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.
Am I misunderstanding something about the mechanics or are game cards completely broken at the moment?
I have seen threads talking about geme balance but since there are more expansions incoming trying to balance the numbers of the different races seems to pale in comparison to the need to balance the battle cards properly.
Battle card balance is less disturbed by a lot of changes unlike the balance of an enitre race yet the cards seem broken beyond repair.
I think most people use the initial armor and shield defence cards.
So either the card balance is really compltely broken and requires immidiate attention from the devs or the information that would allow a player to easily judge when one card is better than another is not properly conveyed and needs immidiate work.
Indeed we have seen reports on cards being imbalanced, could you expand a bit more on what you find broken about them? Schell is probably going to do a pass on them in the future.
Well, first of all they need to better convey the bonus they give. When im told a card gives 55% boost to armor its much easier to pick than a card that vaguely tells me its better when the enemy has more or less ships..Also the cards that actually hamper you, like the ones that give no fighting bonuses but do give science points or dust need to be way better cause it essentially means im increasing my risk of compeltely losing the battle and loosing potential pressure and momentum....
If these cards make my fleets be worse at battle then let them be part of a strategy where i can get by even if i constantly lose battles. This requires them to give bigger boosts or for example depend on who is the one doing the attacking. If the enemy attacks my fleet then i can use these cards to give myself massive influence or dust boosts that are worth me losing the battle. On the other hand if the enemy knows im imploying this tratgey he can not initate attacks and siege my planets or blockade my routes and wait for me to be forced to attack him.
There is a card that gives me bonuses and tells me to use it when i know im gonna lose the battle... if you do have a card that gives you bonuses when you know your forces are weaker than let it be useful under even more specific situations but let it grant even bigger bonuses so if you do use it in the right situation you can get a massive boost but its harder to get in that correct situation to exploit the card.
Cards need to require more specific situations but that give extreme boosts(this needs to be properly balanced of course). This would allow me as a player to prep better and focus on trying to lure my opponent into siutuations where i can turn the tide dramatically.
I dont know if the new espionage faction will also mean new espionage mechanics for every race but espionage can definately be part of the card system in some way as wekk. For example only allowing you to see what cards an enemy has and what ship builds they use and what types of ships or even how many if you have enough of whatever espionage points or power or abilites you have.
The thing is that information should be key and should allow, if you manage to get it or if you manage to get the enemy into a favorable situation, great battle results.
But again one thing for sure, cards need to have more details about how they work for those who bother checking.
Here are some things that make some battle cards bad:
1. Hard to evaluate
The +50% hull absorption and +100% shield efficiency are particularly hard to parse without a deep understanding tte combat system. I am not entirely sure what the first one does, and I know a lot about the combat system! And I know enough that the second one is effectively pointless. Diplomatic Immunity is extremely misleading: it does not make your unarmed ships invulnerable, though you would think so looking at the description!
2. Not-Situational Enough
Some battle cards are so good with certain weapons that they are the single best choice, every time. Barrage Fire is a particular example: you have ships with long range. Here is a card that grants long range positions, and a bonus to fire at long range. There's no downside. There's not even a close range lane to worry about for the morale bonus (which is still too low to be very meaningful....). If battle cards are supposed to be how react to the situation at hand, we need to have situations that make cards less useful - and cards that are less useful in some situations.
3. Too Weak
I get that the +FIDSI or experience cards are supposed to be used to provide an incentive to take out stragglers etc. But they provide very, very little of these resources. (By the way: where's the obviously missing +essence Voydani tactic? This would be a good balancer for when they are forced to fight pirates instead of essence leach populations.)
4. Not on the tech tree!
Some really interesting tactics are actually hidden behind anomolies. I don't mind finding tactics this way, but maybe some of the more specialised ones - perhaps the bonus resources per cp - could be found this way, rather than fairly interesting tactics (the doubling morale bonus is pretty interesting, albeit a bit weak).
I don't know how to 'fix' the cards, but my broad advice would be: there should be trade-offs. Long-range lanes should be rare. Situational is fine, but they need to be powerful if so. Raw-stats will always be more powerful than they appear, particularly with long-range effects.
