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 understood how ES combat mechanics worked with the cards. Depending on what card you picked not only affected your stats directly (attack, defence, repair), but depending on what the enemy picked, those stats could again be modified further (enhanced or downgraded).
I have yet to understand if any of the tactics the enemy picks in ES2 combat can change anything like they did in ES. eg. do some tactics "block" others like they did in ES?
I understand that in combat, the game can group the fleet ships in to up to three "formations" if there are enough ships to fill the default middle formation. Each tactic card has a "global" effect like "+75% shield absorption on all ships, -10% damage on weapons modules". They then also have a "range" specified for each of the three formations.
I understand that the combat has three phases (long, me and short range) and weapons have different strengths at different ranges like they did in ES, but I have yet to understand the significance of picking a tactic that places the different ship formations at long, med or short range. Won't the ships always just fire at each of the three ranges once every combat anyway?
I don't have an exceptional grasp of the combat yet, but I think it goes something like this.
ES2 doesn't have the three forced phases anymore. Instead, your ships will stay at whatever range you tell them to; short, medium, or long, as decided (seemingly) by your chosen card and flotilla formations. You can examine the overall effectiveness of these formations (and, indeed, resort them) by pressing the "advanced" button (the + sign) when initiating a combat. This is also where you can find more detailed information on yours opponents' ideal weapon ranges etc.
The cards do have basic effects in this game too, just like ES1, like the +55% hull resilience one. That being said, I don't yet understand how your opponent's choice of range factors into your performance, if at all. Maybe someone else can shed some light on that.
Something that just came to mind while reading your reply where you say "your ships will stay at whatever range you tell them to; short, medium, or long, as decided (seemingly) by your chosen card and flotilla formations."
If you think about it, if you select a tactic that keeps your ships at long range and the enemy select a card that keeps their ships are short range.....the battle can not occur so that your ships remain at at long range (firing at long range throughout the whole battle) while the enemy ships stay at short range (firing at short range throughout the whole battle). ie. you cant simultaneously be at long range from the enemy while the enemy is at short range to you. Makes no sense.
It is clear that in any engagement, the range for both sides must always start as long range. If one side wants to close the range, they need to advance forward. The range then becomes medium. If they keep advancing the range becomes short. A side that wants to remain at long range will need to give ground to the enemy that wants to instead fight at medium or short range, to remain at long range if the enemy advance.
If battle is actually fought in three phases, what difference if any does the three phases make on the range?
I would assume that regardless of what tactics/ranges were selected before the battle, the first phase would always feature at least some long range combat. If both players selected long range, then I would assume the combat would remain at long range for all three phases.
I could imagine maybe the range of each of the three phases of combat (1st/2nd/3rd) to maybe occur like this depending on the ranges selected in the tactics by each side:
LONG MED SHORT
LONG L/L/L
MED L/M/M M/M/M
SHORT L/M/S M/M/S S/S/S
But till, it doesn't make sense that if both players selected short range that no medium or long range combat would occur. Units closing in on each other to get to short range MUST pass through long and medium range to get to short range. Maybe each of the three phases are broken up in to three micro-phases/rounds so that at least one round of long range combat can occur if both sides pick short range (eg. both sides picking short range would require both sides to immediately charge towards each other. Maybe in this case the first of the three micro-rounds of the first phase of combat occurs at long, the second at medium and third (final one of the first phase) occurs at short).
I think this needs much more explaining by Amplitude.
FWIW, I thought the ES combat system concept was very good.
I could imagine maybe the range of each of the three phases of combat (1st/2nd/3rd) to maybe occur like this depending on the ranges selected in the tactics by each side:
LONG MED SHORT
LONG L/L/L
MED L/M/M M/M/M
SHORT L/M/S M/M/S S/S/S
But till, it doesn't make sense that if both players selected short range that no medium or long range combat would occur. Units closing in on each other to get to short range MUST pass through long and medium range to get to short range. Maybe each of the three phases are broken up in to three micro-phases/rounds so that at least one round of long range combat can occur if both sides pick short range (eg. both sides picking short range would require both sides to immediately charge towards each other. Maybe in this case the first of the three micro-rounds of the first phase of combat occurs at long, the second at medium and third (final one of the first phase) occurs at short).
Remember, one side phases in at the start of battle. They're not phasing in 10km away then closing to 3km. They're just phasing in at 3km if they want to start at short range.
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