Aesthetically, the space fighting dont work and has several problems. Here is a compendium of small ideas to improve it visualization:
1-Some effects like the shots and the explosions are very discreet and do not emphasize when you move the camera a little (and you need to move away to understand what happens). I think the effects should be much more striking, as in endless space 1. The fighting of the game has nothing to do with those that are shown in the trailers. The background should not be as psychedelic and not be full of things, because then everything is confused and there is less contrast.
2-The camera and the interface do not work well. Is complicated move the camera because it is difficult to know the best perspective: that is, where and how you should place the camera to make the battle pleasant and informative at the same time. The auto camera is also a disaster: I usually miss the explosions and the most important things in the battle. The auto camera seems to want to focus on close-ups of the ships firing, instead of seeing where they shoot. Reversing this, you can get nicer movies.
And why is not there a tracking camera for fighters and bombers, just like in ES1?
The information of the interface in general is confusing. I do not usually understand why my fleet lose, why they move in that direction, or why they choose their objectives to shoot. I would like a simple system that clarifies the keys of each battle to better understand what has happened. Sometimes, you have to think a lot to figure out why your plasma weapons have done so much damage, and your slugs have not.
My proposal is Change the symbols and numbers of the post-battle analysis by texts. For example: "Your fleet has received a lot of damage due to the powerful enemy plasma weapons", "Two flotillas have been destroyed because the enemy weapons were at a more adequate distance", "These ships have been defenseless during the battle, because the goal was too far away ", "your fleet has achieve to dodge many projectiles because they were far from the enemy", etc.
Trying to decipher the outcome of the matches using symbols and numbers is a headache. It is a fairly unintuitive system and many times you have to use your imagination to guess what happened.
3-Some ships are very far from the enemies, due to the system of flotillas. This makes it difficult to move the camera properly and feel the tension of the battle. Perhaps the distances should be shortened to make it like the battles of the trailers
In my opinion, a rework of the trayectories of the ships can give a lot of dynamism and frenzy to combat, because now it's like: ship 1 shoot to ship 2 during two minutes, ship 2 explodes, the end.
4-The routes that follow the ships in the combat have nothing to do with the route that you have ordered them. This should be fixed and add a more intuitive and customizable system. It is difficult to know how this mechanics really works and how it affects the movement of the ships, and how the formations of two opposing fleets are combined.
My proposal is that the trajectory system be more literal. The panel should represent the battlefield, and the arrows the real travel of the ships. The battlefield should be smaller than now, to be compatible with point 3.
5-The combat is barely interactive. I don't have a concrete idea to improve it, but this is a VERY serious problem of the game, which seems to be ignored. Combat is not a small part of the game. The combat is indispensable and has not been given the attention it deserves. Maybe this point are a lost cause, but I need talk about this.
I do not ask for a micromanagement like starcraft in the battles (Although I would like that), but the current system should be enriched with more intuitive and interesting options.
I remember when the "disharmony" expansion of the first ES came. They incorporated a system of setting objectives and formations that was quite simple but with a lot of potential. In each battle you could choose two things:
1-The order in which ships were arranged: the most resistant in front, or those with more armor, or those with less attack, etc.
2-The priority of objectives of your shots: If you concentrate the fire on the first enemy, if you distribute equally your shots between all the targets, or if you prefer to concentrate the fire on the first third of the enemy fleet.
This system made the combats more interesting, without losing the core. It was a change that I liked a lot because with very little, it improved the strategy of the fights.
The current fleet system is quite confusing in comparison, and allows much less freedom than the old system.
The combat system must be fluid. Note that in late game, it is usual to have one or more battles each turn. Right now, it's tedious to manage all that and the fight just not visually rewards you.
The combat should be fast but satisfying at the same time, and one of the ways to achieve this is to improve the visualization of battles making them more exciting and impressive improving the camera, effects, ship's trajectories and interface.
I get the impression that the combat is VERY VERY careless in the game, when it is an important component of the game. Seeing the battle should have some kind of reward, there should be a little (just a little) micromanagement: to be able to choose within the battle to what objective our ships aim, what direction they take with more freedom, if the ships with more defense are placed in front of the Weaker... etc: A SIMPLE BUT INTERACTIVE AND VISUALLY NICE system.
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