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Hard Counters for Humans in SCO

Published on Friday, June 9, 2017 By IBNobody In Founders Starbase

SCO Human cruisers have a great primary weapon. It is similar to that of the human cruisers of SC2.

Unlike SC2, the SCO flagship fires self-guiding nukes rather than dumb-firing projectiles. 

Also unlike SC2, there are few counters to these missiles, and none of the races with these counters start near Sol. (There are no Ilwrathi Avengers in our sector which can cloak and become immune to missile tracking. The only true counter to human ships are other human ships.)

This causes an issue because there is no incentive to collect and use other ships initially.

It also causes an issue because the human ship can utterly dominate the Scryve due to the weapon matchup of laser vs missile. The Scryve are not very threatening. (The Scryve need to win battles against humans 2 out of 3 times for me to feel threatened.)

Going by what we know now, here is how I would implement things:

1. The human flagship should start off with a cannon rather than guided missiles.

2. Human cruisers should not be available instantly.

3. A hostile alien race with a hard-counter to the human missiles (but not to the Tywom or other early allies) should have their sphere of influence placed close to Sol.

 

(In thinking about this, I can see how brilliant Paul and Fred were in creating their SC2 universe.)