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 kind of agree, the new modules make it possible if the adjascent flottilla is at the proper range to litterally one shot a resourced up carriar with railguns. Granted this is only four CC of your fleet but that for the first opening volley of combat is way too much.
Also the early game up till medium ships rarely ever sees a 2nd combat round or survivng ships.
I miss the 3 card system in ES1, it let you get involved, mix up your tactics a bit mid-battle, instead of just using one card and then watching without involvement.
If battles are typically going to last longer than a turn, then fleets need to be locked in place over multiple rounds of combat, until a retreat is called.
Otherwise we will see ships arrive, fight a round, and then move on to a target next round. This would also avoid 'click fights' where players have to click faster than their opponent to start a fight/move away.
Would it solve the problem of click fights it if the player was given a choice to stay or to retreat on the end battle screen? Like with ground invasions? So nobody can attack until the screen is not resolved.
Hit and run attacks, on the other hand, are possible in the game already and I don't see any problem with that.
I was envisioning a system like ground combat, yes.
Hit and run attacks are possible right now, but hardly a factor because fights rarely last more than one round. I agree that to some extent the problem already exists, but right now it's tolerable. I'm trying to avoid it becoming an issue.
If battles are typically going to last longer than a turn, then fleets need to be locked in place over multiple rounds of combat, until a retreat is called.
Otherwise we will see ships arrive, fight a round, and then move on to a target next round. This would also avoid 'click fights' where players have to click faster than their opponent to start a fight/move away.
Would it solve the problem of click fights it if the player was given a choice to stay or to retreat on the end battle screen? Like with ground invasions? So nobody can attack until the screen is not resolved.
Hit and run attacks, on the other hand, are possible in the game already and I don't see any problem with that.
If battles are typically going to last longer than a turn, then fleets need to be locked in place over multiple rounds of combat, until a retreat is called.
Otherwise we will see ships arrive, fight a round, and then move on to a target next round. This would also avoid 'click fights' where players have to click faster than their opponent to start a fight/move away.
Would it solve the problem of click fights it if the player was given a choice to stay or to retreat on the end battle screen? Like with ground invasions? So nobody can attack until the screen is not resolved.
Hit and run attacks, on the other hand, are possible in the game already and I don't see any problem with that.
If battles are typically going to last longer than a turn, then fleets need to be locked in place over multiple rounds of combat, until a retreat is called.
Otherwise we will see ships arrive, fight a round, and then move on to a target next round. This would also avoid 'click fights' where players have to click faster than their opponent to start a fight/move away.
Disabling auto repair and limiting the overuse of repair modules to repair a ship that didn't take any damage was to mitigate situations when because of increased health the battles take for ever.
But also this stops a huge fleet from rolling trough your empire repairing damage as it goes along.
Each encounter that does some damage leaves a mark on that fleet.
I agree that battles should turn into too complicated micro management and we should just have a few choices to make once a battle starts.
(we already make the most critical choices by designing our ships and fleet composition)
One last thing to consider here also.
The CP cap for a fleet is growing in big leaps.
You get 4 then 10 and then with the bonus per hull type you get to 20 or more with a single tech (adjusted by faction traits).
That creates a huge force imbalance between fleets.
I would suggest that the additional command points per hull is provided by the earliest tech (or even given when getting tier 2 military tech).
This way CP cap scales troughout research without such big jumps.
Well, after reading all your ideas, I still think that increasing ship health would solve all the issues. Everything else sounds way too complicated to me. I like it simple but effective.
One thing that comes to mind, for example, is that I almost never get to see my bombers attack a ship because, by the time they get to one, it is destroyed by long-range weapons. Now if the ships had more health (or weapons did far less damage, whatever works), I'd actually see the battle realized. I absolutely wouldn't mind clashing with the enemy several times to decide a battle, the space battles are one of the favorite parts of the game for me. How do you all feel about that?
The winning side usually takes little damage and it is rare to have battles that go trough all 3 phases.
Very often 1 or 2 is the most that is needed to kill a fleet.
And once battle starts you have no control over what is happening (but that is intended as you are the leaded of a space faction not a battle admiral).
