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What do you want added to Endless Space?

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10 years ago
Apr 25, 2015, 4:12:25 PM
Riekopo wrote:


*Option to prevent duplicate empires in a game.





Hoboy, is THAT a novel request! Then there's my personal favorite:



•A quickstart feature that starts a new game with the same settings as the last one, or a key command in-game that lets you quickly do the same thing on the first turn if you don't like your starting position (Civilization does this).



I think I asked for these way back in. . . when was the game released again?



Short answer--not going to happen.

Long answer--not going to happen.



For the life of me I couldn't tell you why. Both seem like they would be quite simple to implement, but then I am not a programmer.
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10 years ago
Jun 16, 2015, 12:38:26 AM
JimmyDoyle wrote:
Hi all, I've been playing the game for a few days and I'm enjoying it. However, the one thing I'd like to see more of is much more interactivity with the planets. At the moment they're simply the means through which you expand your empire and build fleets. You can't have fun with them in and of themselves. Of course, for people who weren't interested in that sort thing, it could be AI managed.



But for people who want that "city-building" kind of experience as well as the space colonisation and conquest, it would add extra depth for people to immerse themselves in. It could involve things like placing cities on the planet surface, including the construction of buildings in those cities (e.g. such as in Endless Legend or even the Civilization series) that influence happiness, science, industry, and dust e.g. labs, cinemas, factories. It could also involve the management of basic resources like food and water. You could also include things like how much you fund healthcare and education, which would determine what kind of society you're developing. Additionally you could include elements like pollution and resource depletion which would influence decisions about sustainable development or large-scale industrial construction. This would add alternatives way of playing the game, as if you wanted to focus on colonising and developing intensively a few planets over large-scale colonisation, then that could be a viable option. It would be so much fun to watch the actual spread of your construction over the surface of the planet.



Just a thought.




I hate these ideas for this game. There are plenty of games that allow this level of micromanagement at the planet level. One example, is Galactic Civilizations III. This is a great game, but I haven't been able to get into it because I can't stand trying to decide the best hex to build a factory in. Enjoy Endless Space for what it is: a highly playable strategic space 4X game that doesn't get bogged down in too much micromanagement.
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10 years ago
Jun 15, 2015, 7:57:00 PM
Hi all, I've been playing the game for a few days and I'm enjoying it. However, the one thing I'd like to see more of is much more interactivity with the planets. At the moment they're simply the means through which you expand your empire and build fleets. You can't have fun with them in and of themselves. Of course, for people who weren't interested in that sort thing, it could be AI managed.



But for people who want that "city-building" kind of experience as well as the space colonisation and conquest, it would add extra depth for people to immerse themselves in. It could involve things like placing cities on the planet surface, including the construction of buildings in those cities (e.g. such as in Endless Legend or even the Civilization series) that influence happiness, science, industry, and dust e.g. labs, cinemas, factories. It could also involve the management of basic resources like food and water. You could also include things like how much you fund healthcare and education, which would determine what kind of society you're developing. Additionally you could include elements like pollution and resource depletion which would influence decisions about sustainable development or large-scale industrial construction. This would add alternatives way of playing the game, as if you wanted to focus on colonising and developing intensively a few planets over large-scale colonisation, then that could be a viable option. It would be so much fun to watch the actual spread of your construction over the surface of the planet.



Just a thought.
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10 years ago
Jun 9, 2015, 2:42:55 AM
Also the current blockade mechanics have got to get a revamp. They are to exploity/unfair depending on which end you are on.



For undefended systems:



1) The systems normal defenses will provide it with it's own smiley: stickouttongueower: (albeit not a ton) . This system MP factor into if it can be blockaded. If the blockading fleet has less MP than the system, it cannot be blockaded. It's silly how a scout can shut down a whole systems trade lanes (when that system has anti-ship measures as part of it's defenses mind you). The system MP won't stop a full fleet, but will alleviate the scout blockade exploit.



