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.
Basically just me going through and breaking down what I feel are the good and the bad points of the current ship building/weapons/support systems. Also going over why I currently think the Peta class sophon hull is flat awful, and it really shouldn't be.
A few things I forgot to mention in the video:
1. Peta class might be slightly better if it somehow fills a fleet or formation role that the smaller class can't, but that's still a really lousy reason to have it be so bady.
2. I don't really like that you basically have your era 1 attacker and defender and then your era 2 attacker and defender, with very little difference. There are some (i go over them in the video), but I feel there could be more, and it'd make ship design much more interesting. I already went through the math on the cp to show why I'm concerned the era 2 hulls aren't even good enough as is.
Those modules -have- to be placeholder. They just seem so ...bland. Having strategic resource modules be just "era+" versions is not very interesting at all. Also - am I seeing that right, some races are going to have -no- "Long" range options (and I'm guessing by speculative guess others might have no "medium" or "Short" ) in era 1?!? lolwut.
Actually I need to test more. It's looking like no race has era 1 missile tech, and its possible that all of them have the same era 2 tech (which would be boring), or that its just the sohpons who have 1 hull for era 2 missile tech.
I've got a sophon save now and am in the process of getting every other race to late game with ship tech unlocked to test.
Bumping as i've gotten another game to late game and am working on getting all the tech, but have the ship tech. Made a vid, but the short verison is that right now i'm decently certain that ship hulls are currently just reskins with next to 0 difference between race, which would be extremely disappointing if true.
Vid here showing off the lumeris late game ships and also a few bugs that I ran into:
As the game stands right now, the weapon options for a hull depend entirely on its role:
Attacker (Small, Era1): Kinetics, Beams, Lasers
Protector (Small, Era1): Kinetics
Hunter (medium, era2): Missiles, Lasers
Coordinator (medium, era2): Lasers
Carrier (large, Era3): Any
I disapprove of all factions following the same progression through the ship roles, and of ship roles being hard barriers to options rather than offering an incentive to their archetypical weapons through bonuses.
Regarding the differences between the races: The number of slots is very different. Once I get some time to scale the screenshots I will post a complete list.
Updated 8 years ago.
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