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 agree with slashman on that, completely. Ion torpedos away, or something. Having them tied to kinetics ATM is a handicap, but next week it will be OP. Instead of making it more complicated, make it less complicated. That way balancing becomes easier. Base damage of X, the larger the ship the more damage it takes, that way you keep the importance of small attack ships while at the same time incouraging a risk/reward type setup in investing in larger ships with more capabilities.
Tier 2 bombers, are tied to a tech 5 tech, that will almost never see action because the games never last that long, and its tied to a tech that not many use or are interested in. Granted I'm sure that interest has increased since it now contains bombers, but a great solution would be to put tier 2 bombers maybe in the same tech range as tier 2 fighters to increase there usefulness.
Agreed, but since the same thing applies to nearly all endgame tech unlocks it's more of a bigger underlying issue with last era tech tree vs. non-militaristic victory condition pacing in general than just an issue with advanced bomber placement.
Economic, Wonder and Science victory are all achieved way too early so you rarely have a reason to use most of the endgame features like system improvements, T3 strategic resource modules or particularly the planet destroyer that is holed up deep in the "flashy but completely useless for its time investment and cost" tier, and now advanced bombers can be added to the same list. Normal speed games can supposedly run up to 300 turns but all my games end around 120-140 turn mark with one of the aforementioned victory types.
Economic, Wonder and Science victory are all achieved way too early so you rarely have a reason to use most of the endgame features like system improvements, T3 strategic resource modules or particularly the planet destroyer that is holed up deep in the "flashy but completely useless for its time investment and cost" tier, and now advanced bombers can be added to the same list. Normal speed games supposedly run up to 300 turns but all my games end around 120-140 turn mark with one of the aforementioned victory types.
This raises the separate issue of, well, this. I know the devs are monitoring economic victory as of the incoming trade nerfs, but the truth is that both wonder and science are also accomplished far too early. You don't even make it half way through a normal match and although you can continue playing it's a real anti-climax and a bit hollow after.
I wouldn't want to see the pace of the game overall turned down - it's refreshing to actually have things happen in a 4X - but I do think that these domestic victory types all need scaling to take longer and represent the more meaningful investment a game-ending endeavour should take.
Civilisation: Beyond Earth, for all its flaws, handled its victory types nicely. In all cases a map structure had to be erected - costs production - while you fulfilled the corresponding conditions: Emanicipation you had to commit military power to the gate i.e. take the calculated risk of how much you can send through while still being able to defend yourself. Promised Land, conversely, you had to call settlers in from the gate to create and then defend a set number of new cities, requiring extensive planning from the get go to ensure you have enough defensible space for it.
They needn't be so involved for this game, but victories should demand more investment and strategic decision making than they do right now. It should be meaningful when you decide to commit your best production queues to the wonders, or your research to the endgame techs.
Nonetheless, I agree that combat needs balancing. In fact, I'd like to see a move away from a strict "Rock-Paper-Scissors" hard counter mechanic for Plating and Shields, since hard counters work best with direct control. I'd rather see both armor and shields offer damage mitigation against all weapons, but in slightly different ways, but that's a rather extensive discussion.
Late era techs have always been a bit of a problem in the Endless games. Part of the problem, in my opinion, is the "bucket filling " nature of the domestic victories: Produce this much dust over the course of the game. Research these techs (which is a fancy way of saying "produce this much Science over the course of the game).
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The patch is awesome so far! The list is really long.
But one thing that I've noticed is that "All must tithe II" still isn't fixed. It's in the same tech era with "All must tithe III" which makes it useless. Also the tech which can convert 1 population into 300 manpower has a translation mistake in the german version. "Exotische Rationen" is not the name for this tech. Pls fix.
A lot to think about. We'll definitely check the issue with Shields / Hull plating.
As Cat pointed out, there is a penetration value for each. It helps us balance out for example Fighter damage against ships while still being deadly against Bombers, as Squadrons don't have any protection. But it does bring some problems (Fighters being strong against undefended ships, which isn't exactly intended).
They appear to have some targetting issues cross-flotillas (which is strange).
I'm dissapointed in the bomber projectiles - they look just like tier 1 kinetic missile tech! Could the visuals not be changed to something a little more unique?
+1
I just watched all my fighters completely ignore enemy bombers in favour of attacking hunter/carrier ships. The escort for their host carrier moved to intervene and then sort of chased the enemy craft at the end of the engagement just before I won anyway.
And I fully agree that the projectiles should be more visually impressive. The non-strategic weapons esp. missiles always looked antiquated as is.
Slashman wrote:
Dragar wrote:
Visually, the fighters/bombers are great.
