In ES1, we had a total of three weapons, with three damage types, plus fighters and bombers. Each ship had a limit on tonnage, and modifiers to specific systems. Each ship had a purpose. In ES2, this has been both simplified down, and given greater complexity. However, the aspects that have been simplified down are ultimately detrimental to the enjoyment of the game. The complexity of ES2, both in the new module system, and the fact that each race is distinctly different, are exceptional steps in the correct direction. The incorrect direction however, would primarily be modules, and the way a player is forced to handle combat.

Without fighters or bombers, and frankly even then, a player is given two weapons, with two damage types. This means that combat is ultimately a practice of balancing resistances and weapons against the other tank and DPS, in what is honestly one of the most boring processes of continually upgrading the same two modules, and just switching one or two. I want people to really think about how they build a ship. I want your choice of weapon to really mean something. It should be an honest statement of play style in itself, rather than what we have currently, an exceptionally boring coin flip of what guns and modules to use. The Devs could do so much more.




Here is what i propose. Firstly we expand the damage types from two, to four. This would immediately place the combat's complexity above ES1. ES2 already has four guns types. As has been suggested in other Ideas, months ago, turn these guns into their own families. Missiles, Kinetics, Beams, and Lasers. Each gun does a specific primary damage, with a secondary damage for added complexity. Hell, be bold, some could do three or all four. Ranges should once again, be determined by the player, just as with ES1. Admittedly, to an EVE player like myself, this feels very reminiscent of EVE. However it would be wrong to ignore successful formula of other games, this wouldn't be any more copying than any RTS game and their resource mechanics. This model would be an incredible step forward for combat.

In tandem with the four families of guns, each ship should be given a passive resistance against specific damage types. These would be determined by the player in a system similar to tonnage. And would be set in stone once first created, thus incentivizing the creation of more than the default ships. Assume that each ship gets 80% resistance to spend across the ship. You could split it 20/20/20/20, 40/40/0/0, or 80/0/0/0. Regardless of the spread, the ships now have defined resistances to specific attacks. The player can now modify these base variables through modules, a shield here, a plating here. This means that a player could effectively plan for most things, but not everything. There would almost always be a way to exploit a weakness. A strategist is now born.

On top of this, we could add racial research to the modules, just as with ES1. For instance, The Sophons due to their technology, could get unique shield modules, where their shield modules completely block all damage, but once their shields are gone, everything hits the fan and dead. Then we could add bonuses for specific resources. Bonuses that allow a person to do more than just a simple damage upgrade. I'm taking range upgrades on weapons defined to short range lasers, or AOE effects on missiles. Go further to improve the modules unlocked via quest lines, so they upgrade with their partnered politics required to obtain them, or a research tree as it upgrades. Go even further than that, add modules granted when achieving population bonuses from minor factions. The go even further again, include modules that are not guns, but take gun slots, that when targeting a ship will disrupt its accuracy. Or Target painters, that improve the accuracy to the targeted ship. Etc etc.... there is a DISGUSTING amount of room for improvement.




Just to reiterate, there are massive possibilities for the future of combat in ES2. All of which are positive when the goal is to further enhance the complexity. The current issues with combat all stem from simplicity. Simplicity to the point where effort is meaningless. Sure, anyone can pick this combat system up, learn in 1h and play it correctly, which i suspect was the original goal. So congrats if it was. But simplicity in games is not what breeds emotional investment into the game. That breeds bordem, and a desire to seek complexity in other games. 


ES2 has a massive level of complexity in the game. From the racial differences, to the very existence of the vastly improved custom faction editor. These will 100% breed emotional investment into the game. A sense that this faction is mine, and its play style is determined by me, and me alone. But unless you are a peaceful player, or a hording player, of which i am not, you will be off put by the massive disconnect between the entirety of the game, vs the combat system. It is very clear, crystal clear as anything can be, that the Devs intended ES2 to be a game of complexity. To falter with the combat is deeply regrettable.

This is a rather large undertaking, admittedly. But it is oh so worth it to improve the combat system with complexity in mind. 

-Gray