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.
Resource items are things that require an empire resource to build, focusing on weapons and defense technology in this discussion. As it currently stands (and at the time of this writing I have only unlocked Titanium and Hyperium weapons due to very long turn times) the devices built are as good as the next tier of standard weapons, but for half the construction cost and the additional resource of the mined material.
This is boring. For the use of resources I would like these weapons to be different, not necessarily better than, the weapons of the current tier. For example a beam charged with Hyperium would have more range but do less damage, or projectiles made with titanium can pierce armor and have higher critical chance, but less range. Or torpedo launchers that would fire multiple missiles but could not fire as often.
Variety is what I ask for. But I throw at you one other thing, a little chaos into the mix. As another option, an optional option as it may be, is to randomize the stats of resource weapons. So that each game played it would be different whether or not the resource weapon is a better choice, and force tactics to change accordingly, possibly from empire to empire.
Personally, I disagree. If I'm going to be spending my finite resources for a special weapon, it had better be a unanimous improvement, not a lateral change. The entire justification is that while they're very powerful, you cannot field an army with them, lest you find yourself unable to continue producing.
I on the other hand agree. I find the current system to be unimaginative, and hollow. The flat upgrade is only useful until the next Era. Personally i want my guns to mean something, where each gun, and each ammo type has a era level, but each ammo type gives a different play style. Otherwise, i can see myself skipping resource based guns entirely, leaving me to half-wonder why i would bother scanning planets, as im really only in it for the luxuries. The luxuries are great in implementation, as they all do something different when applied to the empire. That is their greatest benefit, and desire. Guns are already in a horrifically boring state, we should not be advocating for a system such as the current.
I broadly agree, though at this point there's already a decent enough division of responsibilities - one strategic gives you shields and long-range weapons, one gives you armour and short-range weapons.
I'd like to see the lower-tier strategics get a bit of buff and bonuses unique to that particular tier, so you don't end up with heaps of Titanium and Hyperium because Adamantian and Antimatter superseded those, only to later by replaced by Hyperium and Mithrite. Maybe have this as a sort of Era V tech, for each pair of resources? To unlock "Era V modules" for each strategic that are cheaper -wise, and give an extra bonus?
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