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.
Hi jhell, thanks for considering implementing these QoL suggestions. Some of them, as small as they might appear, could dramatically increase the fun factor of ES2 ;)
Very nice initiative. I believe most of these ideas would make sense in the game. Some of them are easier than others to do, so we might add them in future patches. In any case we'll evaluate them with SpaceTroll and add them to our backlog if we feel they are relevant.
Allow us to retrofit ships inside their hull type to different designs altogether.
This would be the best quality of life improvement by far (in my opinion). Many times i don't do several hull designs due to having to keep them updated, but being able to split and merge designs among existing ships would be really a godsend.
Really needs some population transporting with better macro controls and UI.The UI does not even tell you how many spaces are on planets so you keep goiong bask to the main planet U.
I would also like a auto move pop to best suited planet rather than fidding lookin at every planet for that farming pop needing sterile,ect.
Great thread! I approve more or less all of the ideas so far. Of course balance issues and bugfixes have top priority but a QoL list like this is very nice. Devs make this happen! Understandable if you can't fit in everything or you guys have a different design vision but little things like these here can go a long way.
Off the top of my head I would like to see:
Ability to que Hero level up skills. Similar to researching multiple techs. Maybe even add prebuilt templates like "governor" and "fleet commander" that'd take the typical bonuses that help either focused role.
Ability to skip song. I absolutely love the music of ES2. But sometimes it'd be nice to hear that intimidating Craver theme again or skip the funky Sophons. Hey, it's a QoL list!
Hotkeys! I know it was mentioned already but I'd like to give a bit of emphasis to this. (S)kip current turn for ships. (Q)uery aka send probe. (W)ait until enemy spotted/probe built. Etc. Just keep them nice and tidy in the QWERTY / ASDFG / ZXCVB region for ease of use.
Galaxy screen spaceport use. Put a spaceport icon next to the star system that'd open a small pop-up window that you can use to assign population to the port and click to order the transfer. All nicely on the main screen.
Add a waypoint system allowing the newly built ships to automatically go to a designated solar system
Add in the tooltip of a planet icon in the galaxy view the type of the planet and its FIDSI. The image below shows an example of lackluster tooltip, as I would like to know at least what type of planet it is to plan my research with fewer clicks.
+1 to all but especially these. A 'rally point' system would be great, although I'm unsure if the AI can handle auto-undocking to fulfil that?
As far as QoL goes the main concern for me currently is the ship design and upgrade system. A friend of mine noted when he first started playing that the Ship Name 1, Ship Name 2, Ship Name 23 paradigm was particularly ugly, and I do agree. I'd propose two changes, one perhaps more straightforward than the other:
Separate the 'display name' of the ship, i.e. Ship Name, from the version of the ship used to determine whether existing models should be upgraded, i.e. Ship Name 2. This way when you look at your designs list you just see your creative names unsullied by their iteration, and the version is hidden in the description/tooltip.
Allow us to 'retrofit' ships inside their hull type to different designs altogether. That is to say, let me change a carrier style coordinator ship to a fleet support coordinator ship without having to redesign the same class over and over whenever I want to respec a fleet on the fly.
Given the value and incentive of respeccing your fleets to counter different opponents the current system is particularly convoluted, especially if you are fighting on two fronts vs. fleets with different specs and compositions.
That's all at the top of my mind for now, may try to mock up 1. a bit later on.
I think we need a Galactic Search Engine like the search bar in the Research screen, so I can quickly nail down the locations of any particular planet types or curiosity types or deposits or what have you that I want without zooming to system view. Make it all dropdown lists.
I love this idea. We can think this feature as an Expansion Planner similar to what Distant Worlds or Stellaris proposes (Paradox added it after popular demand by the way ;))
I will add it to the list, even if it is quite a lot of work for Amplitude to implement it.
NovaBlazer wrote:
I love your tooltip ideas. I really like the FIDS tooltip idea which is activated when I hover over a new tech choice.
It would be great to see, that I have +234 food now, and if I select this tech I will have +245 food.
As you mention this is a quality of life fix, so we don't have to go digging around to figure out what the real benefit/detriment to a choice would be.
Thanks! I see this feature as a huge time saver, similar to what we can find in Hack & Slash games where we can compare different equipment characteristics.
I love your tooltip ideas. I really like the FIDS tooltip idea which is activated when I hover over a new tech choice.
It would be great to see, that I have +234 food now, and if I select this tech I will have +245 food.
As you mention this is a quality of life fix, so we don't have to go digging around to figure out what the real benefit/detriment to a choice would be.
I think we need a Galactic Search Engine like the search bar in the Research screen, so I can quickly nail down the locations of any particular planet types or curiosity types or deposits or what have you that I want without zooming to system view. Make it all dropdown lists.
As to Heroes, it's unfortunate that current Hero starting skills don't scale, and only two points can go in each skill. Once uppn a time, EL left you unable to fill all the skills you wanted to their full three points.
In my Ideas I also have that Gene Hunter should see foreign population breakdown to better plan backstabbing invasions of assimilation, and we should be allowed to select None as an option for an outposts benefactor to make mining outposts less wonky to use.
I agree that the leveling system of the Heroes could use some work. However, I often find myself thinking twice about the type of Hero and the skills that I want for my administrators, depending on my needs in industry, food, science, manpower or influence.
