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More ship stats (Evasion, crew power, armor vs hp)

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13 years ago
Jun 25, 2012, 11:28:54 AM
I feel like the game would benefit from having more ship modules and more variety in ship modules. Endless Space is a bit too simplistic in this regard. If one takes a look at MoO2, it had cloaking devices, boarding parties, torpedoes, teleporter systems, engine systems and a lot interesting things.



In Endless Space, weapons functionally stay the same as you climb the tech tree, the only thing that changes is that they do more damage. The same is true for defensive modules.



Support modules are mostly uninteresting. Engine and Scout modules have no impact in battles. Tonnage modules should always be used when available. Power modules once again don't change how combat plays out, they merely strengthen weapons or defensive modules a bit. Armor modules are useless (they should give a substantial percentage bonus to hitpoints but be limited to one per ship). Invasion and repair modules are best put on support ships that just follow the main fleet.



In order to evolve this simple system, the game needs to create more ship properties that affect the outcome of combat. These could be: speed (affects enemy weapon accuracy), crew (prevents takeover of the ship or generally just affects all systems on a ship), structural hitpoints (as opposed to armor hitpoints; I should add that the game often refers to hitpoints as armor which is confusing because in most games these are two different things. This feels like a translation error). Once these are in place it's a lot easier to differentiate weapons and modules in meaningful ways.
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13 years ago
Jun 25, 2012, 12:19:02 PM
Agreed. However, I would like to see the weapons balanced first - get what's there working tolerably, THEN add new stuff.
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13 years ago
Jun 25, 2012, 12:47:57 PM
Zentay wrote:
I feel like the game would benefit from having more ship modules and more variety in ship modules. Endless Space is a bit too simplistic in this regard. If one takes a look at MoO2, it had cloaking devices, boarding parties, torpedoes, teleporter systems, engine systems and a lot interesting things.



In Endless Space, weapons functionally stay the same as you climb the tech tree, the only thing that changes is that they do more damage. The same is true for defensive modules.



Support modules are mostly uninteresting. Engine and Scout modules have no impact in battles. Tonnage modules should always be used when available. Power modules once again don't change how combat plays out, they merely strengthen weapons or defensive modules a bit. Armor modules are useless (they should give a substantial percentage bonus to hitpoints but be limited to one per ship). Invasion and repair modules are best put on support ships that just follow the main fleet.



In order to evolve this simple system, the game needs to create more ship properties that affect the outcome of combat. These could be: speed (affects enemy weapon accuracy), crew (prevents takeover of the ship or generally just affects all systems on a ship), structural hitpoints (as opposed to armor hitpoints; I should add that the game often refers to hitpoints as armor which is confusing because in most games these are two different things. This feels like a translation error). Once these are in place it's a lot easier to differentiate weapons and modules in meaningful ways.




Well, support modules aren't there to really effect battles. They are there to support the ship, hence the name. Heal the ships faster, let it move farther, etc. The ones that do help battles, though, are the one one that add armor to the ship.



I don't think we need more modules (although, for the record, jetkar's list of suggestions does have a request for more of each of the weapon mods). The way they're set up now is simple, and it works, it just needs small bits of tweaking to get the balancing right. The thing I love the most about the combat system is that it is simple. It's easy to pick up and understand, and you don't need to become a master tactician/strategist to build good ships...People keep comparing ES to games like M.o.O2, and SoaSE and so on, saying it should be more like this or more like that...Any chance we can just let the devs sit back and make the kind of game systems that they want to make?
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13 years ago
Jun 25, 2012, 1:42:46 PM
Nosferatiel wrote:
Renamed the thread. More modules have already been suggested here: /#/endless-space/forum/28-game-design/thread/11918-suggestion-more-ship-modules

, boarding has also already been suggested.



But I think you really just want more complex combat by more stats defining your ships.




Pretty much. I think more complex combat goes hand in hand with ships having more stats and the addition of a variety of new modules. If these stats exist but cannot be modified (through modules or other means) then there's no mathematical reason for them to exist in the first place.



That link has some great ideas by the way.
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