2) Be it upgrades to existing structures (like cloud rippers) or a standalone, add structure that can damage an enemy fleet in orbit. These anti-ship measures will deal damage divided evenly amongst all enemy ships in the fleet. The damage is applied on a per fleet basis. The damage will have the enemies defensive modules factored in. Because of this a single ship fleet could be ripped apart in a turn or two, while a full fleet could take very little to no damage at all as a sorts of herd resistance. So say your system defense does 600 damage per turn. You have a 450 smiley: healthpoints corvette that has a total defensive value of 100. A single ship fleet (or a dozen since the damage is reapplied per fleet) will get destroyed. But a single fleet of 6+ of those corvettes will take no damage at all. This will discourage blockading with a bunch of singular weak ships and stalling massive fleets with a bunch of throwaway ships and encourage the condensing of fleets.





For defended systems



1) Your fleet must have at least >=75% of the total enemy smiley: stickouttongueower: (system(if any) + fleet in orbit) in order to blockade it. As I find it silly a hilariously outclassed scout or unarmed invasion fleet can stop your trade routes AND stall your heavily armed forces.



2) A fleet can battle again based on it's CP value. In essence a 12 CP fleet can fight a same sized or larger smiley: commandpoints fleet once, or can fight twelve 1 smiley: commandpoints fleets, four 3 smiley: commandpoints fleets etc... Maybe I'm bashing this over the head now that I don't like fleet spam.
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10 years ago
Jun 8, 2015, 4:29:17 AM
Well unless they are going to a big overhaul to ES like disharmony, I feel like my ideas to revamp the game would be more suited for ES2 if they made one. I hope a sequel is planned.



But an idea I would like to see is:

WhiteWeasel wrote:
I'd like to see a CP cap (that can be upgraded with research of course) on fleets where you can only have a certain amount of ships deployed at once, to stop endless spamming and make individual battles more important. As when you reach the cp cap (say 100) you physically can't build any more ships. So if you were to lose a couple fleets, you have queue up more ships-which will take a few turns.



I also want to see more strategic uses for hangars:

Put a CP cap on your hangar-so you can only put a limited number ships in it. Say it starts with a 4 CP capacity by default and by endgame it can be around 35 (about 1 1/2 fleets worth of ships). However this CP cap for the hangar does not count towards the main one. So if you're at the cap, you can still build ships; provided you have room in that planets respective hangar. Also have a repair module type improvement(s) you can build on your star system, so the hangar provides more use than parking space for your reserve ships. I know you can repair your ships with smiley: dust, but that is expensive and this will provide an alternative way of repair your fleets. Cheap, but slow.




Also I want heros to be a bit less influential. I feel combat is way too lopsided.
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10 years ago
Jun 3, 2015, 1:51:42 AM
Couple things from my wish list



  • Prevent 0 MP pirates from blockading



    • It's annoying that a 0 MP Pirate fleet can blockade a system and disrupt resources. It's equally frustrating when they do this on the other side of the map where it takes your fleet forever to respond



  • Allow fleet merge even if enemy starts battle



    • There are many times that I click the button to merge my fleets but the enemy AI starts battle after I've already attempted to merge. This freezes my merge until the battle is over. In some occasions I would've won the battle if my two medium fleets had merged into one large fleet.



  • Prevent AI from hiding in warp lanes



    • Example: In one game, an AI fleet hung out between two systems for 10 turns. On turn 11 I waited until all turn indicators were gone and moved my fleet. The AI then entered the system I had been sitting on. I have seen this reported before but since it was not discussed I assume it is a feature.



  • Battle actions that make sense



    • I understand the whole "X counters Y" but the counters themselves in some cases don't make sense. For example, Short Circuit (Sabotage) counters Magnetic Field (Defense). Since the sabotage cards themselves effect the enemy's weapons, it makes sense that they should counter cards that boost enemy weapons such as offense or tactics



  • More interesting tech



    • While it's fun to have lots of missiles and lasers, it gets a little boring that you can't seem to build a specialised ship. I would like to see more fleet-wide abilities so you can build some non-combat support cruisers. For example, "+10% Shields per round for fleet", "+1 extra missile blocked per round for fleet"
    • Possibly a very expensive tech (eg: 75% of ship's max tonnage) that neutralizes one ship of equal CP per round. For example a 2 CP ship with this module would neutralize one 2 CP ship in the opponent's fleet (eg: no weapons or defenses). The target ship would always be random so you couldn't exploit it with the targeting options.