They appear to have some targetting issues cross-flotillas (which is strange).
I'm dissapointed in the bomber projectiles - they look just like tier 1 kinetic missile tech! Could the visuals not be changed to something a little more unique?
In ES1, bombers had very interesting energy-torpedo type projectiles which really looked nice. They didn't look like missiles.
Maybe the visual at the very least could be tied to the Empire tech level?
I like the fact that we will be able to know what population will be used in "chain gain production" but the game could still use some more population control options.
Alright, as a serious critic of the design choices ES2 has undergone, i am taking advantage of the earily build. I have been waiting for fighters and bombers for a while now, mostly in the hopes that they will make combat appealing, or in anyways complex. In the wise words of Rick and Morty, "show me what you got!".
Alright, as a serious critic of the design choices ES2 has undergone, i am taking advantage of the earily build. I have been waiting for fighters and bombers for a while now, mostly in the hopes that they will make combat appealing, or in anyways complex. In the wise words of Rick and Morty, "show me what you got!".
Admittedly, there's some concern with the Fighters and Bombers being available to all ship hull sizes, but that should be addressed soon.
Tweaked Offensive Military Power Threat Threshold to reduce trespass occurrence
Just wanted to ask if this tweak is mutual for both player [person] & AI Factions [including multiplayer]?
Does it exclude civilian &/or probe ships with minimal weapons below this threshold?
What does it have to say for the turn-duration tolerance of stay of foreign faction ships in your respective system, or how long is tresspassing in accordance to this feature extended to be tolerated with, without trespass warning [while no weapons or under this militaary power threshold]?
either way, I like where this feature is going, thanx for the update ;)
Admittedly, there's some concern with the Fighters and Bombers being available to all ship hull sizes, but that should be addressed soon.
Hope you enjoy it!
Note that we wrote this at the top of the notes, DD. :p
CyRob wrote:
I've had a look and they are great as there is also a craver's one added, are any more added?
(Click images to view in full-size)
Pirate hero Bosun Jennifer Rach
I had seen a bit of Bosun Jennifer Rach stuff in the files (along with other unimplimented stuff)
Since this this may be the best time to ask,
Why were they originally named HeroDLC01Pirate01? (Emphasis on DLC01 as its now HeroPirate01) was something else planed for them?
(also the old HeroDLC01Pirate01 localization stuff is still there)
The Outgame views for Cravers & Sophons have always been in, but we've just now updated them with the ships! So there's that.
As for the "DLC01", when we start fleshing out content for future updates and expansions, sometimes we move things, or in this case, people around! I'll let the devs answer the other questions because that's more their area of expertise than mine.
Tweaked Offensive Military Power Threat Threshold to reduce trespass occurrence
Just wanted to ask if this tweak is mutual for both player [person] & AI Factions [including multiplayer]?
Does it exclude civilian &/or probe ships with minimal weapons below this threshold?
What does it have to say for the turn-duration tolerance of stay of foreign faction ships in your respective system, or how long is tresspassing in accordance to this feature extended to be tolerated with, without trespass warning [while no weapons or under this militaary power threshold]?
either way, I like where this feature is going, thanx for the update ;)
Hello,
This tweak will affect the AI in solo and multiplayer. All fleets, no matter the type of ship composing it (military, civilian or otherwise), will be ignored by the AI if their offensive military power is below this threshold. There is no time tolerance for trespassing and the AI will always log a "trespassing" right after the foreign fleet arrive on its systems. The mood message can sometime be send one turn later in specific circumstances though.
Frogsquadron wrote: The Outgame views for Cravers & Sophons have always been in, but we've just now updated them with the ships! So there's that.
It took starting and exiting +20 Games but I finally got the sophon screen,
(I do wish that we had an option to set the main menu background, maybe like a tick box thing where you chose which ones could be chosen from at random)
The Skybox & sophon ships work really well with the menu UI colour
(A small bugbear I now have is that the constellation-like lines in the background of scan view don’t match up with any stars outside scan view)
As for the "DLC01", when we start fleshing out content for future updates and expansions, sometimes we move things, or in this case, people around! I'll let the devs answer the other questions because that's more their area of expertise than mine.
That makes sense, I'm not sure why the future content is added to the file of the public build,
(E.G. OpBot seams ready to go bar the lack of hero definition) Unless you want it to be found? or is it not intentional?
By the sounds of it there are plans in the works for future updates & expansions,
Unfortunately, I'm doubting we will get to hear any of them until they are much closer to release.
Which makes sense as they can all change, but it would be very nice to know what is beyond the current horizon.
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