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.
I'm not sure repair costs NEEDED to be lowered. There will be some tweaking ultimately, but I personally like the idea of very high repair costs, but having disbanded fleets heal slowly over time (or maybe even based on planet industry). Hell make a military system improvement for it maybe?
The issue with the current system is the only way to repair a ship is with dust, so it's very all or nothing. I like keeping dust costs high because the instant repair is honestly really really powerful, and probably bad for PvP.
For example if I'm attacked in some late game battle with multiple fleets, the defender will always have the advantage if they have any dust left up for repairs because they can initiate the fight, and then repair instantly afterwords, and now stomp the next fight. This sort of tactic should be VERY expensive. Basically if you don't flat kill any defending ship, you can expect it to be at full health the next fight, while your fleet still takes attrition.
There's already support modules to sorta help with this, and I frankly have rarely had dust issues keeping my fleets up (losses are losses and replacing them with industry is fine). I just really don't want to see combat come down to stalemates where you can't attack because of the huge defender repair advantage.
If there was a slowly-repair option, I'd be fine with high insta-repair costs, too. The problem is, as you said, it's all-or-nothing. And it's doubly frustrating when you can't combine heavily-damaged ships; if they're at critical health, they'll be picked off before they can fire.
I'm not sure repair costs NEEDED to be lowered. There will be some tweaking ultimately, but I personally like the idea of very high repair costs, but having disbanded fleets heal slowly over time (or maybe even based on planet industry). Hell make a military system improvement for it maybe?
The issue with the current system is the only way to repair a ship is with dust, so it's very all or nothing. I like keeping dust costs high because the instant repair is honestly really really powerful, and probably bad for PvP.
For example if I'm attacked in some late game battle with multiple fleets, the defender will always have the advantage if they have any dust left up for repairs because they can initiate the fight, and then repair instantly afterwords, and now stomp the next fight. This sort of tactic should be VERY expensive. Basically if you don't flat kill any defending ship, you can expect it to be at full health the next fight, while your fleet still takes attrition.
There's already support modules to sorta help with this, and I frankly have rarely had dust issues keeping my fleets up (losses are losses and replacing them with industry is fine). I just really don't want to see combat come down to stalemates where you can't attack because of the huge defender repair advantage.
MikeLemmer wrote: No it isn't. New ships don't have the XP that old ships do, and a straight repair cost saves on strategic resources. It also depends how much it costs to repair the old ships compared to creating new ones.This is no more different than scrapping the damaged ships and building new ones all over again.
What does experience actually do at the moment though? I haven't seen it affect Health, Damage, Speed or Manpower even after getting some ships up to Elite II in my last game. A fresh ship is simply a better use of resources in every way.
Also, thanks for adjusting the repair cost Meedoc!
Another important difference: If you scrap a ship it immediately stops costing upkeep, so you get that dust while you're building a new one. But, if you get attacked before rebuilding it, you can't use it AT ALL, wheras even a 25-50% health ship will be a significant presence in combat.
I'd quite like repairing with industry to be an option, and I'd also like it to cost less than the full production cost of the ship, but I'd be fine if it were something like 75% cost in industry to repair 100% of the hitpoints. No idea if that would balance well mind you!
What if there was a repair button that instead of a fixed sum of , there were to be a per turn cost to repair a percentage of the damage.
Nah, make it a cost, and have the repair speed depend on the system's production output. That way you could choose between spending to repair it immediately or spending to repair it slowly. If there's alternatives for repairing it, you can give the instant repairs a higher cost.
Yep, that could also work. The cost should be negligible though. I wouldn't like repairing my ships hinder the production ability of the whole system.
Nah, I think it should take up all of a system. Tough choices and all that.
This is no more different than scrapping the damaged ships and building new ones all over again.
So no. I couldn't disagree more. Especially since in the previous game repairing ships had no cost whatsoever.
No it isn't. New ships don't have the XP that old ships do, and a straight repair cost saves on strategic resources. It also depends how much it costs to repair the old ships compared to creating new ones.
What if there was a repair button that instead of a fixed sum of , there were to be a per turn cost to repair a percentage of the damage.
Nah, make it a cost, and have the repair speed depend on the system's production output. That way you could choose between spending to repair it immediately or spending to repair it slowly. If there's alternatives for repairing it, you can give the instant repairs a higher cost.
Yep, that could also work. The cost should be negligible though. I wouldn't like repairing my ships hinder the production ability of the whole system.
Nah, I think it should take up all of a system. Tough choices and all that.
This is no more different than scrapping the damaged ships and building new ones all over again.
So no. I couldn't disagree more. Especially since in the previous game repairing ships had no cost whatsoever.
Unless I am wrong the ships does not repair when docked. First time I saw that in a game like this.
Usually I like the choice between quick repair with a dust (money) cost or be more patient and wait until it repairs at the dock. But it is hard to figure if it's correctly balanced here. It seems that invasion are quicker as well than in Endless 1. Os may it's done on purpose.
Honestly ships overall, should be able to repair a % per turn if they are docked in the hangar in a system, that or a new tech/system improvement that enables aforementioned.
It feels slightly off that you are better off just scrapping an entire fleet and producing a new one, instead of repairing/healing it.
What if there was a repair button that instead of a fixed sum of , there were to be a per turn cost to repair a percentage of the damage.
Nah, make it a cost, and have the repair speed depend on the system's production output. That way you could choose between spending to repair it immediately or spending to repair it slowly. If there's alternatives for repairing it, you can give the instant repairs a higher cost.
Yep, that could also work. The cost should be negligible though. I wouldn't like repairing my ships hinder the production ability of the whole system.
Nah, I think it should take up all of a system. Tough choices and all that.
What if there was a repair button that instead of a fixed sum of , there were to be a per turn cost to repair a percentage of the damage.
Nah, make it a cost, and have the repair speed depend on the system's production output. That way you could choose between spending to repair it immediately or spending to repair it slowly. If there's alternatives for repairing it, you can give the instant repairs a higher cost.
Yep, that could also work. The cost should be negligible though. I wouldn't like repairing my ships hinder the production ability of the whole system.
+1 for a % of HP per turn repair option while in orbit in a friendly system, either production or dust or something else perhaps depending on the faction.
What if there was a repair button that instead of a fixed sum of , there were to be a per turn cost to repair a percentage of the damage.
Nah, make it a cost, and have the repair speed depend on the system's production output. That way you could choose between spending to repair it immediately or spending to repair it slowly. If there's alternatives for repairing it, you can give the instant repairs a higher cost.
I can't figure out how to heal Hero Ships. The "Spend Dust to Repair Ships" button is greyed out for them. Am I missing something? Or is it just not implemented yet?
Thank you for the feedback! I lowered the cost by 2/3 for the next patch.
Cheers,
Awesome! I completely agree that it was far too expensive to repair ships. I love how much you guys take customer feedback. This is why you're the only company i'll dive into early access on with no hesitation
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