  • Ability to "go to system (orbit)" from the overview



    • When you use the overview to find systems that are being blockaded, clicking on them currently takes you to the "planet view". Closing the "planet view" does not leave you with that system in focus on the "starmap view". I would like to see a button that takes you to the system but leaves you in "orbit view" on the starmap.



      This would allow you to see who's blockading, the strength of the fleet and in the case of an invasion, how many turns. With this information you can decide wether to attack or ignore.





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10 years ago
May 29, 2015, 11:40:17 PM
I hope.

It not used the imported bitmap fonts, setting characters of text is displayed by the system font(Windows/Mac).

The game operation may not be guaranteed.



Maybe, in the "Unity font setting", and without importing fonts. It will specify the system fonts.



If so, might this game can operate in more languages.
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10 years ago
May 29, 2015, 9:26:02 PM
I should also add a few more things regarding immersion. Firstly, the ambience or "feel" of each faction is almost non existent during gameplay. For example, when playing as the United Empire, I simply can't feel its epicness or its influences from the Imperium of Man or Dune. It feels the same as playing as the Hissho or the Sophons. This can be solved in two ways, imo (the third way would be the UI thing I said above):



The music: currently, the same eletronic music is used for all of the factions. Now, don't get me wrong. The current music is good, but I just don't feel it adds much to immersion. I think each faction should have their own music set, with the Empire having some strong and majestic classical/instrumental/epic music like this or this.



The visuals: this is something related to the UI. I think whenever there is some picture depicting an event or type of building and planet, it should also be faction specific. This already is present on the faction selection screen, where every faction has their own pics. I believe this should be expanded to the entire game. I want to know what my civilization looks like, I want to see architecture, its clothing.
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10 years ago
May 29, 2015, 8:00:07 AM
GiantOctopodes wrote:
Improved diplomacy, specifically spying. The ability to sabotage other empires and / or steal techs, with the risks of being discovered and having severe negative impact on faction standing, a la MOO2.


Just remembering from my MOO2 days.. the spying never really worked well.. I would build tons and tons of spies to protect myself from their spys.. but spying was never very effective.. maybe a tech here or 2.. but really wasn't.
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10 years ago
May 24, 2015, 9:11:10 PM
Improved diplomacy, specifically spying. The ability to sabotage other empires and / or steal techs, with the risks of being discovered and having severe negative impact on faction standing, a la MOO2.



Also, rebellion. If approval is low enough, which I feel it should be lowered substantially if it's in another faction's area of influence, among other things, I'd like to see them rebel- no control over their production at all until you invade your own planet, reduced ownership, maybe even them switching to "neutral" or something on the galaxy map so everyone knows the government let it get really bad, and they're up for grabs.



I would also like to see more ability to influence faction standing through techs or other means, rather than just "well they're allied with me or have agreements, so they like me more each turn, or they aren't, and they don't". Especially if you tied that to influence in the game itself- think like dropping "care packages" of clothes, food, and various cultural elements on another country. The government may not like it, but the more the populace is exposed to the influence of your culture, the greater the cry for reform and adoption of some of those things. Perhaps the ability to be able to use your influence where it it hits another faction to either sow discontent (leading to the potential for rebellion as stated above) or to improve standings with them (as you basically send out propaganda doubling down on their government's position and reinforcing how awesome their government is).



Essentially, I want to see more options to wage cultural warfare. Not just military warfare. I know we'll likely never see it, but I think that would be for me the single best way to enhance the game.
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10 years ago
May 20, 2015, 5:35:13 AM
Actually one more, my new #1 - would love to have stats post game added for:

a) how many enemy ships you killed

b) total command points of ships you killed

c) same for how many ships/cp that you lost



kind of an overall campaign, battles, etc stat
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10 years ago
May 20, 2015, 12:32:17 AM
1. More ship hull types - doesnt have to be tons more, but at least handful more. With 5 right now (not really counting colony ship hull) it feels a bit limited. Still love the game, totally hooked. But would like a few more hull types.



2. Designable fighters/bombers. Maybe they wouldnt be so uncommon to use if we got to design our own.



3. I dont mind the UI at all but would really, really love built in hotkeys for all the common screen functions (ala Civ V, F-2, F-3, etc for menu screens. Definitely a tab or key to cycle to next active unit.



