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[Early Acces] Gamebreaking groundbattle fix

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You're right, buffing Bunkers would improve the first era's gameplay!
You're right, ground battle should be improved, but in a different way, see my reaction below.
Sorry, I think you're wrong, as I will explain below.
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8 years ago
Nov 13, 2016, 12:00:50 PM

Hi guys,

i've only been playing ES2 for some 20 hours, haven't been past research era 2,

but i've tried three of the factions now and i really like the game so far

-especially when figuring out all the different interlocking used mechanics which really add depth to it.


I have been thinking a lot, considered writing a 'first thoughts'-post about it,

but I think it really comes down to a single (balancing) matter imho:


Groundbattle.


It seems bugged in that orbiting fleets don't prevent a ground invasion from happening,

but even when that is fixed and the ground battle works as described in the dev blog

I think it should be way harder in the first era to succeed in a succesful invasion.


Part of this has to do with my inability to understand how the crew of a couple spaceships could possibly invade an entire planet.

Surely the overtaking of an hostile planet requires millions of people, equipment and support ships and even then should be a tricky manner.

(the research, design and use of manpower modules later on certainly takes of lot of these grievances away, by the way)


Mostly i suggest this because I think it's almost gamebreakingly easy to conquer a planet right now (now = v0.1.3 so alpha-public).

Sophons and Lumeris need to spend way too much time and energy protecting their planets (feels only manageble to me if you can succesfully create a single bottleneck system)

and Cravers expand way to fast (and receive a 50% FIDS bonus for every newly conquered planet, which only speeds this proces up and makes them not having to worry about any repercussions from depletion).


Easiest sollution: make the Impervious Bunkers building way better (like, +200 instead of +50 manpower).



That way, you can really defend your systems (with a bit of effort) until the agressor researches extra manpower modules, which in turn are really needed then and not just a nice bonus.

I think this would make all factions behave more like they seem intended to.


Really looking forward to your reactions to this!

Updated 8 years ago.
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8 years ago
Nov 13, 2016, 11:03:23 PM

Sorry, I can't agree at this time, because it's just too early as this is a balance issue and from what we've been told, there's still a lot to be revealed regarding combat.  If you were talking about gameplay mechanics for ground combat of things you'd like to see, I would be more open, but it's just too early for me to make an opinion regarding balance related issues.  Sorry, I don't necessarily think you're wrong, but I can't agree with you just yet either.

Updated 8 years ago.
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8 years ago
Nov 14, 2016, 4:52:55 PM

I like the idea, but I can't vote until we get more info. Personally, I'm always a fan of helping out the defense more than the offense, but if they rebalance things and reduce manpower on ships or something, suddenly we have to correct back the other way. Or, perhaps it won't be strong enough after some changes.


For the immediate situation though, you're correct, they need a large boost to be useful.

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8 years ago
Nov 15, 2016, 6:57:01 PM

All right, thanks for your responses. 


You are both absolutely right that this is a matter of balance which warrants postponing it...


To me it felt that much out of place that an earlier fix might be needed.


Ofcourse, that might be just me and my unexperienced playstyle, causing my own concerns.


Any tips on how to deal with agressive factions (Cravers) bluntly attacking and directly invading a system

(currently playing Vodyani, can't detach my ark when that happens plus it gets destroyed after an succesful enemy invasion)

are more then welcome -and might add a bit more spirit to keep playtesting this for me! ;)

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8 years ago
Nov 16, 2016, 12:31:43 AM
Ayron wrote:

All right, thanks for your responses. 


You are both absolutely right that this is a matter of balance which warrants postponing it...


To me it felt that much out of place that an earlier fix might be needed.


Ofcourse, that might be just me and my unexperienced playstyle, causing my own concerns.


Any tips on how to deal with agressive factions (Cravers) bluntly attacking and directly invading a system

(currently playing Vodyani, can't detach my ark when that happens plus it gets destroyed after an succesful enemy invasion)

are more then welcome -and might add a bit more spirit to keep playtesting this for me! ;)

Nah, definitely not just you. In general, the defensive options are so useless I almost unilaterally skip over them. If I need to hold a system, I just build up a new fleet. If you really get screwed with defense, load a previous autosave and detach the Ark before the Cravers get there. The Ark can easily go toe-to-toe with any first Era fleet.

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