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.
Like differences between ship classes? Absolutely. Just look at the difference in number of module slots and their types between a corvette and a dreadnought.
If you mean differences between the ships of each faction then the answer is still yes. For example, Horatio ships have fewer module slots but they are less restrictive, meaning you can equip whatever modules you want most of the time, making them the jack of all trades master of none faction.
Yeah I should had been more clear. In ES1, ships had different stats and "special abilities". For example, when a Craver's dreadnought ship is completed, it'll gave 15+ approval to the system it was constructed upon. Here's the list if you're curious. Now I know that ships have different modules (one example being that the UE coloniser is the only colonizer ship with a weapon slot) but some ship classes seem to have different stats between factions. The Horatio's ships seem to be much weaker compared to other factions even when they have the same combat powers. I'm curious if there are any "hidden" stats that are not noted down when look at the stats.
Yeah I should had been more clear. In ES1, ships had different stats and "special abilities". For example, when a Craver's dreadnought ship is completed, it'll gave 15+ approval to the system it was constructed upon. Here's the list if you're curious. Now I know that ships have different modules (one example being that the UE coloniser is the only colonizer ship with a weapon slot) but some ship classes seem to have different stats between factions. The Horatio's ships seem to be much weaker compared to other factions even when they have the same combat powers. I'm curious if there are any "hidden" stats that are not noted down when look at the stats.
There's different layouts for every race's ships. Certain ones will have more weapon slots, or support slots, or defense slots. They might have special slots where it doubles the effect of what's on it, or allows for different kinds of things on it. The also have a different overall amount of slots, allowing some races to field more powerful (But more expensive) ships.
Yeah I should had been more clear. In ES1, ships had different stats and "special abilities". For example, when a Craver's dreadnought ship is completed, it'll gave 15+ approval to the system it was constructed upon. Here's the list if you're curious. Now I know that ships have different modules (one example being that the UE coloniser is the only colonizer ship with a weapon slot) but some ship classes seem to have different stats between factions. The Horatio's ships seem to be much weaker compared to other factions even when they have the same combat powers. I'm curious if there are any "hidden" stats that are not noted down when look at the stats.
There are different layouts for every race's ships. Certain ones will have more weapon slots, or support slots, or defense slots. They might have special slots where it doubles the effect of what's on it, or allows for different kinds of things on it. The also have a different overall amount of slots, allowing some races to field more powerful (But more expensive) ships.
They do have certain traits that influence behaviour and effectiveness of certain types of mods. For instance, a Craver battleship has the offensive and hunter traits corresponding to a 10% bonus to weapon mods and targeting selection that focuses fire with other friendly ships in the flotilla, while a Craver cruiser has the defensive and guardian traits corresponding to a 10% bonus to plating/shields and a greater weight to be targetted by enemy ships. Between factions, the only differences are in base HP of hull and mod layouts.
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