Hey, one thing I miss about good old Endless Space 1 is the ability to succesfully mind game your opponent with battle cards, and while battle cards do make a return in ES2, succesfully guessing which card your opponent chooses isn't nearly as rewarding. On the other hand, it was really bothersome to have to choose 3 cards each time someone launched a battle against you (especially when you were playing against higher difficulty AIs) and this added a lot of micromanagement.
There's also the issue of card variety being really low in 2, making stuff like having to spend influence to change battle cards often pointless, as you often only run 2 or 3 cards (I know I do), without much regard to what your enemies are using and with the old battle cards sometimes becoming obsolete after unlocking a higher tier (or even being totally pointless, like gaining influence per CP killed which offers almost nothing compared to some other battle cards, and that you'll never put into your deck).
What if instead we had the option to build small decks or strategies of 4-5 battle cards from the pool of unlocked cards your empire has researched or found in curiosities, so instead of having 3-5 cards available for each battle, you would have several decks instead. Each strategy first have 3 battle cards, one for each phase of a battle, followed by one card taking effect at the end of the battle and finally, one card for fighters and bombers, like so :
Phase 1 : In that category, you would have battle cards such as power to shields, shrapnel ammo, get lucky, and each card would have a family of counter à la ES1 (eg.: shield counters get lucky, get lucky counters anti shrapnel hull, etc). Those would only take effect during one phase.
Phase 2 : Same as above
Phase 3 : Same as above
End of battle : In that category you would have effects such as gaining +x resource per CP Killed, more defense to civilian/unarmed ships, lost manpower going back to empire pool, ships being repaired a small amount at the end of the battle and gaining move points or action points after the battle. Those effects would either take effect during all phases of the battle or at the end. That category could stay locked until you research a certain technology in the military tree.
Fighters/Bombers : In that category, effects pertaining to, you probably guessed it, fighters and bombers. Pretty much same as above, this category could stay locked until you unlock techs related to fighters and bombers, or maybe you could fusion the category with the one above so you would have to choose between getting more Dust/CP Kill and telling your bombers to follow a certain strategy.
Benefits :
-Adds more mindgame against your opponents, with certain cards countering others
-Less micro than battlecards from ES1
-More incentive to use lesser used cards, less incentive to keep using the same as you would get countered especially in late game
-More incentive to spend influence to change your battle deck
-More customization, you could even have battle cards related to elected parties, heroes or faction, and have more leverage to balance them
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