweapons is that they are fun for the first couple of times, but then eventually everyone just realises that you should rush for them. I remember watching some of the best Civ5 players in multiplayer, and every game was essentially a cold war until someone got nukes, then that person won. You'd never see any other kind of victory type, and never see any tech past nukes. It eventually made the game one dimensional and dull. This is something the ES2 has tried to avoid, making all the victory types viable, and part of that means limiting the power of superweapons by making them difficult to attain. The other superweapon in the game is the Riftborn Orich/Quad singularity that freezes a system for ten turns. In many ways, it functions similarly to the planet killer - you can permanently shut down three enemy systems and there is nothing they can do. You can effectively destroy an empire without lifting a finger. In tech terms though, it's about three times as much as any of the Endless techs, and rightly so.  

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7 years ago
Jan 31, 2018, 2:14:21 AM

The other quest line requires you destroy two hot planets (wat) before the academy occupation thing happens.  It's actually pretty ludicrous, since if I have enough tech and resources that I can afford to waste it researching planet destroyers, building them, and destroying totally arbitrary planets, I can probably just steamroll any remaining opposition anyway.  I think the Vodyani heretic quest line is my least favourite that I've encountered so far, and it DEFINITELY feels half-baked.  The lore justification for it is kind of insane, where you're supposed to be scrubbing the galaxy clean of Endless relics, and somehow that translates to blowing up exactly -two- planets, as long as they're also -warm-.


As others in this very thread have pointed out already, the planet cracker isn't super, it's pathetic.  "Joke weapon" would be a better way to describe it.  If you think this is adding value to your war efforts, you're clearly doing something terribly wrong - it's rare indeed to even require five terns of sieging + invasion against any star system that late in the game.

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7 years ago
Jan 31, 2018, 3:53:29 AM
WeLoveYou wrote:
NauticalSoup wrote:
The_Quasar wrote:

It's only in there because a few people thought it was a good idea to have it.


Imho, it's a white elephant that really has little purpose in the Endless Universe.  So I ignore it.  There is so much that is good in the game, that one indulgence for the few is tolerable.


I don't think I'd ever accept this as suitable logic for leaving a half-baked element in a game, or being unwilling to fix something that is clearly not functional.  If the mechanic just junk, remove it.  Plus it doesn't even apply - it's part of one of the two quest endings for Vodyani, so you have to play around it if you are doing their quest or accept that one branch is closed to you.  That's unacceptable to me.  And that's assuming there aren't other half-baked, poorly concieved elements in ES2 that could stand to be ironed out, which there are many, many, many of.


I also don't really think a planet destroying superweapon is inappropriate for the Endless verse, when we've seen what else Dust can do.  If anything there aren't ENOUGH planet destroying superweapons :p


What quest ending for Vodyani requires that you destroy a planet? The religious/military definitely doesn't require it. And I thought the other questline just requires that you control the Academy. It's been a while since I've gone down the non-religious route, so remind me if I've misremembered.

I don't think the system is half baked. It's a very powerful late game tool that can turn a whole game around if you choose to use it. Permanently turning an excellent system into a poor one is a big deal. Even destroying a single planet can result in hundreds, or even thousands, of FIDSI loss depending on how developed that system is, how big the planet is, and what population types are there. And it's permanent, unlike the possibility of recapturing a conquered system.  

The thing with easy to access superweapons is that they are fun for the first couple of times, but then eventually everyone just realises that you should rush for them. I remember watching some of the best Civ5 players in multiplayer, and every game was essentially a cold war until someone got nukes, then that person won. You'd never see any other kind of victory type, and never see any tech past nukes. It eventually made the game one dimensional and dull. This is something the ES2 has tried to avoid, making all the victory types viable, and part of that means limiting the power of superweapons by making them difficult to attain. The other superweapon in the game is the Riftborn Orich/Quad singularity that freezes a system for ten turns. In many ways, it functions similarly to the planet killer - you can permanently shut down three enemy systems and there is nothing they can do. You can effectively destroy an empire without lifting a finger. In tech terms though, it's about three times as much as any of the Endless techs, and rightly so.  

Here ya go, this is the Quest right before you have to secure the system where the Academy is located


Your point about the superweapons is spot on; it wouldn't be fun if they were too easy to use, otherwise, you'd just rush for them and start blowing up planets as if you were Palpatine on steroids. Wars would end too easily, there wouldn't be a challenge to it, and it would make the game very boring. Also, the AI would literally make even more ships with planet crackers smh 


Anyway, hope the pics helped refresh your memory 


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