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 like many ideas in this thread, but the most appealing one is hard limit imposed on Behemoths by making their hulls an extremely limited resource that can be fought over - a quantity preferably lesser than amount of players, at least initially. What sounds like a problem with this solution is the snowball effect, but if the state of Behemoths and their owners would be a info accessible to everyone (maybe unlocked at certain tech tier), then hopefully AI should be easier to convince to strike together against someone who starts amassing Death Stars (and, without saying, a human player should expect such a team strike if their collection grows 'too big'). Maybe even a Behemoth hull could become a really good bargaining chip.
The one thing against it is that... I can't see it happening. I can't see it coming to game. At this point the ideas about balancing Behemoths revolve around basically re-releasing the Supremacy DLC. We're asking for an amputation and prosthetic limb, but best they can do is band-aid.
The one thing against it is that... I can't see it happening. I can't see it coming to game. At this point the ideas about balancing Behemoths revolve around basically re-releasing the Supremacy DLC. We're asking for an amputation and prosthetic limb, but best they can do is band-aid.
then simply nerf them, put them at the end of the tech tree with the endless technologies (lore wise they are endless technology) and put a limit on their numbers. no c3 building. and building one should be 15-20 turns. problem solved.
Optional: make them a mutualy exclusive tree. You pick one behemoth type the others are locked, like the weapons tree.
The one thing against it is that... I can't see it happening. I can't see it coming to game. At this point the ideas about balancing Behemoths revolve around basically re-releasing the Supremacy DLC. We're asking for an amputation and prosthetic limb, but best they can do is band-aid.
then simply nerf them, put them at the end of the tech tree with the endless technologies (lore wise they are endless technology) and put a limit on their numbers. no c3 building. and building one should be 15-20 turns. problem solved.
Optional: make them a mutualy exclusive tree. You pick one behemoth type the others are locked, like the weapons tree.
This. Nerf them, make them End-Game Tech, with mutually exclusive tech trees. Problem solved.
I see the patch notes today had two small changes for obliterators... making them more expensive to specialize in to and increasing the cost of the shot. I hope this isn't all we're getting?
My problem is that i don't mind core crackers but afraid of AI going on Obliterator spree i keep reading about so i disable super weapons but that disables core crackes as well...
You could try disabling supremacy dlc. Then you won't have Hissho or Illo civs in the game. Along with no behemoths present of course. That way you can still keep core crackers. Just a temporary solution.
There is also a mod called Disarm Behemoths (or something like that) which removes military behemoths from the game, if you like to keep behemoths for scientific or economic purposes. I am not entirely sure if it'd break the Hissho quest line though.
AI shoots with Obliterators its own allies (with double shots!), because their systems have UC sanctuaries.
....Y'know what?
Thats hilareous and I think I'm fine with that.
"Hello, new best friend, I could not help but notice that you seem to have some lice in your hair. Allow me to help with that problem of yours [pulls out flamethrower]"
I would agree that putting them into their own seperate tech tree/military upgrade tree would go a long way to helping gameplay.
I think they should be hard capped at 1 Behemoth per empire, simultaneously made stronger but harder to get to in terms of tech and industry. This forces the player to specialize and make tough choices about how to develop their faction.
This would make them a formidable compliment to a military fleet or economy, but not the end-all-be-all that they can become in a longer game.
Huh, missed this thread before...but I already posted about my desire to be able to dismantle Behemoths to regain those spent Behemoth caps, which we can't do now.
Amplitude, can you please give us some feedback on this? Either we can hope in a significant re-balancing patch or we cannot. Either way, it would be nice to know, so in case the behemoths will stay as they are now, there won't be high expectations from our part (and as your fans we got used to have them).
Last post might be two weeks old, but since I've only just started replaying the game after the Steam sale seems like a perfect place to put my thoughts on it.
First, I do want to say I like the idea of Behemoths.I thought it would be a feature that was largley only for the Hissho, like Pirates and the Vaulters, but they're something that I am always excited to unlock and get even as the other factions.
That said, there are a few things Id like to see changed with them, that I think would make them more interesting.
1. They should be harder to build than they are now. The awe and power of Behemoths are somewhat dampened by their spamability, especially once you can build the improvement that increases your cap. I think they should unlock at 1 per 4 techs, not 1 per 3, and that some factions should require more techs per behemoth or have harsher limits to how many they can build (there is another thread about how much the Umbral Choir can abuse the %Fids bonus stacking Behemoths, and I feel like the Vodyani don't need as many; Arks are basically their (base) Behemoths. Finally, the improvement should also cost tier 3 resources, and not just double the dust upkeep. (That said, Im not too keen on absolute finite number you can build, though they should be difficult to replace.)
2. I think it was a mistake to have a Military Behemoth that had a different slot setup than the standard behemoth. For one thing, I'm not sure there should be a combat Behemoth before the Juggernaut/Obliterator. for another, I think it would be more interesting if the weapon slots were merged to the utility slots, and if you wanted to make a Behemoth that was all about sciemce or mining, you had to give up any ability for it to fight back.
3. I don't know how possible it is, but I think you missed a chance with upgrading them. Right now it's the same as every ship, but what if every non-Citadel Behemoth was unique, custom-made, and had to be upgraded piece by piece (with an Industry cost, not (just) dust and resources) rather than building it the way you wanted straight out of the box? Would make them more valuable and engaging IMO. At the very least, I think they should be more costly and time-consuming to make than they are now, even for the "standard" type.
4. Finally, I think some of the factions should be able to earn unique Behemoth modules that have them customizing it to a degree others wouldn't. Like Sophons having better modules for special node bonuses, or Lumeris having an additional dust bonus on top of whatever orbit bonus they get. Basically (and this critique extends to hacking as well) I'd like to see more done to extend the feature back to the older factions, and not just have the newest one the only one with anything modifying it.
Thank you all for the continued feedback. We want to address the feedback we've received from the community on many aspects of the game, but I can't go into details yet.
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