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.
Specialized Isotopes (Era I Military Research) clearly states on Hyper Plasma Weapons "Unlocks all Era 1 <Hyperium Icon> Weapon Modules".
But for some Reason it only unlocks the Hyperium Beam Weapons and not the Laser or Torpedo Weapons. The funny thing is when you go and get the same tech from the 2nd Era it DOES unlock a Hyperium Laser and Torpedo ...but the level two version.
Seeing as the Unstable Isotope Machining tech in Era 1 gives you 3 Titanium Weapon Systems (Improved OPAL Laser, Improved Ion Torpedoes and Improved High-I Slugs) I wonder if there has been a little mixup in what tech unlocks what.
I usually don't really notice stuff like that but the Hyperium weapon effects really look awesomely fitting for the Vodyani so I focused on them. Same way I focused on Titanium weapons for the Sophons. I just like it when it all looks like it belongs. XD
Please, dear Devs, take a look at the unlocks. If it is what you are aiming for for balance reasons it's fine, but then we need slightly more in-depth tooltips on what system gets unlocked. It never is a good sign for a game if you have to turn to a third-party website to look up which tech gets unlocked by which research.
Though honestly, I am assuming it's a bug or minor oversight since all the weapons have obvious Tier-Markers next to their icons and those go from 1-5... same as the Eras of research. Hence my original assumption there are missing modules.
Addendum: Focused Plasma (Era II, Military) only unlocked a level 2 Beam for the Titanium branch of weapons. Torpedoes, Slugs and Lasers remain at level 1. That can't be intended. XD
The tech is called Focused Plasma, so I don't think it's unreasonable to assume it's meant to be beams only. There doesn't necessarily have to be a Titanium weapon of every type for each tier. It would be nice if the tooltips made this clear though.
Yes but so far (I've only seen the game play out to Era 2 thanks to 125 turn limit) that the Titanium weapon tech did add Guns, Torpedoes and Lasers on the previous Era. Suddenly they forgot how to use Titanium to use in Guns, Lazors and Torps? Besides you can't just say Unlocks Every Era 2 Titanium Weapon Module and then only have ONE Era 2 Titanium Weapon Module. ^_^
ie if you do Hyperium tech era 1, and then Titanium tech era 2, you get the exact same modules. From a ship design perspective, the techs are largely redundant. It feels unrewarding.
i think this is why endless legend did it as 'armor unlocks' and 'weapon unlocks' for both mineral types, sort of like how support unlocks work.
They should have rather separated Titanium and Hyperium further by making one dedicated to weapons and the other to protection. Cause for now, I agree 100%, it feels unrewarding indeed.
The irony, or rather the point devalidating the reasoning behind the weird splitup of Titanium and Hyperium weapons, is that if you get to Era 3 you get actually all the weapons and defensive modules for Anti-Matter and Adamantian in one research each. I know, I know it's EA so the tech-tree isn't finished yet. Still makes it feel really akward.
Speaking of akward... anybody else feeling like the icon-colors of Anti-Matter and Adamantian should be switched? Because every other weapon system has stuck basically to the color of the icon. Titanium stuff is blue, Hyperium stuff is yellow, even common stuff is just... white. So why are Adamantian weapons having a deep-red icon and have rusty-orange SFX and Anti-Matter the deep-red SFX with an rusty-orange icon.
I know this is all probably verrry low on the to-do list of Amplitude but things like that just jump at me and pull me right out of the game. I am very visually and style focused.
When it comes to games. I am not running around like David Bowie nor would I ever pull that off. =P
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