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.
Kamikaze -> your ships will fly into other ships. use this if your fleet is at disadventage
Love Boat -> your other ships will receive a bonus as long as your hero ship's alive
Intindimation -> should your fleet win the battle, the enemy fleet will flee the system.
Stupid -> all your ships explode
Ninja -> Your strongest ship will get revealed at the last battle phase and do bonus damage. It can't be targeted in previous battle stages
Emergency repair -> Like in ES1
High energy field -> ballistic weapons will now deal only 75% but energy damage, the same goes for energy
10/10 ES2 needs Stupid battle card to make things more explosive. Everybody loves explosions :) also make it a free card for fun that negates enemy fleets to gain experience :D
Seriously this game, I like it so much until combat. Combat is just something to just look at, no real you doing something in it. Ahhh Star wars empire at war here I come to get my fix...
Think of it as a football party. Throws the ball, its going to hit the goal! will it score a point or not OMG!!! xD
Zomg battle card ninja would be like a cloaking battle card this has my vote toss it in a idea. I like these, the premise of having a gaurantee to get to short range except I affraid of how much programming it would take on thr battle simulator. Excuse the typos from a phone.
Kamikaze -> your ships will fly into other ships. use this if your fleet is at disadventage
Love Boat -> your other ships will receive a bonus as long as your hero ship's alive
Intindimation -> should your fleet win the battle, the enemy fleet will flee the system.
Stupid -> all your ships explode
Ninja -> Your strongest ship will get revealed at the last battle phase and do bonus damage. It can't be targeted in previous battle stages
Emergency repair -> Like in ES1
High energy field -> ballistic weapons will now deal only 75% but energy damage, the same goes for energy
These are actually really good and the ninja card could work to make short range more attractive by ensuring that a few ships make it to third phase consistently.
It was an Issue in ES1 (ships would slowly close in), but in ES2 short range ships do warp in at close range (while on attack, not defense). The real problem arise when they fight other flotillas as the game default to long range fight. It's also an issue short range flotillas often end up with an enemy flotillas on their tail where they have no guns to defend themselves.
Turn the ship around, fire!
Seriously this game, I like it so much until combat. Combat is just something to just look at, no real you doing something in it. Ahhh Star wars empire at war here I come to get my fix...
Kamikaze -> your ships will fly into other ships. use this if your fleet is at disadventage
Love Boat -> your other ships will receive a bonus as long as your hero ship's alive
Intindimation -> should your fleet win the battle, the enemy fleet will flee the system.
Stupid -> all your ships explode
Ninja -> Your strongest ship will get revealed at the last battle phase and do bonus damage. It can't be targeted in previous battle stages
Emergency repair -> Like in ES1
High energy field -> ballistic weapons will now deal only 75% but energy damage, the same goes for energy
These are actually really good and the ninja card could work to make short range more attractive by ensuring that a few ships make it to third phase consistently.
It was an Issue in ES1 (ships would slowly close in), but in ES2 short range ships do warp in at close range (while on attack, not defense). The real problem arise when they fight other flotillas as the game default to long range fight. It's also an issue short range flotillas often end up with an enemy flotillas on their tail where they have no guns to defend themselves.
Kamikaze -> your ships will fly into other ships. use this if your fleet is at disadventage
Love Boat -> your other ships will receive a bonus as long as your hero ship's alive
Intindimation -> should your fleet win the battle, the enemy fleet will flee the system.
Stupid -> all your ships explode
Ninja -> Your strongest ship will get revealed at the last battle phase and do bonus damage. It can't be targeted in previous battle stages
Emergency repair -> Like in ES1
High energy field -> ballistic weapons will now deal only 75% but energy damage, the same goes for energy
These are actually really good and the ninja card could work to make short range more attractive by ensuring that a few ships make it to third phase consistently.
This topic comes up alot...(I have posted this after the latest expansion release)
The battle cards are still (in my opinion) a very lack lustre part of combat.
I don't think the battle cards should do things like upgrade hull % or Shield % or modify beam damage. They should do something truly unique; different from modules that you can already buy for ship.
The problem that range is still linked to the effects on the battle cards is a problem. I just played a game using the exact same battle card (for the entire game) due to the range it provided.
Create more battlecards that do things that don't just add %'s to things the ship can already do.
Perhaps link unique battle cards to specific heroes; to make fleet combat with heroes stronger.
Perhaps allow for a choice of range (flotillaflight pattern) and a seperate choice for what effect for combat will be applied.
Idea posted: https://www.games2gether.com/endless-space-2/ideas/1579
I'm more annoyed by the "aggregate" fleet data which doesn't give me an information. Cards can adjust the "synergy" of individual flotilla's but it's very easy for it become very confusing.
ES1 battle system was better than ES2, IMO, because you could influence to the fight in process, not just before the start of a battle.
I remember seeing this suggested and some saying it was really bad. Without having played ES1 I looked it up and it looks way more interactive and fun, and makes you wanna watch the battles.
Either way, I agree on the cards. I feel one of the issues that's making weapons modules and such imbalanced is how cards aren't really good and could use a overhaul, and as said, less percentage based and more interesting mechanics.
That was bad in complaying with other games, but it was good for indie economy strategy game and thats still looks better for me than ES2 system.
IMO the best part will be if you have the card system for autobattles and cinematic batteles and real time battles with microcontrol of each ship, like it was in Star Wars: Empire at War.
Thats give a good fast and cinematic battes for people who dont like a RTS mechanics and good battles with micro playing for peoples who want to control everything throughout the battle.
But I dont know can whether it is possible to realize it in conditions of ES2 engine and even if it is possible, then I think it will require a huge amount of work.
ES1's system was also micro heavy, it was really annoying in late game to have to set up your cards every battle, when you were likely to battle a dozen time per turn (especially against the AIs spamming fleets), and while I agree that ES1's interactiveness was better (just because of the fact you could go "oh wait I fucked up my cards, let me change quickly"), I don't think it should come back, or at least not in the same form.
I made a lengthy Idea post about a combat system that would be a compromise of ES1 and ES2, if you guys want to add your remarks or upvote, it might get Amplitude to rework the combat system.
ES1 battle system was better than ES2, IMO, because you could influence to the fight in process, not just before the start of a battle.
I remember seeing this suggested and some saying it was really bad. Without having played ES1 I looked it up and it looks way more interactive and fun, and makes you wanna watch the battles.
Either way, I agree on the cards. I feel one of the issues that's making weapons modules and such imbalanced is how cards aren't really good and could use a overhaul, and as said, less percentage based and more interesting mechanics.
I'm all for more unique battle cards. It would make combat less predictable, but far more interesting.
As it is now, I rarely edit my battle deck, as I typically just make a balanced deck in terms of range and armor type and never worry about it again. Also, the "reward" cards for quests and exploring are all variations of "give resource if all of my ships die." which is boring.
I say take ranges off cards and let the player set the range of each flotilla manually, make the battle cards truely unique, and add more special theater effects to the map. While those looking for direct control of battles would still complain, I thing those changes would dispel most of the other complaints about combat being boring.
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