That is also due to a defence gap between projectile and energy defence (more in this thread). But even putting this asside you still don't have any mechanic in play that would help.
I have some ideas that could help here:
1) No automatic repairs on ships (except for special modules) - this will mean that your massive fleet will need to return home for repairs from time to time
That would need a fix for current repair modules so they only repair damage received during this battle. Currently if your ship has 50% health and a module that repairs 15% after battle then if the ship doesn't take any damage it is suddendly at 65% health.
2) Each ship should automatically try to retreat if it is at low health (unless there is a tactic card that you played ordering your ships to fight till death).
It doesn't mean it will be successfull in the retreat but success should be based on ship speed.
This way you get low HP ships after battle that can be persued by enemy fleet to finish them off but that will take additional turns.
It gives you a chance to recover the ships and repair them for another battle.
You could have a special tactic that would make them jump outside of star lanes to escape. Just a wild idea.
There could also be a tactic where each ship escapes in a different direction so that enemy fleet would need to divide to persue (a chance to set a trap for persuing forces?) Probes might become usefull here.
A lot of interesting things can be happening here.
3)Increase defence or decrease damage so that we get more of full battles (all 3 phases). I don't mind that a battle between two fleets of 10 CP will last multiple turns just like ground combat and that at the end of a turn all ships are still operational but just lost some HP. You would get a chance to play a different tactic each turn and maybe even stay alive long enough for rainforcements to arrive.
4) That brings me to the last point. With all those changes implemented I would make combat tie up both fleets just like ground combat does. It lasts and lasts until one side decides to retreat or it simply dies.
What do you think about that?
I agree somewhat.
Yes, battles should take longer. and yes I also would agree that you should have some kind of influence between the "rounds" of battle and effect the situation with change of strategy or focus. Reatreat could be one of them, and individual ships could try to "auto reatreat" unless the enemy has a jammer or the warp drive is damaged (but we dont have such a detailed damage model, so skip that).
However, moving fleets back to repair I think is a management nightmare. That is an overhead I think would just be annoying to manage, as you move them back and forth as a no brainer. Repairing on the spot does the same, but saves you the hassle of managing that logistic aspect.
Overall I think prolonged combat with different fleet states would bring the game-system to the next level.
Some of these state are temporary, some of them keep on to the next round.
If you see what your ships are doing, you can assist them by choosing the right strategy for the turn end.
Other factors might be morale, maybe a damage model, maybe "energy levels" and things like that.
I think the idea should be, that you "evaluate" the shape of your fleet, your personal and your assets, and then make one or two decisions for the next round for that fleet.
It would be in the same philosophy as the current combat system (meaning it is gameplay on the strategic level, not operation level).
The system needs depth and decisions, with more prolonged encounters, but without creating too much micro management, I think.
The winning side usually takes little damage and it is rare to have battles that go trough all 3 phases.
Very often 1 or 2 is the most that is needed to kill a fleet.
And once battle starts you have no control over what is happening (but that is intended as you are the leaded of a space faction not a battle admiral).
That is also due to a defence gap between projectile and energy defence (more in this thread). But even putting this asside you still don't have any mechanic in play that would help.
I have some ideas that could help here:
1) No automatic repairs on ships (except for special modules) - this will mean that your massive fleet will need to return home for repairs from time to time
That would need a fix for current repair modules so they only repair damage received during this battle. Currently if your ship has 50% health and a module that repairs 15% after battle then if the ship doesn't take any damage it is suddendly at 65% health.
2) Each ship should automatically try to retreat if it is at low health (unless there is a tactic card that you played ordering your ships to fight till death).
It doesn't mean it will be successfull in the retreat but success should be based on ship speed.
This way you get low HP ships after battle that can be persued by enemy fleet to finish them off but that will take additional turns.
It gives you a chance to recover the ships and repair them for another battle.
You could have a special tactic that would make them jump outside of star lanes to escape. Just a wild idea.
There could also be a tactic where each ship escapes in a different direction so that enemy fleet would need to divide to persue (a chance to set a trap for persuing forces?) Probes might become usefull here.
A lot of interesting things can be happening here.
