ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
Sieabah wrote: What I don't want to transfer is how small the tech tree was in Endless Legend. I loved the giant web of technologies that really made a different in what you chose. Going to a simple era thing really limits on how diverse your faction can be.
Was it really that diverse in ES though?
You can invest in the warfare branch all you want, you'll still need to invest in the applied sciences, exploration, and diplomacy trees to be able to actually field your new weapons that have resource requirements, unlock new ships, increase your fleet size, improve movement speeds and modules, and have any sort of sustainable production.
ES might have looked like it had separate branches of tech that one can focus on, but in actual fact, it is impossible to specialize in one of them without heavily investing in everything else (in that sense, you had a lot more freedom in Galactic Civ 2 to specialize in whatever you want, and actually manage).
EL might have looked like it had less options and no different trees, but I found that you could specialize a lot more in it than in ES (for instance the Broken Lords, who can forgo all industry techs minus the basic ones).
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Just not the same diplomacy and space battle system... everything else can carry over as foundation to build upon... those two needs teardown and rebuilt!!
I have a idee for a "winter" but it is not like in EL its a little like it but backwards so it will be more and more harmless or it is like in EL but end sometimes . My idea : We use the scenario that the Harmony conquered the "cleaned " the Universe (in trailer the voice says perfekt Harmony) and the ship bring the dust back too the Universe from one of the last infectet planets ( in one version of trailer you see the dust energy core in the ship and when it is the target of the whatever (probe satelite?) you see the parts of the "interface " go red like there is something wrong )and spread in the universe again but it had to growth so in a period of time the dust is "hiding and use minerals and nature to reproduse itself and delay fleets etc because they have dust powered systems . And in the late game the effekt will be lower because the dust is then at his " normal " form or it will be harder becouse the planets are exhaustet but then it will stop becouse it is at his " normal " form.
- Empire Plan: Perhaps rather than the simple four axis in EL, a "policy" system where you spent influence to issue an maintain edicts that give you bonuses. (That is, imagine the various bonuses of the EL Empire Plan arranged in a grid instead of on axis, and you can toggle each of them individually (though with a cooldown))
- Minor Factions: Already confirmed, but I'd like to see them become more dynamic
- The Market: But with an AI that actually uses it and causes proper price fluctuations.
- Quests: A great way to give the players more information on the lore and differentiate factions.
- "Watchtowers/Extractors" as a way to claim systems without colonizing them
- Privateers (and the upcoming pillaging system): Or some other way to harass enemies without going to war. Perhaps hiring a minor faction as a pirate.
- Skill System: The EL skill system is actually not that different from ES, though the skill tree is more obvious.
- Diverse Factions: The Affinities in ES 1 were good, but I think we can build on that even more.
- Slightly[\B] more tactical combat: I don't want a battle map on which I can issue individual orders, but I would like to have a little more control over the tactics my fleet employs in combat. In ES1 creating a mixed fleet was almost pointless (more so before Disharmony), because there was no way you could guarantee that your missile boats would shoot the big targets and your tank would try to shield them.
- Reinforcement mechanics: To deal with the damn fleet spam.
- Unique win conditions, even outside of quests
- Legendary Deeds: But with more variety than in EL. I'm not sure if there are different quests for each deed in EL or not.
Also, a feature that has been mentioned but never featured in an Amplitude game: Sequential turns and hot-seat play.
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Buzzkillington1990 wrote: What would an appropriate Faction quest be about, though? What would the Horatio want, for example, or the Sophons?
Well, faction quests for the Sophons can be "research 8 technologies", "form a research agreement", "exchange tech for resources"...etc.
Horatio can have quests like "have a planet with 10 pop", "spread your influence over 25% of galaxy", "clone a hero"...etc.
Just like in EL, these faction quests would be a series of quests that gives us a feel of the faction, its play-style, and its lore. And by completing them, we get unique technologies that further distinguish the faction from others, and further encourages a certain play-style.
As for the general story of each faction's quests, I am confident the writers can pull off something very interesting.
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KnightofPhoenix wrote: A faction quest would help in that quite a bit.
But yes, what I love about games like Endless Legend or Alpha Centauri is how they are manage to craft a story within a 4x game, which is quite difficult and exceptional.
What would an appropriate Faction quest be about, though? What would the Horatio want, for example, or the Sophons?
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backslash wrote: What I'd love to see most is more story. ES had a really cool backstory, but it was pretty much limited to the faction's descriptions and intro videos. Whether it's a carbon copy of EL's quest system, a tweak of it, or a new mechanic all-together, I'd love to see more of this world through the viewpoint of its various factions.
A faction quest would help in that quite a bit.
But yes, what I love about games like Endless Legend or Alpha Centauri is how they are manage to craft a story within a 4x game, which is quite difficult and exceptional.
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What I'd love to see most is more story. ES had a really cool backstory, but it was pretty much limited to the faction's descriptions and intro videos. Whether it's a carbon copy of EL's quest system, a tweak of it, or a new mechanic all-together, I'd love to see more of this world through the viewpoint of its various factions.
What intrigues me the most is this artwork where we can see someone exploring an Endless temple... and with that, I can totally imagine the possibility to freely explore planets, with the Endless legend engine ! With this exploration, we could interact with minor faction, search for rare ressources, explore Endless temples, build specific structures and more. But this is way too ambitious
Else, quests could be a great addition, alongside the EL tech tree
Grzemek wrote: - Eras somehow combined with the ES 1 tech web. But I think the web > research eras as a separate ideas. Fudge the powerhouse nations, all hail specialization and setting goals! Maybe something like the ES 1 research web limited with a radius that increases fast with developing the spearhead techs and slower when developing lower tier ones. Eras would pop (and do something, ex. recognise resources, or maybe just get that covered with techs alone) as the circle radius reaches certain size
What I don't want to transfer is how small the tech tree was in Endless Legend. I loved the giant web of technologies that really made a different in what you chose. Going to a simple era thing really limits on how diverse your faction can be.
Another thing I want separate is to have custom factions that don't have to strictly follow their story.
- Eras somehow combined with the ES 1 tech web. But I think the web > research eras as a separate ideas. Fudge the powerhouse nations, all hail specialization and setting goals! Maybe something like the ES 1 research web limited with a radius that increases fast with developing the spearhead techs and slower when developing lower tier ones. Eras would pop (and do something, ex. recognise resources, or maybe just get that covered with techs alone) as the circle radius reaches certain size
- Hero skill trees
- Resource (strat-lux) system
- Something similar to summer - winter dynamics, but not necessarily a cycle. More depth, more factors, MOAR!
- Manual fights FFS
- Nations even more specialized towards certain victories and gimped towards others than in EL. Don't try to homogenize, just go crazy and let us go crazy! :-) Let the space be diverse to the extreme!
- Moar diplomacy than spamming compliments and resource extortion!
- QUESTS/RUINS!
- Not necessarily from EL, but a race tailored specifically towards doing quests
- LEGEND...wait for it...dary deeds!
- Space Market!
- Empire plan, maybe influencing planets/systems gradually over time and with different power due to the distance/governor/conditions, dependent on the Empire infrastructure. Like the Compliment/warning effects in EL
By the way Amplitude, did I mention you are awesome?
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