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.
Mainly i would like to promote my idea of non-mandatory sub-branches to the tech tree. You can research them, but you don't need them to advance to a higher level in the tree, you just improve on a technology you know. Cheaper upgrades for ships/buildings and so forth included but still a better performance for the individual item. Read yourself in more detail.
Interesting suggestion however this needs to be debated by the community with a poll before I can add for the Dev Team consideration. As I personally feel alot of gamers have mixed opinions about what happens "end of turn".
Golgota wrote: Mainly i would like to promote my idea of non-mandatory sub-branches to the tech tree. You can research them, but you don't need them to advance to a higher level in the tree, you just improve on a technology you know. Cheaper upgrades for ships/buildings and so forth included but still a better performance for the individual item. Read yourself in more detail.
Thank you for your suggestion however a number of ideas you have have raised been suggested. With regard to Non-mandatory tech tree and from what I can gather from Dev Team they would not consider this. As Tech tree have a relevance to the races technological gains.
jetkar wrote: Interesting suggestion however this needs to be debated by the community with a poll before I can add for the Dev Team consideration. As I personally feel alot of gamers have mixed opinions about what happens "end of turn".
Ok no problem, I'll update the topic with a poll, although I'm not sure what would be the question of said poll. I don't really think we are to debate what informations should the devs show us. It certainly strongly depends on what gamedesigners have in mind concerning what is and what is not OK to show the players.
Or maybe should we debate on the usefulness of that screen before opening one topic for each "end of screen" type.
CXZman wrote: Ok no problem, I'll update the topic with a poll, although I'm not sure what would be the question of said poll. I don't really think we are to debate what informations should the devs show us. It certainly strongly depends on what gamedesigners have in mind concerning what is and what is not OK to show the players.
Or maybe should we debate on the usefulness of that screen before opening one topic for each "end of screen" type.
What do you think ?
I am not asking you to debate what Dev team should show the gamer. Its what the gamer wants or not. Personally I dont want it and if it had the option I would disable it. But I want you to get the communities thoughts on it.
Blockading only occurs if the orbiting enemy fleet has more invasion military power than the combined planetary defence value and the orbiting friendly fleet's military power.
Blockading only occurs if the orbiting enemy fleet has more invasion military power than the combined planetary defence value and the orbiting friendly fleet's military power.
Interesting suggestion. Personally I diasgree.But let see how your poll fairs by the communities view!!
Blockading only occurs if the orbiting enemy fleet has more invasion military power than the combined planetary defence value and the orbiting friendly fleet's military power.
Interesting suggestion. Let see how the poll is after 7 days.
Under the proposed changes, missiles would fire in rounds 1 and 3, and strike their targets in rounds 2 and 4. Now, I'm not 100% sure if this also requires flak to be altered slightly, since I don't know if flak affects missiles in flight turns or just on the impact turn.
A large part of almost any fleet's defence revolves around killing enemy ships to remove sources of damage. The exception to this is missiles, which fire in round 1 but don't kill anything until round 3, leaving all other weapons on both sides to grind down the fleets, and many missiles are wasted because the target is already destroyed. Doubling missile rate of fire reduces the likelihood of wasted missiles, and maintains their flavour as powerful, slow weapons while discarding the "all-or-nothing" feel that they have now.
When prompted by the Combat window to choose manual or automatic combat resolution please add a third for retreat. Simple really, many times that is all I want it to do and loading the combat screen is a waste of time if all I will select is retreat
Jesse3G wrote: How about the option to right click a system or planet to flag it.
An added benefit to flagging something is to have an option to write notes with the flag or use a couple flag colors to cycle through with different purposes.
Since all your suggestions are with polls you need to allow 7 days for community views of your ideas b4 being submitted on summary list for Dev teams consideration
When prompted by the Combat window to choose manual or automatic combat resolution please add a third for retreat. Simple really, many times that is all I want it to do and loading the combat screen is a waste of time if all I will select is retreat
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