3)Increase defence or decrease damage so that we get more of full battles (all 3 phases). I don't mind that a battle between two fleets of 10 CP will last multiple turns just like ground combat and that at the end of a turn all ships are still operational but just lost some HP. You would get a chance to play a different tactic each turn and maybe even stay alive long enough for rainforcements to arrive.
4) That brings me to the last point. With all those changes implemented I would make combat tie up both fleets just like ground combat does. It lasts and lasts until one side decides to retreat or it simply dies.
Manpower sound good on paper but the implement of it is bad. Even Stellaris is going to change how it work too, or remove it entirely. I get the sense that Amplitude try experiment with every new thing that no other games have try before to stop the snowball/rush effect but it still isn't enough. If Manpower is mandatory requirement for ship to operate then it going to hurt tall empire playstyle more than helping them. Heck, Vodyani wouldn't be able to has fully functional ship at all if they choose this way.
Manpower's prevalence has already been diminished quite a bit from Early Access days. Now having Manpower is a plus, not a requirement.
So, I was thinking why I got bored/annoyed a bit while playing. Something was bothering me, but I couldn't really put my finger on it. A sense of meaninglessness and repetition.
Then I realized: It's the never ending cycle of spamming ships into death, winning by attrition and numbers, and not winning by any real positioning or adaption game-play. It's all over too fast, and the outcome is compensated by NEW SHIPS.
Instead of new ships, the ships in the world should have much more impact on a longer time-scale.
There is no "half way there" or "remedy the situation" gameplay when it comes down to fighting at a front line. Either your fleet dies, or the enemy fleet dies. You fill your queues with ships and just spam em to oblivion, right into the frontlines. Then your fleets win, or they lose. That's it.
Thought1:
Space combat is too binary. Engage or don't. I realized this when comparing it to ground combat. It's much more fun. You can react the next turn. Adapt. Change tactic. Stuff happens a bit more dynamically over a longer period. Space combat is hit or miss.
Thought2:
No time/duration relevant game-play aspects to react to. You are not really able to "feel" the direction something is heading and then correct it. Like making your fleet retreat in the heat of the moment, feeling that things go down hill, using support to get em out of there and see em limp home (like in a classical RTS, where you see your HP bars go down, and you retreat and use special abilities like air strike to save em). Basically you cannot "half commit" to check something out (except for save, test, load :) ). It's either: Be alive or dead NOW in this moment. No interaction on a higher level scale that affects the prolonged stand off between two admirals.
Thought3:
No spatial game-play. A fleet cannot try to stay defensive, hide behind moons. I picture stuff like trying to evade, to buy time in my mind. Using strategic approaches to delay the attacker. Use intercept course to intercept and pick off re-inforcements, but you need a scout's ability to do so.
In a way there is no sense of "admiral fleet tactics". Like support fleets firing from a far into combat from the outer rim. But being vulnerable to stealth sneak-up hunter tactics. I know, this is just brainstorming crazy stuff, but I am just trying to get a feeling across. In the end it could also just be a "front-line" in space that moves back and forth to the same effect of feeling that "the space" you are in matters.
If ES3 is ever going to be a thing, stuff like that would be awesome.
PS: Another reason for ships to stay longer in the game would be to have more meaningful options in terms of development while still at war, as it would free the queue of your systems for further development. When in war, there are many nice (military related) things I could and would like to build. But I usually don't because... FLEEEETTS..... MOAAR FLEEEEETTSS ... :)
So if ships would not be binary in their life-state, this could open up the opportunity for having lost battles, without the consequence of clogging your queues for reinforcements.
How about we increase damage mitigarion further while nerfing the repair modules? Also making strategic defense and weapons more fun, Id love to see ship battles last for more than a turn. Just that would change a lot for me, youd have the decision of my carriar fleet lost two escorts and took thirty percent damage while only destroying a hunter, do I retreat or press the attack? Kind of feeling, similar to the manpower invasion of do I press the attack or run away.
I kind of agree, the new modules make it possible if the adjascent flottilla is at the proper range to litterally one shot a resourced up carriar with railguns. Granted this is only four CC of your fleet but that for the first opening volley of combat is way too much.
