ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
This is a poll for the Navigation Card suggestion after all combat phases have been played out. A re-paste of the info:
[HR][/HR]
At the end of a full cycle (after close-range weapons) the draw phase is actually a navigation phase. In the navigation phase there are three cards that can be played: Withdraw, Re-position, and Pursue cards. Since most battles end before this I don't see something like this being priority, but it can certainly give more immersion from a tactical perspective. Further explanation below.
Tactical Cards:
Withdraw Card: Push all remaining energy to the thrusters, attempting to leave the battlefield. If the enemy pursues you suffer a -40% penalty to weapons due to power redistribution to the engines, and must fight one long-range (or middle) phase before you can successfully withdraw.
Re-position Card: Reposition the fleet back into battle formation, circling around back into long-range phase to fight against your opponent. You suffer no penalties with this card. If the opponent withdraws the fight ends in a tie. If the opponent pursues the battle will be joined in only two phases; the mid range phase and the close range phase. Your pursuing opponent will suffer a -25% weapon penalty and a +5% HP boost for one round.
Pursue Card: Push much of your energy into thrusters and some extra power into the hull, giving you the ability to chase down withdrawing targets for one long-range phase or to ignore the long-range phase against repositioning targets. If you play this card you get a -25% weapon penalty and +5% health boots of your maximum HP for one turn. Full HP pursuing ships gain a +5% health bonus if at full HP.
So basically:
Withdraw C vs Re-position C: Withdrawing fleet leaves the field ending the fight in a draw.
Withdraw C vs Withdraw C: Withdrawing fleet leaves the field ending the fight in a draw.
Withdraw C vs Pursue C: One last phase is fought (long/middle range). Withdrawing fleet suffers -40% weapon penalty and pursuing fleet suffers -25% weapon penalty with a +5% HP boost.
Re-position C vs Withdraw C: Withdrawing fleet leaves the field ending the fight in a draw.
Re-position C vs Re-position C: Both fleets re-position themselves into fighting formation, beginning at long range.
Re-position C vs Pursue C: Pursuing fleet is positioned much closer than normal, skipping the long range phase and starting off at middle range. Pursuing fleet has -25% weapon penalty and +5% HP boost for one turn.
Pursue C vs Withdraw C: One last phase is fought (long/middle range). Withdrawing fleet suffers -40% weapon penalty and pursuing fleet suffers -25% weapon penalty with a +5% health boost.
Pursue C vs Re-position C: Pursuing fleet is positioned much closer than normal, skipping the long range phase and starting off at middle range. Pursuing fleet has -25% weapon penalty and +5% HP for one turn.
Pursue C vs. Pursue C: Both sides suffer a -25% weapon penalty and +5% HP boost for one turn, and fight one (or two) close ranged phases.
Draco18s wrote: I also don't see how the stated bonus to using pursuit gets worse when the enemy repositions. They're both -25% weapons +5% health.
It's there to show something consistent (as an example, basically). for instance, if your fighting against a player using missiles (long-range) then it wouldn't be a bad decision to use pursuit if you utilize kinetic/beam weapons. though you have a -25% weapon penalty you're in much closer range to your enemy; allowing your kinetic and beam weapons to land much more often. The poll however is for the idea of the navigation cards, not the number bonuses with them. As I stated in the top post these numbers will have to be balanced (or taken out) if the idea is introduced.
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