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Space Fights

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7 years ago
Mar 1, 2018, 7:53:36 PM

But you can make turn-based space battles? will be more atmospheric. I appeal to the developers.

Updated 7 years ago.
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7 years ago
Mar 1, 2018, 9:30:49 PM

Correct me if I’m wrong but basically you’re suggesting fleet engagements that have two locked fleets for 2 turns or more ? As cool as this would be it probably goes agaisnt what the DEVs have planned and might be tough to implement as a game mechanic. 

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7 years ago
Mar 1, 2018, 10:11:51 PM

No, he means turn-based battles as in Endless Legend.

The game is already released I'm afraid, this is not something that could be now. I'm not sure too many people would want a change to turn-based space battles anyway. I know I wouldn't.


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7 years ago
Mar 1, 2018, 10:17:52 PM

OH THAT, yeah that would be cool but @Twimpix is spot on about it 

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7 years ago
Mar 2, 2018, 12:08:37 AM

The major downside of turn-based battles in space games is length of combat. It's workable when you have 3 vs 3 or 4 vs 4 scenarios. However, when you start getting into 15 vs 15 or 20 vs 20, thats a lot of units to move and give orders to in order to resolve a combat. 


Turn based works fine for terrestrial games but space games I have found not so much.

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7 years ago
Mar 2, 2018, 3:25:51 PM

The developers have already stressed the importance of making battle outcomes consistent when "auto-resolving". I am afraid any design of battles which would favor the micromanagement of battles over the "auto-resolve" option would go against their design intent. One aspect of ES1 battles that became a burden on the game was the more favorable result of engaging in the battle instead of auto-resolving, which led to a need to babysit the fleets during battle and made matches drag on much longer than a lot of players desired. This same problem exists in EL.


I would personally prefer to devote my time to the macro game than micromanaging every semi-significant conflict to minimize unit loss/damage, which happens in both ES1 and EL.

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7 years ago
Mar 3, 2018, 8:50:37 PM
DrClaw wrote:

The developers have already stressed the importance of making battle outcomes consistent when "auto-resolving". I am afraid any design of battles which would favor the micromanagement of battles over the "auto-resolve" option would go against their design intent. One aspect of ES1 battles that became a burden on the game was the more favorable result of engaging in the battle instead of auto-resolving, which led to a need to babysit the fleets during battle and made matches drag on much longer than a lot of players desired. This same problem exists in EL.


I would personally prefer to devote my time to the macro game than micromanaging every semi-significant conflict to minimize unit loss/damage, which happens in both ES1 and EL.

Absolutely! I would love Endless Legend so much more if the battle system was like in ES2!

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7 years ago
Mar 4, 2018, 2:02:49 AM
twimpix wrote:
DrClaw wrote:

The developers have already stressed the importance of making battle outcomes consistent when "auto-resolving". I am afraid any design of battles which would favor the micromanagement of battles over the "auto-resolve" option would go against their design intent. One aspect of ES1 battles that became a burden on the game was the more favorable result of engaging in the battle instead of auto-resolving, which led to a need to babysit the fleets during battle and made matches drag on much longer than a lot of players desired. This same problem exists in EL.


I would personally prefer to devote my time to the macro game than micromanaging every semi-significant conflict to minimize unit loss/damage, which happens in both ES1 and EL.

Absolutely! I would love Endless Legend so much more if the battle system was like in ES2!

I would not. Turn based battles are a staple of fantasy strategy games and I am not a fan of dumbing things down just for multiplayer. The maximum battle length is already capped in EL.

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7 years ago
Mar 5, 2018, 4:52:22 PM

Either way, we're sticking to that approach for Endless Space 2. Next game, though? We'll see when we get there. ;)

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7 years ago
Mar 5, 2018, 4:56:48 PM
Slashman wrote:
twimpix wrote:
DrClaw wrote:

The developers have already stressed the importance of making battle outcomes consistent when "auto-resolving". I am afraid any design of battles which would favor the micromanagement of battles over the "auto-resolve" option would go against their design intent. One aspect of ES1 battles that became a burden on the game was the more favorable result of engaging in the battle instead of auto-resolving, which led to a need to babysit the fleets during battle and made matches drag on much longer than a lot of players desired. This same problem exists in EL.


I would personally prefer to devote my time to the macro game than micromanaging every semi-significant conflict to minimize unit loss/damage, which happens in both ES1 and EL.

Absolutely! I would love Endless Legend so much more if the battle system was like in ES2!

I would not. Turn based battles are a staple of fantasy strategy games and I am not a fan of dumbing things down just for multiplayer. The maximum battle length is already capped in EL.

I get it, this is merely my personal taste. I love Endless Legend as it is, although I didn't always have the patience to go through the battles.

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7 years ago
Mar 7, 2018, 4:03:36 AM

People overestimate turn based space combat ala Moo2...

It was nice back then but think about it...Most fo the time you dont care to play them yourself and just get sick of it after a while resorting to auto resolving almost all battles. 

I think what they have invented is an interesting in between but i do agree that it needs some tweaking like perhaps changin some card effects and adding some more cards.

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