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.
First I want to apologize for the gratuitous dead horse beating.
I understand there have been millions of these, but I haven't seen a rework so much like mine (though it's quite possible I missed it).
Mainly I am trying to keep it bare basics with both single and multiplayer in mind.
Decided to use a list.
In military management screen, the player defines the default cards for the empire (these cards are used for "Standing Orders").
In hero management screen, the player can set what cards the hero uses (these cards replace "Standing Orders" with "Hero's Command" for the hero's fleet).
When making an assault, the attacker specifies which fleet will attack, then which fleet is being attacked.
Combat doesn't begin until both players select an option.
Battle options are:[LIST=1]
"Standing Orders" ("Hero's Command" when hero is present, uses the fleets predefined cards)
"Deliver Instructions" (select cards to use this battle)
"Assume Command" (takes you into battle scene)
Turns don't end unless all battles are resolved.
Also, for players who use timed turns, the battle timer can be turned back on in game options with varying lengths (failure to react uses "Standing Orders").
[/LIST]
Once again I apologize for the horse beating, I just want to help.
Decided to post the full rework just in case anyone finds it interesting.
Stuff written in colour are less than vital, and hence could be dropped to make it easier for the devs. If one thing from a colour is dropped drop all things of that colour.
In military management screen, the player defines the default cards for the empire (these cards are used for "Standing Orders").
In hero management screen, the player can set what cards the hero uses (these cards replace "Standing Orders" with "Hero's Command" for the hero's fleet).
The player can assign a fleet to escort another fleet. This pairs the fleets, they move together using the slowest fleet's movement, similar to how ships in a fleet work.
When making an assault, the attacker specifies which fleet will attack, then which fleet is being attacked.
An escorted fleet is greyed out and placed in a shared box with the fleet escorting it.
Combat doesn't begin until both players select an option.
Battle options are:[LIST=1]
"Order Retreat" (attempts to back out of the battle, based on speed of fleets, auto success for attacker)
If a defending escort chooses this, the battle is then redirected to the escorted fleet.
If defender succeeds, attacker phase and battle count go up by 1.
A failed retreat automatically plays the 'Retreat' card in all phases.
"Standing Orders" ("Hero's Command" when hero is present, uses the fleets predefined cards)
"Deliver Instructions" (select cards to use this battle)
"Assume Command" (takes you into battle scene)
After battle report shows what cards each side used.
For each assault fleet makes, the fleet takes a 5% damage penalty (fatigue) per battle phase played, and a 10% invasion MP penalty (pressure) per battle. The first battle doesn't count.
(this is calculated with diminishing returns, so with 200 MP base invasion drops to 180, then 162, then 145.8, then 131.22, then 118.098 and so on and so forth)
To prevent anti invasion spamming, invasions aren't stopped by ships in a system, but their MP is added to the system defence MP.
Turns don't end unless all battles are resolved.
Also, for players who use timed turns, the battle timer can be turned back on in game options with varying lengths (failure to react uses "Standing Orders").
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