Nevertheless, I don't think that this topic fits in the "QoL improvements" section ;)
Endless Space 2 is shaping up. The release was from my view looking great but felt unbalanced . Now it feels much more solid and interesting, but it still feel it could use a few years growing into what I expect will be my favorite 4x game.
The best thing about the ES2 mechanical wise is the exploring and the solar system concept. In new Moo I get so bored by building the same buildings over and over again on planets that feels the same. In ES each system shares the buildings and since you have so many different planets, anomalies and alien populations to fiddle around with it does not become boring or cumbersome and each system feels more unique.
The worst thing is probably the heroes and their skill trees. They all feel the same. The only decision for each hero is should I take a fleet or planet skill. So basically after first deciding if you want a pilot or governor the rest of leveling already feels decided. Their ships are a bit boring too. Would be nice to unlock flagships. But what I would like the most now is a rework of the heroes skills so they would feel more unique. Not sure what should be done thou.
Perhaps should they be divide into two groups. Make them Pilots or governors with their own sub groups and then rework the current skill system into two or three skill trees where some choices might lock out others, so that your pilots/governors can´t be experts on everything and each sub group feel more special. I do like the idea to keep one of the threes dependent on the race.
Now that the Fighters & Bombers update has arrived, I think it is a great time to take a step back to look at what can be done to polish a little bit every aspects of Endless Space 2.
Here is my humble attempt to start a list of quality of life (QoL) improvements that could (greatly) enhance the game experience. The idea of this topic is to offer the community a single place where to post QoL improvements ideas, in order to select the best of them and at the end of the road create an official "Idea" in the corresponding section of the G2G platform ;)
I will try to keep the opening post up to date with the propositions of the community that fits the vision and scope of the game.
So let's begin with the USER INTERFACE:
Add a waypoint system allowing the newly built ships to automatically go to a designated solar system
Add a "Galactic Search Engine" or an "Expansion Planner", similar to what we can find in Distant Worlds or Stellaris to quickly find certain types of planets, anomalis or populations. Particularly usefull with big galaxies. (Proposed by IceGremlin)
Allow us to retrofit ships inside their hull type to different designs altogether. That is to say, let me change a carrier style coordinator ship to a fleet support coordinator ship without having to redesign the same class over and over whenever I want to respec a fleet on the fly. (Proposed by Aitarus)
Add a way to queue Hero level up skills. Similar to researching multiple techs. Maybe even add prebuilt templates like "governor" and "fleet commander" that'd take the typical bonuses that help either focused role. (Proposed by Starbound)
Hotkeys! I know it was mentioned already but I'd like to give a bit of emphasis to this. (S)kip current turn for ships. (Q)uery aka send probe. (W)ait until enemy spotted/probe built. Etc. Just keep them nice and tidy in the QWERTY / ASDFG / ZXCVB region for ease of use. (Proposed by Starbound)
Add a direct indication of the FIDSI bonus associated to special conditions (planet types, presence of anomalies...) in the building tooltip. In the example below, the tooltip could indicate the total science output produced by the current colonized planet and their attributes (fertile, temperate).
Add a "mini-notification" system for recurring informations, like new population or special node discovery, to avoid anoying full screen notifications. The notification could be a little square present in the galaxy view, "attached" to the object of interest. A "?" button could be used to have more information on the event (ex: know the lore and the bonus of a Neutron Star).
Add in the tooltip of a planet icon in the galaxy view the type of the planet and its FIDSI. The image below shows an example of lackluster tooltip, as I would like to know at least what type of planet it is to plan my research with fewer clicks.
Add various and explicit curiosity icons for each type of curiosity in order for the player to have access to basic information without using the tooltip. The icons could show if it is a Ruin, a Signal, a Life Form... and the level of the curiosity.
Add a spaceport icon next to the star system that'd open a small pop-up window that you can use to assign population to the port and click to order the transfer. All nicely on the main screen.
Add a clickable portrait of the hero in charge of a system, for example on the left of the system name:
Add the amout of ressources given by a minor Faction in the notification screen indicating a status change. There is plenty of space ;)
Ability to skip song. I absolutely love the music of ES2. But sometimes it'd be nice to hear that intimidating Craver theme again or skip the funky Sophons. Hey, it's a QoL list!
Currently, if a ship is set to "auto-explore" and it runs into a blockade, you then get a message that it has "Finished exploring". The following turn, assuming it hasn't been attacked, you can go ahead and re-click auto explore, and it'll keep doing its thing...until it runs into another blockade. Rinse repeat.
This is really annoying. I get it, blockades block movement, but having to re-click "explore" every single time gets really old. Doesn't really add any challenge to the game other than having to re-click a button that the game tells you must be clicked.
A similar thing can be seen with leeching by vodyani....there seems to be this thing where leechers will suddenly stop on their own accord for no reason, despite the fact that the planet in question has plenty of population.
So....yeah, could we get a re-visit of these auto-______ abilities?
One other small thing, regarding vodyani. Would it be possible to get a check box on the "fleets" screen, give us the option of toggling off anchored arks? As your empire grows, you get more and more fleets of random names that aren't really fleets so much as your actual colonies.
While browsing researches show the estimated time it would take to complete next to the science cost, same way it works with system improvements and industry cost
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