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.
While it makes invasion pretty smooth i guess it needs to be said.
Creating special ships only for siege loss is way too powerfull.
In every one of my games i dont need much manpower at all, because i usally dont lose much of them anyway. I alway create special ships with the siege loss improvement (Titanium A2S Slugs) so that i only need 2-4 turns to completly wipe out enemy defenses to 0. Invading the system afterwards is not even a fight, i instantly win and just take the system.
This one module makes ground battles completly trivial and i thought i cant be the only one thinking that.
I think there are several flaws in their design, the first is that they become accesible too early in the tech tree (imo they can be tier 3 or even tier 4) and AI just can't answer them in time with defensive buildings and fleets. The thing is they are in the same era as all crucial system defense reinforcements and that makes them a strategy that is way too unpredictable and tough too counter. Lets say I am playing against another player and I rush slugs and even if he has some options to strengthen his system defenses (Electromagnetic Shield, Tractable Armaments) he will not be able to do that because I am already with slugs at his door. However this is somewhat balanced out with the fact that all in A2S SLUGS fleets are either defensless or burn a lot of command points and they make your fleets much weaker. Thats why I am ok with how they are right now but that mostly goes to PvP matches. I agree that it makes invasions against AI pretty dumb.
A solution would be to limit their number per ship. That way you need to bring way more ships to the invasion if you want to really eat away at system manpower.
Consider that slug ships, unlike manpower ships, have to STAY IN SYSTEM to continue sieging, whereas a "dropship" can dump it's MP and run off if need be. The above point about slugs taking up critical module slots and CP is also valid, though no more so than manpower modules. The reason A2s slugs seem less useful is that invading and sieging both attack the same stat, but sieging can be STOPPED. A fleet of slugs can be chased off, but once sufficient manpower is dropped on a system, that's it. It's getting taken and there's squat the defender can do but sacrifice population or give it up early.
That said, slugs also don't require extra manpower to fill, leaving more for your other ships without demanding masses of extra food.
Agreed, the biggest problem is that it's very easy to create completely unarmed trash fleets of small support ships and fill all support module slots with A2S Slugs and maybe one engine, plus one or two other small support ships that have nothing but an engine and numerous fleet speed up modules. They don't need any hero (apart from maybe speed skills), defense or weapon modules because as long as they have another friendly combat fleet in the same system alive and kicking, absolutely nothing can touch them.
This is because the attacker is always forced to engage the most powerful defending fleet first no matter how many action points left the defender fleet has, so this means putting either A2S Slugs or other support modules on your main ships isn't a choice at all because there simply is no reason to put Siege modules on your fighting ships, apart from cost reduction reasons that become more and more of a non-issue as the game goes on.
I'm not sure what the best solution for this problem is though. I agree that maybe the module itself should be made more expensive, later tech tier or limited to 1 siege module per ship due to how powerful it is, however some factions like Vodyani are already absolutely starved for Manpower and taking their only surefire way of early game conquering would hit them very hard. Manpower in general is in need of a rework (YertyL's idea's description outlines the main issues with early vs. late-game extremes), so I think nerfs to A2S slugs should definitely be accompanied by other Manpower changes to compensate.
If someone has a huge fleet to protect another huge bomber fleet, that sounds like that one deserves to win the planet tbh.
Sure but because those bombers belong to the tech tier 2 that opens a lot of rush possibilities and pushes factions that already prevail in the early agression to the limit. Horatio and Unfallen have tough early game against cravers and empire even without slugs, but when those can rush them faster than you can set your defenses or build fleets...
Personally, i dont think titanium A2 slugs makes manpower system obsolete. Imagine the current situation: I build a fleet filled whit 7 defenders and i place a manpower module on each of them. Whit only one manpower module, depending on its strenght, my defenders are almost already prepared to fly trough the map and dominate systems. Most people here complain that slugs makes manpower system useless, but does anyone remember that "strange feeling" of playing the game and suddenly seeing a fight you simply cannot win in one of your systems? Where you have far much less troops, and the enemy even have upgraded units that you do not has? if i can create, just one fleet like that... in which i dont need to fill all the modules whit "siege power", i have much more space to place movement modules on my ships, since only one manpower module is enough for my army. And guess what: One fleet that can scare anyone and dominate a system in under 3 turns only whit pure manpower capacity and that can even insta-kill a system if it has upgraded troops, and all that it needs is to simply land in a system put troops and quit to safety, plus it can recharge its lost manpower on the fleet itself if it returns after the invasion is complete, so it can go to another system and another sytstem and another systme and so on... whit 20 movement speed because it has 3 engine modules and 1 manpower module... Well, In that sense, i dont believe siege modules are OP.
So, in one defender, i need to place at least 2 siege modules or more for the siege to be effective. In a manpower defender, whit only one manpower module i can have 200 manpower per ship, x7 in one fleet = 1400 manpower. More than enough to raze most systems in game whit minor, to no, casualiaties.
Lets take an example: If i build one fleet whit 1400 manpower and fill it whit either tanks or airships, i can cross the entire galaxy and look over a random system from any major faction and insta-raze it , or in under 3 turns take all his defences and so on. Or if i have a opponent that is significantly far from my system, instead of utilizing a siege module whit 7 speed wasting 5-6 turns to reach there, i can just place manpower modules on it and make a super SURPRISE! that he can't do anything really about, even build a medium ship instantily. Before he sees, i cross his system field of vision, and GGWP. i can even win the game if i conquer his home system.
But yes, i do agree that a little nerf to slugs could do well... making them tier 3 would help whit the balance of the game, i believe.
[...] I agree that it makes invasions against AI pretty dumb.
Put dumb in it. I once managed to kill a sophons, like you, in endless difficulty in turn under turn 40 at fast speed by dominating all his most usefull systems, but not whit a titanium a2 slug strategy, but a basic manpower one.
If AI learned to get tanks early... they would be much more better in play.
We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.
Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after.
We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.
We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.
Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after.
I think i may have sacrificed a great number of populations for the cause lol
Plus i had only 4 systems at that rate, i remember...
We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.
Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after.
But i have to agree whit you... for some reason i found difficulties in beating the AI in endless mode. Moslty because he retreated tatically on his home system... damn.
You think the Titanium ones are strong, the Quest Slugs are the Best Slugs, adds manpower and sieging power in one module! :D
I have never found these. They sound terrifying.
Those are sometimes given as a reward for completing the military deed in the third era. They grant 350 manpower capacity, 30 sieging power and 150 health.
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