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.
Something I feel like I don't understand is how a hero assigned to a system seems to level an order of a magnitude faster than a hero assigned to a fleet. Even heroes who see constant combat don't seem to level up very fast.
As a relative newcommer, I can't tell if I am not understanding the game mechanics at play here, or if this is a fundamental imbalance. One way I use to mitigate this is to place heroes I intend on placing with fleets later onto a system so that they can level up faster, but this seems a bit silly to me.
For now, xp gain are like this "combat < exploration < system" with "exploration <<<< system" when you start building tech 2+ building. Note that combat give more xp to the academy xp bar (for the new hero gain) than to the hero in the fleet.
That's a practical solution that unfortunately does little to reduce the feeling of absurdity.
Imagine if, after a few years of leading the most powerful nation on the planet, being responsible for the lives of millions and the destinies of billions, an American president was given command of a warship and told it was a promotion. He'd be like, "Nah, I think I'll retire to the golf course."
Yes, this is something we are aware of, and we want to change how heroes gain XP. They currently only have performative gains (win battles, build improvements...), but unlike the Governor heroes, the Admiral ones will only get big gains if the enemies produce big, powerful fleets.
So our idea is to make hero XP gains passive according to the size of the fleet they're leading, or the size of the system they're managing; boost space battle victories & diminish system improvement bonuses; and probably a few other tweaks here and there. :)
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Yeah dude, that's Death Grips.
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