For me, the whole point of the scrap was to accelerate games.
Same here, with the addition that you had to earn the scrap in at least some sense (in this case, by destroying the ships that came to kill you).
If superweapons are causing too much scrap, make a special rule that superweapons cause less scrap.
What do you mean, specifically? Having the superweapon units themselves (golems, spirecraft, spire capital ships, champ units) give reduced scrap would only address part of it. Golems actually already give reduced scrap, because their metal costs have a different meaning.
But that still leaves H/Ks and core guardians and starships (which can come by the dozens or even hundreds in exos) giving tons and tons of scrap. Would you reduce their scrap only when superweapons were turned on? Or only when they were part of an exo? Or all the time?
However, if superweapons are leaving a lot of scrap, is that really a problem?
I have no problem with it, as long as players find it fun. But it's been getting to the point where for some period of time after a big attack the metal mechanic
doesn't exist and it's just a matter of slamming enough engineers into something to get it built. If you don't you just lose the excess to the cap, and if you do you're still going to be at cap at the end. The message I believe I'm hearing from players is that this
is way too much scrap.
A curious problem to have, yes.
Maybe, just maybe, scrap only can be consumed on the planet it is generated on the player side.
In theory, I suppose, but isn't it adding way more complexity (both for players and from a dev standpoint) to make a formerly galaxy-wide resource into a planet-specific one in this one particular case, compared to the sort of math we were discussing earlier?
Like you say, maybe just maybe. But I think if avoiding complexity is a concern then we'd avoid that one.
Back to my point though, I see huge scrap windfalls as a problem if it is used on the player side for defense, not offense. The AI already ensures it is used for offense. I think the player should do that as well. Seems a bit more in line with the intent of the mechanism.
Now there I do agree: the point isn't for the mechanic to buy superforts for you, the point is for it to help you refleet faster.
In one sense, if it caused a player-side "reprisal wave" (a big chunk of free ships for the player) that would be far more to-the-point. But that literal mechanic would be... well, more than a little weird.
So what kind of mechanic
would accomplish that reasonably?
Maybe some kind of secondary metal account that's used to pay the costs of Space Docks, Starship Constructors, etc, but not turretry and other defensive things? Still sounds kind of fiddly (and immediately begs the question "why can't I use this on turrets and trader toys instead?") but I figured it was worth mentioning.
(Edit: very ironically, the next thought was "Well, maybe immobile stuff could just be built from an entirely different resource than mobile stuff, and thus obviously scrap recovered from mobile units couldn't be used to build immobile units. We could even call it... crystal. *facepalm*")