I think perhaps there is room to consider cards to not give bonuses per se but simply change the position and actions of your fleets...
The problem with pure bonuses is that They are non interactive. They do not really mean anything for your enemy. If cards are tied more to the shooting and movement mechanics it could make card usage more interactive and allow it to create more emergent gameplay.
Lets say cards instead of simply making you do 20% more dmg... Would make your X type ships behave in a specific manner. For example a card that forces X type of ship to withdraw from battle at say, the half point. Or cards that increase the chances your ships will be arranged a certain way.
This would alos require the ability to use several cards at once.
If cards are tied to the "physical" mechanics of battle resolution and ship behaviours based on the engine it might allow much more depth that is none the less pre planned.
This can be tied with the espionage or diplomacy mechanics providing intel on how Enemy ships are gonna be arranged.
For example you might have "espionage" tell you part of the enemy plan allowing YOU to make one card change(of of say 3 used cards) after both you and the enemy have locked your battle plans.
I think perhaps there is room to consider cards to not give bonuses per se but simply change the position and actions of your fleets...
The problem with pure bonuses is that They are non interactive. They do not really mean anything for your enemy. If cards are tied more to the shooting and movement mechanics it could make card usage more interactive and allow it to create more emergent gameplay.
Lets say cards instead of simply making you do 20% more dmg... Would make your X type ships behave in a specific manner. For example a card that forces X type of ship to withdraw from battle at say, the half point. Or cards that increase the chances your ships will be arranged a certain way.
This would alos require the ability to use several cards at once.
If cards are tied to the "physical" mechanics of battle resolution and ship behaviours based on the engine it might allow much more depth that is none the less pre planned.
This can be tied with the espionage or diplomacy mechanics providing intel on how Enemy ships are gonna be arranged.
For example you might have "espionage" tell you part of the enemy plan allowing YOU to make one card change(of of say 3 used cards) after both you and the enemy have locked your battle plans.
Absolutely. There are some quite interesting implications for a card that just says 'The bottom flottilla is unavailable for either side to deploy in'. That's not to say it would be balanced, or doable, but it would be interesting.
(It would be more interesting if the morale bonus of a lane were higher....)
I have to agree, most of the cards are worthless. I only use about three.
Early Game: Turtle
Mid & Late Game: Only + 2% Damage or the Crit Card
I would really like to see the cards bring back some ES1 options and all cards be geared toward the battle:
Ideas:
Focus Target: All Ships First Target the Three Ships with the most Attack Damage
Focus Target: All Ships First Target the Three Ships with the most Defense
Focus Target: All Ships First Target the Three Ships with the highest CP
Delayed Retreat: Retreat after first round (same retreat penalty)
Missile: Every other missile launch, 50% chance Kenetic flack miss.
I think there is a card already that Focuses on "Weakest" ships, but I have no idea what that means.
I also like the idea where a card can "force" a lane to do something... interesting.
A seperate idea: When in the Advanced Battle screen before a fight, Attacking Fleet card chosen is seen by the Defender Fleet. this gives a little edge to the person being attacked. Not sure if the AI can work with that, but in PvP it would add a bit of thought.
The +50% hull absorption and +100% shield efficiency are particularly hard to parse without a deep understanding tte combat system. I am not entirely sure what the first one does, and I know a lot about the combat system! And I know enough that the second one is effectively pointless. Diplomatic Immunity is extremely misleading: it does not make your unarmed ships invulnerable, though you would think so looking at the description!
They do in fact do what they say. I had originally been concerned that the absorption percent modifiers were flat additions, but they are not. They just increase your existing mitigation by the amount on the card. Yes, due to how shields work, Power to Shields is actually a debuff.
Also, Diplomatic Immunity's description does clarify: "Increases the defensive of 0 [offensive power] ships for both sides". They all have accurate advice on how and when to deploy them.
4. Not on the tech tree!
Some really interesting tactics are actually hidden behind anomolies. I don't mind finding tactics this way, but maybe some of the more specialised ones - perhaps the bonus resources per cp - could be found this way, rather than fairly interesting tactics (the doubling morale bonus is pretty interesting, albeit a bit weak).