Manpower sound good on paper but the implement of it is bad. Even Stellaris is going to change how it work too, or remove it entirely. I get the sense that Amplitude try experiment with every new thing that no other games have try before to stop the snowball/rush effect but it still isn't enough. If Manpower is mandatory requirement for ship to operate then it going to hurt tall empire playstyle more than helping them. Heck, Vodyani wouldn't be able to has fully functional ship at all if they choose this way.
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Well, if you limit ships somehow, you still have the issue of
Build -> Send to death -> Build again -> Send to death again AKA = spam.
Increasing HP so ships survive a battle seems promising. More reaction possibilities. Or they could have an ability to try to survive and go home when they are low on HP.
I partially agree; having manpower play a bigger role in fleetbuilding sounds interesting, but having them filled up at the start is in my opinion not the right way to go about it.
What I think could be done is have manpower on ships play a bigger role in general; having a lot of manpower means faster repairs after battle and faster firing guns, perhaps cheaper retrofitting. Likewise, if there aren't enough people on a ship to keep it operating correctly, the ship won't be able to have all it's systems running; guns get disabled, shields fail faster, no repairs.. until eventually everyone on it is dead at a 0/400 manpower and the ship is inoperable since.. yknow there's nobody in it. At that point, the ship is dead unless it autopilots back to the nearest system, which is an action the player takes (or doesn't, since the autopilot picks the fastest route home, mindless of the dangers there).
This will also give that one shuttle you have full of opex gear to invade systems a real purpose, it's massive manpower stores can be used to replenish combat losses. In turn, this mechanic will also make that more manpower loss per hit card and module more useful.
I can agree with manpower mattering more to ship operation even if not affecting the building of ships directly. Ships with no crew should operate at around 35% efficiency. Missing engineers, navigators and gunners should mean something!
There is already a limiting factor built into the game. It's called upkeep.
I get what you are talking about but I like the current system. Why would I be limited to 3 fleets only when I'm a rich empire? How is that realistic?
One thing I was wondering though. How would it change the game if ships had much more health? So in one encounter, you'd lose one or two ships instead all. That would give you the opportunity to retreat after the battle. I don't like seeing my newly built ships be blown up in their first battle. But if that's how the game is then I am prepared to accept that as well, we're just playing with ideas here after all.
Another thing is, what if ships had a manpower cost as well? If you don't have manpower, you cannot build ships. As far as I understand ships are filled up with manpower after they're built. What if they came filled up already?
You could have a fleet system where there are limits to the number of fleets you can field exempting explorer ships. Just like how manpower is tied to your food production/population, the number of systems you have could limit the number of fleets you can field. One major military fleet per system. Or based on the number of colonized planets.
SOTS 2 used a similar system where each colonized world generated a fleet admiral with unique stats. So if you had 5 worlds, you could field 5 fleets. The idea was that you could protect each world with a fleet, but then you couldn't attack if you did. You would need to leave holes in your defense to go on the offense.
You could have inflation for ship building. It would work like the marketplace.
The game already increases the prices of ships when there are rising tensions between factions. But in this case the cost of a ship would become higher every time you build a new one.
So you either have a breaking point where you have to stop spamming and deal with your present fleet or you keep increasing your industry or dust (or influence for United Empire) to increase production.
I guess the main thing was: How can war not result in spamming ships. I think the cheapest solution would just be, to give ships a "wrecked" state. And they can limp home to be repaired. Still costs you resources. But is less repetitive and keeps the build queue usable.
And just less gamble and more reaction gameplay. The military gauge is kinda fooling you anyway. So you gotta test and try stuff with the chance to pull out when you see stuff doesn't work out.
I mean, most of the ppl are probably just loading the autosave anyway, cause loosing too much is often times just going to cost you the game. 150 turns decided in like 4 lost battles that you had not much chance of reacting to.
Agree with 1 and 2, however 3 would be too situational imo to devote much development resources to. Not only will often not have the required ships/conditions to make use of any of it, but also there's a lack of moons and whatnot in-game anyways, they're rare anomalies that appear in a few systems. I wouldn't design a brand new combat feature on the off chance that maybe you'll have a big fight on a system which maybe has a moon. Besides, glhf programming an AI to do it, lord knows devs are having trouble fixing it as it is..
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