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.
The current hero roles are very defined: Adventurer, Commander and Pilot have fleet abilities while Administrator and Corporate have system abilities. This is provides a very clear selection choice when acquiring new heroes when all choices are available.
Currently for the first hero of the game the desirability of classes is in the following order: Administrator, Corporate then Pilot/Commander/Adventurer. There is no strategy in hero selection, no good option or build path if an Administrator or Corporate hero is not available. In addition if the only heroes available are a particular type it selecting a fleet hero from a set of administrators can be problematic.
To solve this issue I would suggest some off specialty class skills:
Ship Cost Reduction on System(Commander)
"Surface Mapping" Increase Strategic Resource Yield on System(Adventurer)
"Trade Fleet" Bonus Dust per turn on Fleet(Corporate)
"Infrastructure Targeting" Increase invasion strength on fleet(Administrator)
And give multiple classes the same skill:
Emergency Preparedness[Administrator](add to Commander)
Engine Tuner[Commander](add to Adventurer)
Tactician[Pilot](add to Commander)
Note: In regards to an expansion I hope at least 50% more class specific skills are added to the current classes before adding new hero classes.
Ya and another issue is the administrator one. You get that to level 10+ and you can quick-build entire systems. In a game of mine I have a 3 administrators all level 14+ and they increase all resource outputs of a system 10-fold and even a fully populated system I just captured gets almost 100% happiness with one of the heroes. Although I have fun abusing the mechanic, in a multiplayer game this hands a game-ruining advantage if someone is lucky enough to get their first 3 heroes to have administrator stats. His empire can expand much quicker and he can afford to go into systems that would normally take a higher tech level to have sufficient food and happiness for quick growth.
So ya the administrator role needs a rather large nerf.
Also heroes is a new and fun mechanic and I don't like having to go half the game with only 3, especially when I can afford 20 or more. Its a 4x game so drastically increasing the hero count and usage isn't really a bad thing.
Kareal
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Infantry win firefights. Tanks win battles. Artillery win wars.
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