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.
We all know how throughout the game, we are given six type of strategic resources to exploit from. However, some of us who came over from the first title would feel it be great if the last two strategic resources, namely Hexaferrum and Siderite.
The reasoning behind the absence is understandable for game balancing as six strategic resources are already more than enough to encompass the multiple module mechanics and improvement requirements.
But as some players are quite keen in having numerous choices to further customise their fleet and with game design enthusiasts who love seeing content from the first game brought over, it's probably a good time to discuss about it.
So, in order to find a middle ground between game balance and the game enthusiasts, perhaps some suggestions could be made to find a solution.
1. Faction Specific Resources One such idea is to implement the old resources as faction specific resources. The mechanic revolves similarly to the Allayi from Endless Legend with their faction specific Pearl resources but with further alterations to its implementation could be done. Perhaps a faction could only be able to exploit the new resources, or limited to only using the new resources in upgrading and construction.
2. Randomised Resources Mechanic
As six types of strategic resources as mentioned are already quite enough in terms of game balancing, additional ones would be troublesome to the flow of the game as one would have to juggle between them especially with the numerous mechanics such as market prices, and production.
However, this could be solved by implementing a form of 'randomised resources'. The idea is that when a new game starts, the six strategic resources are chosen randomly with two for each quadrant tier.
In the playthrough itself, construction requirements and resource availability for each system and planets will stay similar albeit with different strategic resources substituted. But, since module upgrades differ in strength and stats according to the resources used, this mechanic will allow a layer of variability in combat and research. As different strategic resources were chosen for each playthrough, this will allow players to make new strategies to choose what upgrades do they want to use as opposed to bee-lining for the specific upgrades they had always used.
These are just some of the few ideas that could be use to implement old strategic resources. Maybe if any of these ideas would work well, perhaps in the future this will allow for newer strategic resources to be added in upcoming updates to add more vairability and strategy to this great game. Anyway, feel free to discuss on this and give suggestions.
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