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.
I found a number of issues in the user interfaces that I think are a pain for all and there is no reason why they shouldn't be addressed.
This doesn't affect Faction balance and makes the game better. I am sure there are many more but those are the once I took notice of.
- Pilaging / Razin systems. No indication how long the -15/-10 approval malus will be applied.
- Buttons on hero skill tree. Would be great to have the option to dim Admiral / Governor skills. For easier skill selection.
- Change descriptoon for skills improving hero ship to say "on Hero Ship" instead of current "Ship" so that is is clear this bonus will not be applied to fleet ships.
- In general hero skills increasing hero ship power is worthless as hero ship has almost no impact once bigger ships come into play. Even with those upgrades. Would be better if the skill would upgrade hero ship to a bigger class.
- System management screen should show current and maximum population.
- Trade Value needs to be explained. No insights on how it is calculated and what gais do we have from a +50% trade value improvement.
- Economy View (and others when you zoom in/out) (space bar pressed on Galaxy view). Would be nice to have a view showing maximum number of population possible on a system, current population (what population is there), planet types. This would be a startport view you would use to migrate populations.
- The starport view (when you click to select starport destination) needs a total rework. This hasn't been addressed since it was introduced. When selecting a destination I don't care what is the FIDSI production in that system, resources or construction queue. What I need is what planets there are (with indication hot/cold, sterile/fertile, and if an anomaly is present), current population on each planet with space available for new population, and maybe distance indicating how many turns the trip will take.
- In Fleet detail pop up (on Galaxy view) would be nice to include how much manpower is deployed during a siege as manpower modules can increase that. You can see the correct value when you hover over the invade button but you need to be in a system you can invade for that.
- Sort modules in ship build so that engines would be next to each other, lasers grouped, rockets grouped etc.. Now for example we have Antimater engines separate from normal and Hyperium ones.
- Ship design is missing a section that would list bonuses. (10% repaired each phase, 30 siege damage, +2 movememt for fleet, 400 fleet shields, etc)
- In star system management view the pop up for approval should show values beyond the 0-100 range. So that you can know that you have 130 approval or that you are at -20. The same would be nice in the Empire Summary view.
- In the system management view indicate which systems have Autonomus Administration built.
- When you fly to an enemy planet that is being invaded by another player you can see the invasion icon but it doesn't inform you how many reserve forces are there.
- Population overview screen. Make the population list longer so that it ends at the same level as the "Reaction to political events" frame. Also put the scroll bar on the left and make it wider, currently it is very easy to miss it.
I agree with many of the suggestions. In my opinion the most annoying thing in the game is unclear descriptions, so a bit of clarity is always welcome.
- In star system management view the pop up for approval should show values beyond the 0-100 range. So that you can know that you have 130 approval or that you are at -20. The same would be nice in the Empire Summary view.
This especially could be a welcome change. The "real" approval value could be shown in the tooltip.
samsonazs
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