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 a sum up of what I think is good / bad / needs improvement after playing update 1:
Bugs I will report in the bug forum there is a list of those also.
Manpower:
- transfer from planet to ship
- be able to allocate how manpower is distributed (to go to the fleet / planet that needs it most)
- good that we can generate it from a starsystem by sacraficing population
- need more details on how it is generated
- what if I have 0 manpower in empire and minus income? Shouldn't I lose troops from planets? I saw that I produce ships with 0 starting manpower (which is a good idea).
Siege of starsystems:
- should be an act of war when using the guard option
- siegin outposts should also be an act of war and triggered only when the guard option is active
AI dead for no reason:
When playing two of the AI just died and their star systems were gone.
I expect they run out of dust. Looks like management here could be improved.
Ship healling:
Unable to heal hero ship. Healing works for all ships in the fleet but misses the hero ship.
I liked the idea that ships got damaged and needed to go back to star systems for healing.
In my opinion there should be no auto repairs or if there is a repair ship in the fleet it should be able to repair up to a % of the damage done in last battle.
Ship modules:
This is still needs a lot of work.
Short range lasers are useless right now as in no way are they a better option than the long range lasers unless they act to shot down missles or are planned to be very effective agains fighters / bombers.
Great that now any weapon can be fitted to a weapon slot.
Unconnected star systems are able to build trade improvements.
This should be blocked (and from what I remember there are plans to do it)
Faction quest:
Unable to see benefits of techs that are offered when making a choice
Influece:
This is already a huge topic and will open a separate idea / thread for it.
In short:
- should not be able to colonize inside someones influence zone
- zones overlapping should take over each other very slow (or not at all?)
- maybe algoritmic increase not a linear one?
- assimilation of planets is too easy
Attacking star system:
I love how resistance now works. It is a great improvement.
Missing an option to not use any of the 3 suggestions. Just do a regular 3 turn invasion.
Star system defence:
Still missing some kind of star system millitia that would defend it.
Local resistance is nice for defending of planer invasion but some form of defence agains ships should also be available.
IMPROVEMENTS:
Damage of weapons not only as damage per second by with damage + rate of fire
Missing terraforming path for planets. I get one choice and don't know what is possible next also I don't know how will this terraforming affect the planet (change in FIDS, maybe more?)
Improving mercenary ships - why shouldn't we be able to retrofit them?
In system view we should add the colony level.
In hero skill list show benefits for level 1 & 2 not only for the first level.
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