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 if I'm just imagining it, but it seems to me that from battle to battle, ships of the same weapon type sometimes start firing earlier or later?
For example, I had a battle where I had small ships start firing laser cannons the moment the intro part finishes, but also other games where the same ships would not start firing until the middle of the sequence.
Is there something I'm missing?
I kinda hope the mechanics for the battles (ranges, getting in close, etc.) would be a bit more transparent?
Weapons start firing when the enemy is in range, and depending on the movement of the opposing flotillas, that can happen at different times. If both flotillas are set to short range, all weapons will start firing a lot more quickly than if both where set to long range, or even just one was set to long range.
However, you also need to keep firing arcs in mind. I suspect that in your case, the laser cannons where mounted broadside, and in the battle where they started firing immediately, you were using a long-range strategy so they immediately turned their broadsides towards the enemy, whereas in the other one you picked a strategy that had them moving closer at first, which meant that they would not be able to draw a bead on the enemy.
Which faction where you playing?
I agree that the feedback about all this is lackluster at the moment, though.
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They don't start firing immediately, but you can cut the time to start firing short range weapons down to something like half or a third of the combat duration, if both sides rush into short range. I haven't done enough experiments yet to tell for sure how much it speeds up the approach.
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Without a map I can't say for sure, but it seemed like when both sides chose short, and only had short-medium range weapons, they simply warped in closer to each other and started firing immediately?
At least, that's what I saw from my recent battle between Cravers and Sophons.
When I tried almost the same battle configuration again (except this time I had one battleship with missiles), the battle seems to have started at the long-range phase.
I'm starting to think that the "warp-in point" might vary depending on the range match.
tactic selection affects how much use each weapon gets. Short range tactic means trying to close as fast as possible, so long and medium range phases may be shorter, and you will see little use of port and starboard weapons (due to angle of approach and firing angles) except for missiles. Going long is the opposite, more long and medium weapon use and more port and starboard weapons.
Factor in the trajectory of the enemy (which atm is always close) and you'll know how much use you'll get out of each weapon. This is numerically represented by the compatibility % the game displays.
My impression from playing the game and reading the design docs is that the three "phases" we see in the overview aren't as rigid as the interface would lead you to believe. The ships weapon ranges are based on some measurement of physical distance in the battle, like they might be in an RTS or something. So a ship with medium range weapons could potentially be firing during any phase. You also have fire arcs based on where the weapon is mounted, some will only fire when your ship is facing broadside etc., so your ships trajectory is really important, and the compatibility ratings aren't really a complete picture.
It's honestly hard to say anything for sure though because we don't get a lot of info right now.
Well i noticed a bug. I was playing cravers. At the start of the game i assigned my first hero to one of my fleets. The fleet contained only the basic slicer with only the projectile weapons for short/med range. The hero's ship contained the same weapons plus the missiles for long/med range if i remember well. The opposite fleet contained some basic ships with only the projectile weapons i mentioned earlier.
If i choose long range attack my hero can lay only about 2-3 waves of missiles before the med/short range weapons start firing. If i.choose short range attack it can fire 5-6 waves of missiles before the other weapons start firing. Quite the opposite as it should be.
That may actually be a result of the firing arcs rather than a bug.
Most ships have their weapons mounted broadside rather than turreted. If you pick the long-range option, your ships immediately turn broadside, whereas the short range one moves in a straight line for a while. That might explain the difference.
Feedback on this is really lacking at the moment.
Updated 8 years ago.
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Regarding weapons range, I get the impression that, even though my kinetics are supposed to fire in medium and short range, my ships won't fire until at point-blank, even when both fleets are on short-ranged trajectories. The guns remain silent until the last third of the battle most often, which I doubt is when the fleet reaches medium range.
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