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 could take it or leave it with the new change. As long as you don't have to start over because a minor faction or pirate is sitting on a chokepoint that you're unlucky enough to not be able to hack successfully.
Maybe make their hacking abilities dependent on difficulty so that they're only delayed and slowed on some of the easier difficulties?
Endless Space 2: Penumbra improvements 28.01.2019 - Minor factions and Pirates now start using hacking action (offensive and defensive) at a later point in the game. This is linked to game speed and leaves them a little more vulnerable at the start of the game - The hacking/tracing speed for Minor factions & Pirates is now tied to their difficulty settings
As feedback, the pulsos affinity that gives +ind per curiosity gives the bonus for each UC sanctuary and the home system, making a game breaking trait
True indeed. It allowed me to reach 4k ind at 45 turn in slow gamespeed. I've even seen 9k ind at 80 turn in endless gamespeed. There is no way others can compete with them for the wonders.
I believe, ColHathisuggests to unlock hacking later a bit, like trading companies or behemots (for all except UC, sure thing). Could make sense until oversimplifies initial expansion of UC
Everything sounds pretty pretty nice. Im kinda noob but I felt the hacking experience a bit weird. Many times the biggest problems come by minor factions or pirates. I missunderstood some features of the hacking until Ive been forced by the game to hack through many nodes and thats when I figured out that is what I had to do to not to be traced back.
My recomendations:
1. Back doors should make easier to pass through a node (that obviously has a backdoor installed) without being detected. There should be tools to detect back doors and destroy it in addition to prevent it to be installed (witch it is actually included in the game by one tech).
2. Some tool to improve node to nood travel by hacking. If I didnt missunderstood hacking speed increase only the speed when you reach a node but not the time it takes to reach that node.
I believe, ColHathisuggests to unlock hacking later a bit, like trading companies or behemots (for all except UC, sure thing). Could make sense until oversimplifies initial expansion of UC
So even more late then latest Penumbra Improvements preview 1_4_3 beta does offer? Sure? The fat marked quoted text in quote does ask for exactly the same whatis offered in preview beta, not?
Edit: Perhaps my lack of english language does mislead me?
and yes, I as well did't thougth of the newcomer and casual players when i help test the beta... the endless games was always so sophisticated but in a good way, and that what make me fall in love with them. it felt like a 4X for big boys to me xD.
next time, i will try to give you a more "noob"y opinion, as well as my professional one. if i will get the chance to help :)
So even more late then latest Penumbra Improvements preview 1_4_3 beta does offer? Sure? The fat marked quoted text in quote does ask for exactly the same whatis offered in preview beta, not?
I haven't try newest beta. Accodring to list of improvements, hacking is delayed for minors and pirates. I'm telling about major factions - what if they have to research a tech,to be able to hack at all, as they have to unlock trading companies.
This approach should rise game difficulty in more gradual way; also it could be weird to see a faction that starts hacking of entire star systems before exploring very basic techs. On the other side, if Ampliteam implement this, majors could be too vulnerable against UC.
Ah, ok. You did refer to major factions AI, only. Didn't get it when reading your posts. No offense and thanks for clarifictaion.
I guess we should test the latest offered beta patch to find out what - and if - something should be polished when it comes to hacking and balance decisions. From my experience this takes some time from our side. At least I did have more fun testing this stuff, yet. I have to admit I learned/understood some of the more deceisive hacking mechanics within the last 20 to 30 hours about. Anyway, at the moment it feels more balanced from my impression. I have endless difficulty for major AI and minor AI factions. I did set Pirates on normal difficulty for the moment.
You know, I knew I suck at explaining things, but this has to be a new record, hah. I don't know if Omnicide was talking about Endless difficulty setting when I quoted him, but that's what I was talking about. The game difficulty setting, not the game speed.
When Frogsquadron wrote:
Frogsquadron wrote:
- Minor factions and Pirates now start using hacking action (offensive and defensive) at a later point in the game. This is linked to game speed and leaves them a little more vulnerable at the start of the game
My thought was that this (and not the bit Groo quoted) could be tied to the game difficulty setting as well, making it so that this effect on Minor factions and Pirates only happens on lower difficulties and perhaps to a lesser extent on Hard and Serious.
I agree with DoubleY on his recommendations. I don't know what that would mean for the game balance, but backdoors do seem a bit weird and lackluster.
Which reminds me, it's a bit strange that you have to hack systems that you have existing sanctuaries on, just to expand the number of sanctuaries you control on that system.
Before even changing how it works, it'd be nice if it was a little more understandable what's happening on nodes...
As it is recommanded to hack from distant points in order to slow the trace back, it happened that some nodes are used in multiple hacks at the same time, then traced back and while all of this happens, another faction is hacking one of these nodes (which of course begins a trace back)...
The worst, i think, is that the big notification where i can choose the outcome doesn't allow me to see the actual hack it is talking about. Telling me that the trace on Virgo is successful is not, at least for me, very clear. 1) because I don't know by heart the name's systems : i need to see the map too, and 2) because i have multiple hack running and i don't know which one is complete, even with the origin system name and the destination system name... because 1) I need the map !
Another thing : won't it be possible to convert a pop (if possible), and abduct it at the same time, using the same poping menu that for changing the political party in charge or choosing the planet i wanna put a sanctuary on ?
I like the change to pirates and minor factions, it was pretty annoying to set up at the start only to have some pirates pop up in between and start tracing back.
The tooltips were indeed not very helpful before but figuring out stuff was extremely fun, realising poking and proding can be effective took a while xD, tooltips are overrated.
Having offensive hacks dissappear again and again was definitely confusing till I realised it only does anything when the hack reaches the system, part of the reason for that is just impatietence on my part not noticing the blinking on the bandwidth bar, funfun. Maybe allow them on minor factions you are soverign of too?(power hungry me)
I'll be really happy without the Hacking notification who pop again and again, and need a double click on "end turn" to be closed. I use hacking when necessary, but don't need to be reminded of it's existence all the four turns :/
I'll be really happy without the Hacking notification who pop again and again, and need a double click on "end turn" to be closed. I use hacking when necessary, but don't need to be reminded of it's existence all the four turns :/
I didn't know if I should say it, but then you said, lol. I agree. Heroes too. An option to turn those off would be great.
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