You will never satisfy the "xenon too weak" faction if you keep half-assing things because you're too scared to challenge the players.Raptor34 wrote: ↑Sat, 21. Dec 24, 13:37 I would argue it's not that OOS cripples Xenon, it's IS cripples factions instead. Because OOS is logically the end result of the superior ranges of faction destroyers, the dumb AI just makes the Xenon looks smarter than they are.
Xenon for some of their dead end sector should get an XL turret for a super station or something. Like a combo shipyard/wharf that also has weapons that can outrange others. Dead end because in that way, it wouldn't be something you feel you need to clear for trade or whatever, so something you can deal with at your leisure.
And I've also suggested some kind of missile boat, but for defense only, because the argument is that having players deal with suddenly missiles is unpleasant, this can be dealt with by reserving them for defense and the crisis.
How do you expect Xenon to give a proper fight if they're not allowed to use half the tools the game offers (missiles, anti-capital weapons on S & M ships)?
How are they supposed to actually make things harder if all the dangerous stuff just sits in a dead-end sector until you decide to go there and fight it?
It's the same reason the crisis isn't a proper endgame threat - you can pick and choose when to engage it, it doesn't actually threaten anything.
Similarly the "xenon too strong" crowd will never accept a solution that could actually threaten their overbuild gate defense platforms (and the eco behind them). They don't want any combat challenges in their empire building sim.
The two points are fundamentally incompatible. Xenon can be either the tutorial enemy or a real endgame threat, but not both at once, so ES either needs to decide which it's going to be or make it an option to choose on game start.
This half-assed compromising that tries to please both sides just ends up disappointing to everyone.