4. Better balancing among weapon designs. Ive joined the long range kinetics club and it seems 100% stack of LR kinetics on 100% of your ships is always optimal. * caveat that this seems this way to serious. I havent beated game on endless difficulty so maybe different at harder modes.
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10 years ago
May 17, 2015, 2:25:07 AM
I would like a more immersive UI. Currently, the dull and bland looking interface is uninspiring. It needs more refined aesthetics, and it would be even better if they were faction specific. For exemple, the Empire would have a golden painted UI, perhaps with some columns or arches here and there, and some red curtains. Just try to think of a Roman looking UI. Or a Warhammer 40k's Imperium aesthetic, whatever. Meanwhile, the Sophons could a metalic white UI with some blue lights, and several curves and other elements of their architecture. You get the idea.
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10 years ago
May 6, 2015, 2:57:55 PM
I think, like in Endless Legend, Endless Space should strive to make heroes more individually unique. Perhaps each hero can have faction specific skills, though I would also want some individual ones, or at least individual traits unique to each hero. Nothing extraordinary, but things that distinguish one from the other, as currently, they feel more or less the same, especially at high levels where they become good at everything.



Perhaps, and this is just a suggestion that I have not thought of much, a flagship system can be implemented. Perhaps heroes would have flagships, which can be upgraded and customized as they grow in level (perhaps only commanders, pilots, and adventurers can have them. Each class can have a unique flagship. Imagine adventurers on a Millennium Falcon type ship). I am not sure how that would be balanced, but I was thinking of flagships actually being in battle (and which can only be targeted if they are alone, to avoid sniping heroes off at the beginning). That would make fleets with heroes more powerful. It might cause an imbalance, but honestly I think it makes a lot of sense for a fleet with a renown commander to destroy a fleet with no commander relatively easily. This would also help curb the habit of throwing headless fleets by the dozens, by giving them a decisive disadvantage against fleets with a commander. The ships themselves shouldn't turn the tide on their own and have extraordinary levels of firepower, even at higher levels, but they should be able to have some impact on a battle.



The problem of course is that the commander class could end up the most advantaged by this mechanic, which is not completely unreasonable, I think in terms of space battle commanders should have the upper hand. Naturally, the flagships, while tied to the hero, would be destroyed and would have to be rebuilt at very high costs lest you get a weak generic flagship upon hero's recovery. And of course for that mechanic to be implemented, heroes would have to be assigned primary and then secondary classes (though I wouldn't mind if heroes get limited to only one class to be honest).



EDIT: and also better presented skill trees, as well as visible trade lines as it becomes difficult to keep track of which planets you are trading with.



EDIT 2: And unique faction specific modules. Say perhaps Horatio can have cloning facilities inside ships (would cost 2 special slots), that would make the regeneration of troops a lot faster. Or the Sheredyn can have an interdiction module that prevents retreat (which would make more sense than them being able to do it right off the bat for no reason). Perhaps Hissho can have modules that improve their fighters and bombers, maybe a module that enables bombers to start attacking in Phase 1 instead of Phase 2...etc.
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10 years ago
Feb 13, 2015, 1:17:14 AM
I've only been playing for a few days now, but there are some things I wish the game had. Maybe some mods add these things? I don't know.



*Option to slow down, pause, and replay combat.

*Option to have 12 or 13 empires in a game.

*Option to prevent duplicate empires in a game.

*Diplomacy revert the player's character into the center pedestal after done talking to an empire. Or a back button to do the same thing.

*Diplomacy that tells you if they have accepted or denied a deal. Instead of just backing out to the pedestal screen.

*Beam weapons that are actually beams.

*Option to create teams before start and allied victories option.

*Bigger galaxies.

*A much better tutorial.

*Less confusing Battle Actions. A lot of the numbers in the game confuse me because they're not clear and the descriptions are poor.
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10 years ago
Apr 21, 2015, 3:45:07 AM
When you settle a system, it's an "outpost." It takes quite a few turns before it's a full fledged colony. Outposts are fair game to invasion unless it's within your influence sphere.



