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.
This is always a problem. If you go to much into managing combat then you do overkill and there is no representation for realistic space combat system.
(taking into account physics and the speeds at which spacecraft would travel and the distances involved)
So I think it is better that we have just a general strategy that we go with and the AI sorts the rest. But I do agree that we should always have long / medium / short distance. After all in space it doesn't make much difference how far you are.
My bullet / rocket / laser always has range and the same impact force.
I'm afraid to say that you may be generalizing from the type of battle system you would enjoy to claim everybody would enjoy it.
I haven't made any claim. I've spoken very little about what the battle system should be and more about what the battle system shouldn't be. If you're going to erroneously state that I'm making claims about what people would enjoy, try to be less erroneous and state that I'm making claims about what people wouldn't enjoy. Should I be more explicit? I dislike the idea that battles have been essentially reduced to making a single choice. It is a very shallow system that is hardly engaging. If it is hardly engaging, why does it exist? Ironically, the only choice that you're being asked to make with this current battle design is a choice that would be left to an admiral.
The-Cat-o-Nine-Tales wrote:
And "auto-resolving" is not a solution when most games that have player-controlled tactical battles have absolutely abysmal, unpredictable outcomes for auto-resolved battles.
You've played games that have terrible outcomes for auto-resolved battles? How does this apply to Amplitude or the development of Endless Space 2. Are the engineers of Amplitude also as terrible when it comes to programming as the engineers of these other games you've played? Maybe you would like to give us examples of these games? This is a dead point to me because you're projecting the incompetence of other companies onto Amplitude.
The-Cat-o-Nine-Tales wrote:
With Endless Space 2, I am looking for a high-level strategic experience. If I want to manage my battles, I will turn to other games. Or, very loosely quoting the devs, they wish to sell the fantasy of being a space emperor, not being a space admiral.
Again, with the current battle design, you're actually being asked to make the choice that an admiral would make. Consider that someone managing an empire would probably only dictate which sector a fleet would attack or defend and how much resources to dedicate to this action. Your perception of Amplitude's design seems to be more about rationalising what it is than critically considering what it is. If the rationale is that you shouldn't act as an admiral, then even the current design runs counter to it. Amplitude isn't a stranger to mixing roles. As I've indicated in previous posts, I'm all for empire level management but combat in its current form doesn't fit the role of admiral or emperor.
This. There are those of us that are okay with macro level management of battles but if the game is designed to ask for our input then that input needs to make a difference and be meaningful. And the emperor vs admiral just doesn't hold water with this game or most 4x games, tactical combat or no. Emperor's don't pick battle plays for individual battles and they don't design ships. Emperors attend parties and do diplomacy and do diplomacy at parties, etc.
I'm afraid to say that you may be generalizing from the type of battle system you would enjoy to claim everybody would enjoy it.
I haven't made any claim. I've spoken very little about what the battle system should be and more about what the battle system shouldn't be. If you're going to erroneously state that I'm making claims about what people would enjoy, try to be less erroneous and state that I'm making claims about what people wouldn't enjoy. Should I be more explicit? I dislike that battles have been essentially reduced to making a single choice. It is a very shallow system that is hardly engaging. If it is hardly engaging, why does it exist? Ironically, the only choice that you're being asked to make with this current battle design is a choice that would be left to an admiral.
The-Cat-o-Nine-Tales wrote:
And "auto-resolving" is not a solution when most games that have player-controlled tactical battles have absolutely abysmal, unpredictable outcomes for auto-resolved battles.
You've played games that have terrible outcomes for auto-resolved battles? How does this apply to Amplitude or the development of Endless Space 2. Are the engineers of Amplitude also as terrible when it comes to programming as the engineers of these other games you've played? Maybe you would like to give us examples of these games? This is a dead point to me because you're projecting the incompetence of other companies onto Amplitude.
The-Cat-o-Nine-Tales wrote:
With Endless Space 2, I am looking for a high-level strategic experience. If I want to manage my battles, I will turn to other games. Or, very loosely quoting the devs, they wish to sell the fantasy of being a space emperor, not being a space admiral.
Again, with the current battle design, you're actually being asked to make the choice that an admiral would make. Consider that someone managing an empire would probably only dictate which sector a fleet would attack or defend and how much resources to dedicate to this action. Your perception of Amplitude's design seems to be more about rationalising what it is than critically considering what it is. If the rationale is that you shouldn't act as an admiral, then even the current design runs counter to it. Amplitude isn't a stranger to mixing roles. As I've indicated in previous posts, I'm all for empire level management but combat in its current form doesn't fit the role of admiral or emperor.
The ability to alter orders during the battle animation, even once, is very likely to break that goal.
Why is it necessary that this goal be achieved though? Is it worth uncompromisingly pursuing if it detracts from the production of engaging gameplay? If battles are broken into phases per turn or even across multiple turns then auto-resolving could be an alternative option at each phase.