This is in my view the crux of the issue with the play card system: a lot of the most consequential and interesting cards are hidden behind curiosities. Not only can this provide lucky players a unique advantage, it means that some strategies - particularly close range ones - are missing the cards they rely on to be functional like Evasive Manoeuvres and Team Spirit. There is also probably not enough attention drawn to the decks that are already on the tech tree.
I would not say that the morale multiplier is weak, but that may be because I've been playing with my Combat Balance Mod that already addresses much of this:
Increased morale bonus
Reassigned cards to tech tree; early access to short range cards
Buffed recycling cards
Rebalance for cards like Bigger is Better (Schell has also tweaked it in the G2G Balance Mod), Get Lucky, Power to Shields and By Any Means
The actual adjustments required for the cards are fairly minor, it's the accessibility that counts. When you have the full range of cards to choose from, assembling a diverse play deck starts to matter, and you gain more control over the combat system and your compositions.
The +50% hull absorption and +100% shield efficiency are particularly hard to parse without a deep understanding tte combat system. I am not entirely sure what the first one does, and I know a lot about the combat system! And I know enough that the second one is effectively pointless. Diplomatic Immunity is extremely misleading: it does not make your unarmed ships invulnerable, though you would think so looking at the description!
They actually do what they say. I had originally been concerned that the absorption percent modifiers were flat additions, but they are not. They just increase your existing mitigation by the amount on the card. Yes, due to how shields work, Power to Shields is actually a debuff.
4. Not on the tech tree!
Some really interesting tactics are actually hidden behind anomolies. I don't mind finding tactics this way, but maybe some of the more specialised ones - perhaps the bonus resources per cp - could be found this way, rather than fairly interesting tactics (the doubling morale bonus is pretty interesting, albeit a bit weak).
This is in my view the crux of the issue with the play card system: a lot of the most consequential and interesting cards are hidden behind curiosities. Not only can this provide lucky players a unique advantage, it means that some strategies - particularly close range ones - are missing the cards they actually need. Not to mention that, for me, the techs where you get the other tactics cards are not really drawn much attention to.
I would not say that the morale multiplier is weak, but that may be because I've been playing with my mod that increases the morale accuracy bonus.
The actual balance adjustments required for the cards are fairly minor, it's accessibility that matters. When you actually have the full range of cards to choose from, assembling a diverse play deck starts to matter, and you gain more control over the combat system and your compositions.
There definately need to be more cards and i think some new cards. I still think they should get a minor ovehaul and setup so that you can use more than one at a time. This will also open the door towards having the cards hidden in anomalies be cards that are addons. Meaning they require you to use a certain card to be usable and they modify that specific card in some minor way.
If it up to me I would remove all the bonuses and make the lane advances more impactful. Some bonuses are always going to be better than the others. Let's say the ultimate balance is achieved and none of the powerful bonuses left. That would make the cards more boring. Being able to do powerful things makes something fun. If only these cards unlock some sort of special abilities for the ships, would be fun. Since hero ships are a thing, cards could have unlocked different abilities for heroes too. Making each hero ship class different tactical decision.
The cards show a lot of imagination and I expect are appreciated by players who like to use their imagination.
The trouble is though, I'm playing a strategy game. I want to win, so I'm going to choose tactics that are demonstrably effective, not tactics that I imagine might be kind of fun.
As it stands, 90% of the cards are wasted on anyone who isn't treating this like a role playing game.
That just isn't true at all. A lot of the cards that are lesser used are just as effective as the 'demonstrably effective' cards that people are retreating to, if not more so. The issue is access to them - I would not be surprised if players were simply not caring to research the decks, never mind finding the curiosity ones.
I wish for rare and limited use cards with more interesting and powerful effects than a % buff. For example, changing enemy flottila starting distances, reducing everyone's shields to 0 at the start of battle, or allowing fleets to slip past a blockade. They could take a few turns to recover and/or cost dust/influence to play.
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