Also, there are fewer battle cards at first. You earn more from tech advances.
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10 years ago
Apr 20, 2015, 3:57:58 AM
Also. I seem to be under bombardment/invasion/assault constantly by pilgrims and yet I'm not at War.



Are these... what terrorists? Somehow not accountable to their own government?
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10 years ago
Apr 20, 2015, 3:55:56 AM
A different UI. I'm coming to ES from EL and DotE and I'm like. Staggeringly confused.

After a few hours playing I have about three thoughts. Smaller Tech Tree, combined with a few more profound decisions (maybe bottlenecks that make dumping all the research into combat early less advantageous). I feel overwhelmed by decisions playing a game against 3 AI . Scaling combat. Earlier ships aren't always forced to engage in L/S/M. You might have more S/M only in the beginning. Or a mixture of L/S, S/M. I appreciate that you could build things that way, but I pretty much can't stand combat so far. Fewer. Battle. Cards. Until. Late. Game.
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10 years ago
Mar 22, 2015, 11:04:21 PM
S1GK1LL, I am going to tear down many of your suggestions. Forgive me! Some are interesting but would not--in my opinion--make this a better game. You have a right to your opinion as much as me, and I do appreciate you putting your ideas out there. However, sometimes people wonder why their ideas are "ignored." I'm just going to give you feedback why I wouldn't adopt most of your suggestions if I was the game designer (I'm not!). Also, you'll note that you can already do some of the things you're requesting.



Option where alliance founder is the only person who can accept deals.

I can see the advantage of this. However, the non-founder would then become pretty much a vassal of the founder. An alliance suggests equals.



Add a 4th combat phase for 'ramming' and / or boarding with marines; have a module that enables this feature on ships.

I hate this! This is strictly my opinion. I don't think ramming has a place in any space-based game, and I don't think boarding does either in any strategic space-based game.



Add 2 technologies to the exploration tree:

Transform to / from asteroid.

I actually thought it was clever of the designers to make it impossible to do this. It just doesn't make sense.



Create planet (add planets to smaller systems)

Not the worst idea. However, what I usually do is simply play with the option to have more planets per system. This evens out starting positions.



Heroes are very one dimensional.

I agree with you on this one!



Heroes should be capturable, held for ransom.

NO!!!



Add hero assassination, ramming and boarding to hero skills.

Again, NO!!! Heroes are simply too important. Losing a level 25 Fleet Admiral late in the game could end it. And trust me, if I capture your best Fleet Admiral, you're not getting him back for any price! The game is brilliant that losing a hero is expensive but you don't lose him permanently. It's well balanced--painful but not game ending.



Faction portraits and loadscreens should be customizable.

Good idea--especially faction portraits.



Ship style should be independent of faction appearance.

Not important to me, but why not?



Not selecting a science should be an option. (Keep the warning though)

Why? I can't think of any reason you would want to do this.



Have an option that allows a ship to be retrofitted to a newer design within the same class.

I'm confused. Unless you're playing the Harmony, you can do this.



Consider parallel build ques. 1 que for structures another que for ships.

I don't agree. Having to decide which to build is part of the strategy of the game.



I like the dynamic trade routes between factions but I would also like to send resources to specific systems to boost production, dust or science.

The trade routes being automated is brilliant. Zero micromanagement is needed in an area that would have had zero fun factor to manage. Leave it alone!



Ability to set rally points for ships being produced.

You can do this already.



Late game system improvement (Artificial wormhole) allows player to move a ship from a wormhole to the system with the structure just like moving between wormholes.

Kind of defeats the purpose of the new Vaulter faction.



Horatio cloning ability that allows the combining of two heroes. Player chooses which two skill trees to keep.

Horatio cloning ability is already incredible powerful. So, this might be hard to balance, although it's an interesting concept.



Techs that allow the conversion of any FIDS into any FIDS.

Wouldn't this make planets one dimensional if any planet can produce anything you want?



Option to select which planet you pull population from when creating colony ships or recharging siege troops.

You can move population around between systems, so this isn't needed.
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10 years ago
Mar 22, 2015, 9:16:52 AM
Option where alliance founder is the only person who can accept deals.

Add a 4th combat phase for 'ramming' and / or boarding with marines; have a module that enables this feature on ships.

Add 2 technologies to the exploration tree:

Transform to / from asteroid.