I'm afraid to say that you may be generalizing from the type of battle system you would enjoy to claim everybody would enjoy it. I, for my part, have been looking forward to the proposed system since they announced it. With Endless Space 2, I am looking for a high-level strategic experience. If I want to manage my battles, I will turn to other games. And "auto-resolving" is not a solution when most games that have player-controlled tactical battles have absolutely abysmal, unpredictable outcomes for auto-resolved battles.
I'd rather get a reliable system hat allows me to skip battles than one in which I have to manual every battle if I don't want to take avoidable losses.
Or, very loosely quoting the devs, they wish to sell the fantasy of being a space emperor, not being a space admiral.
Updated 8 years ago.
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The ability to alter orders during the battle animation, even once, is very likely to break that goal.
Why is it necessary that this goal be achieved though? Is it worth uncompromisingly pursuing if it detracts from the production of engaging gameplay? If battles are broken into phases per turn or even across multiple turns then auto-resolving could be an alternative option at each phase.
I have stated my opinion on this many times, so I will just remind everybody that the devs have stated that one of the goals of the combat system is to make sure that "Manual resolution" with the battle animation and "auto-resolve" always yield the same results. The ability to alter orders during the battle animation, even once, is very likely to break that goal.
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After all in space it doesn't make much difference how far you are. My bullet / rocket / laser always has range and the same impact force.
In the case of bullets and rockets, distance would matter. Both of these things take time to travel. The greater the distance, the greater the time needed to travel that distance. So distance, in this instance, allows ships positioned further away more time to evade bullets and rockets.
You are correct. I meant that the damage doesn't change. That is why for long rage lasers are the only sensible solution (you can evade bullets and have a lot of time to shot down rockets). And as the range get smaller bullets and rockets come more into play.
There is room for very nice cinematics for this where ships evade and getting a hit on smaller ships is harder.
Overall from the last 2 gameplay videos i am confident that the game will look and play pretty good. But i am kinda skeptical still on combat. So far its not bad but it looks that it needs something more. Personally i would like the option to pick a battle play and during combat. Its only logical that all battle plans in combat dont stick as they were on paper. Factors change during battle and so should do battle plays. I dont know if its a feature that can be added right now but i think its a nice addition that should be added to give more depth in combat.
I think something similar to the card system would be good. Where the battle is separated into three plays instead of cards. and the next play can be changed before the current one is finished to allow adaptation.
I agree with having something like this in place. I understand the desire to have less involvement in battles as the game is about the broader, high level management of an empire but having such a reduced role in battles is unappealing to me. The novelty of watching those rendered space battle will wear off and battling will quickly become a loop of choosing a single, simplified tactic and moving on to the next empire management task after skipping the battle scenes. Breaking battles into "plays" and allowing strategic decisions to be made for each "play" is a more appealing concept to me, especially if done in a way that allows "management" of battles.
After all in space it doesn't make much difference how far you are. My bullet / rocket / laser always has range and the same impact force.
In the case of bullets and rockets, distance would matter. Both of these things take time to travel. The greater the distance, the greater the time needed to travel that distance. So distance, in this instance, allows ships positioned further away more time to evade bullets and rockets.
I would like to suggest that you try to make the ship combat smarter - we need tactics that make sense, if i have faster ships with long range missiles my strategy should be to stay at a distance until i'm out of ammo.
on the flip side if I outnumber my opponent but he has longer range and speed there should be a pincer tactic so that i actually get to engage.
everything I'm seen in the videos is basically just different flavors of charge at each other.
I like this. It seems to fit within the design guidelines ES2 has set for itself. It keeps the decision at a high strategic level (it's a clear plan that can be picked and then executed by the AI), but offers more initial options that align better with your build/strategy.
Overall from the last 2 gameplay videos i am confident that the game will look and play pretty good. But i am kinda skeptical still on combat. So far its not bad but it looks that it needs something more. Personally i would like the option to pick a battle play and during combat. Its only logical that all battle plans in combat dont stick as they were on paper. Factors change during battle and so should do battle plays. I dont know if its a feature that can be added right now but i think its a nice addition that should be added to give more depth in combat.
Ithink something similar to the card system would be good. Where the battle is separated into three plays instead of cards. and the next play can be changed before the current one is finished to allow adaptation.
Overall from the last 2 gameplay videos i am confident that the game will look and play pretty good. But i am kinda skeptical still on combat. So far its not bad but it looks that it needs something more. Personally i would like the option to pick a battle play and during combat. Its only logical that all battle plans in combat dont stick as they were on paper. Factors change during battle and so should do battle plays. I dont know if its a feature that can be added right now but i think its a nice addition that should be added to give more depth in combat.
Yeah, I never got while in ES1 when I designed a ship with all missiles that it would always charge into medium and short range along with the rest of my ships in every combat. If the enemy has fast ships designed to catch my long range ones and force them into close combat, than so be it and good for them, but if they don't I can't see my ship captains being very smart taking a long-range vessel into close combat of their own choosing.
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