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Ship slot list? and thoughts on improvements.

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8 years ago
Apr 1, 2017, 7:18:29 PM

Dear Amplitude,


I love your works so far guys the game is coming along swimmingly, few things I'd like to throw in my two cents for.


1. For the AI on normal difficulty they only spam short range beams.... it's so boring and easy to play against it's almost saddening lol, lets make them smarter than that?


2. I'm sure you're aware but Kinetic guns are an easy spam right now too because of how easy it is to have short range all the time. I do love the new way the combat cards work too because if everyone is using short range stuff why have a long range phase? Maybe a few more options though for long range starts but over all I think the easiest way would just be straight number adjustment.


3. My Main question here, on the old Endless space I could go to the wiki and pull up the bonuses and penalties of all the ships, while the system of ships has changed drastically I'd love if we could get a chart or a guide or table or something that shows how many slots each ship has for each type (when upgraded and not) and most importantly the factions as well. In your newest videos of released factions you've given some detail over specialization (Riftborn) and or just strong points (UE) but is this the same for all the other factions that came out in the beginning as well, or are they all just the same? Also if they are the same do you think we could change that slightly? :D not asking for a total overhaul but I think it'd be cool if the Cravers were more weapon heavy or whatever. I'd love to make a chart myself but that takes a while to just spam all that tech.


4. Could you note it somewhere in the pre game description that the Riftborn population doesn't grow naturally? 


5. Please dear god give us some description for the cards that you research before we research them, they make a difference too <3


6. Do you guys really think that Kinetics should be bad for only 80% damage long range and 100% med and short (kinda same with beams just opposite) especially while short range beams are only even usable during short range, and missiles aren't at all during short? Maybe this is just me but lets make it more like 20/30% long, 50/60% medium, 100% short or on Kinetics and something similar for Beams maybe? just so that the differences in phases really stand out, but this could just be me.


Also a question, are you guys planning to add any bonus to populations like Horatio for being on a kind of planet? They and a few other pops just feel a bit duller without that mix and match feel.


Another question, did the Add system for marketplace get removed on purpose because we don't need it now or just by accident? not sure but I think maybe it'd be a cool idea if you can find a way to implement it somehow.


LOVEEEE the work of the laws, hoping we can get more that don't cost and maybe a few at lower levels like 2 laws that cost only 1+ per pop? Just a few more options early game would be cool.


And a final thought, I would LOVE to know if you guys make it available to upgrade from the standard edition to the digital deluxe WITHOUT having to buy the whole rest of the game, like a 30$ discount or something lol.


Thanks for all who read and I love you all because this game is fucking amazing <3



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8 years ago
Apr 2, 2017, 4:55:10 AM
ilovemnms wrote:


5. Please dear god give us some description for the cards that you research before we research them, they make a difference too <3



Seconded this. Especially at higher difficulty, able to choose the correct strategy to fit the current ship design is important.


Also, at least for Endless Legend and Dungeon of the Endless, there is a deluxe upgrade pack available for those who already owns the base game, so I believe this practice will continue on Endless Space 2. 

Updated 8 years ago.
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