Create planet (add planets to smaller systems)

Heroes are very one dimensional.

Heroes should be capturable, held for ransom.

Add hero assassination, ramming and boarding to hero skills.

Faction portraits and loadscreens should be customizable.

Ship style should be independent of faction appearance.

Not selecting a science should be an option. (Keep the warning though)

Have an option that allows a ship to be retrofitted to a newer design within the same class.

Consider parallel build ques. 1 que for structures another que for ships.

I like the dynamic trade routes between factions but I would also like to send resources to specific systems to boost production, dust or science.

Ability to set rally points for ships being produced.

Late game system improvement (Artificial wormhole) allows player to move a ship from a wormhole to the system with the structure just like moving between wormholes.

Horatio cloning ability that allows the combining of two heroes. Player chooses which two skill trees to keep.

Techs that allow the conversion of any FIDS into any FIDS.

Option to select which planet you pull population from when creating colony ships or recharging siege troops.
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10 years ago
Mar 5, 2015, 6:54:39 PM
Best balance for fight at the end. Stop to see a good fleet of 6 ships destroy 50 bigs ships and heal themself.



Best balance for tech end.



More explains and easy fight. Sometimes the results are totally weird. Too much withe/black.



Stop to see ship blocked because you sign peace.
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10 years ago
Feb 23, 2015, 10:29:03 PM
Jinisk how would simply improving the buyout interface change anything about the buyout mechanism - a mechanism found in most great 4x (moo2, civ4 etc)
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10 years ago
Feb 23, 2015, 9:56:15 PM
Some things I would like for ES2 or the next expansion...



1) A much more advanced custom faction system. We need to be able to set custom portraits, but also be cool to have a few options for selecting from a bank of different ships. Still a simple "click, select jpg" option for portraits and load screens + some ship choices would be awesome.

2) A full game random option to random everything as well as the ability to set everything (including advanced) to random.

3) Tick box or something to force random races to never select the same one twice.

4) +1 on Eysteinh's - random on custom races (if that is possible might be a problem with AI doing that)



@Eysteinh's - I really dislike "buy out" options on games like this.. I hope they do not bother with that. This leads to full research and cash production only removing an entire part of the game managing production as you can simply buy out all the time if you focus only on cash production + research boot buildings.



5) Multiplayer PBM (Play by Mail) - Games like this can go for a while and turns can be long. These kind of TBS games are perfect for play by mail. So you do a turn, then they get a mail telling them that it is time for them to make a turn. I Love these kind of games played like that and while PBM games can take a while it is perfect for many busy people.



6) More aliens! More Tech!
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10 years ago
Feb 17, 2015, 4:43:55 PM
I like these options:



Riekopo wrote:


...

*Option to prevent duplicate empires in a game.

...

*Option to create teams before start and allied victories option.

...





However, the one thing I really want is a more stable multiplayer. If that is never going to happen, I'd like to know so I don't keep checking back to see if anything has been done!
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10 years ago
Feb 16, 2015, 11:22:08 AM
For ES1 my wishlist is actually just a few minor tweaks

- Fix buyout of many items: ctrl + ship should add 10 ships. Ctrl + buyout should buy all in a que. that would save some 1000s of clicks during a game If playing any of the economical factions.

- Random custom factions. I would love to random between all my custom faction designs so I get some variation in my play.

- I also agree options for forming teams in ES1 would be great.

- I also agree some of the battlecards can be explained more. Maybe I will do that in a mod later when I have time once I settle down after finishing my studies.
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10 years ago
Feb 14, 2015, 11:02:00 AM
There are (outdated) mods that increase galaxy size and allow up to (I think) 12 players.

The AI isn't really able to cope with that, however, and it ends making any victory but supremacy unviable. Well, maybe diplomacy. As there's only so many Empires, your second and third wishes are kinda hard to combine.

On the Diplomacy screen, you can just click on your portrait to get yourself back in the middle.

I don't think the engine supports actual beams. (realistically, you wouldn't see them, either^^)

I agree the Battleactions and a lot of numbers are confusing and absolutely not explained in the game, but it's a lot better than some other games that don't show them at all *shrugs*.



That said, I tdon't think anything will actually change. The game's... not new anymore.
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