Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.
And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.
I mean I was trying to do a Blackwatch run when I found out, as before .97 I had taken IndEvo out of my modlists only recently putting it back.
I used it before in previous versions, and pre-lunalib just changed the files to stop them from spawning after several playthrough with them and the novelty wore off. Makes sense that I avoided Rubicon like the plague because I like living.
On the topic of "suffering", in that context I agree 100%. I enjoy Legio for its intended purpose as a superboss. I think the notion for more counterplay is good design of course, and the artillery satisfies that. Its completely in my personal case, "Space Artillery" doesn't make sense (logistically and physics) to use against a mobile fleet. The exception is Missile artillery, which personally, if I could make it all missile across the sector I would have it in the game, which would be done via IndEvo, and I asked about it there already.
I remember seeing that you call the artillery spawns directly in the files for each type (and appreciate the variety), but I also I 100% understand and agree that making an option for all missile falls into the realm of "not feasible" because you'd potentially be filling requests until the end of time instead of working on what you want, or spend all your time making your work as granular as possible instead of, well, making your work. That's on top of worrying about bugfixs, testing, and dealing end users blaming your mod on something that's clearly in the rest of their mod list, which can be infuriating.
Putting superbosses and extra challenges into games is something i'm all about, and "making players suffer" at the hands of a superboss faction, well, if you're not suffering at all while enjoying the challenge, then its not a challenge so i'm 100% happy with that.
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that
Yes, exactly. This is what I was asking about. Thank you, maybe.