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.
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.
I recall this has already been suggested and may rest for Player Mod Development
A couple of simple changes to the UI that have been touched upon during beta:
1: Assign F1-F6 to the main empire views. (Management, research etc)
2: Allow for quick resolution of space battles, without having to resort to "auto". It becomes tedious to watch the whole thing each time I just want my scout to disengage and escape, for example.
Sinsect wrote: A couple of simple changes to the UI that have been touched upon during beta:
1: Assign F1-F6 to the main empire views. (Management, research etc)
2: Allow for quick resolution of space battles, without having to resort to "auto". It becomes tedious to watch the whole thing each time I just want my scout to disengage and escape, for example.
Thank you for your suggestion but both of these have already been suggested and are with the Dev Team to implement
Spero42 wrote: Can we indicate which ideas in the list have been flat-out rejected by the devs?
Dev team have created a sticky thread called and linked here:- Community Suggestions Amplitude is following showing all that are and not being considered for further development
I've noticed that virtually everyone has an "ideal" research order that looks something like...
Soil Xenobiology/N-Way Fusion Plants
Isolation Shields/Xenology
Xenotbotany/Arid Epigenetics
Compat Fusion Reactors
Neural Robotics
Nonbaryonic Particles
Similarly, in the mid-game, there's a rush for Pervasive Etching, and late game sees a rush for Persistent Construction. Once a player gets each of the corresponding improvements built, they blast through a huge chunk of the tech tree without ever actually using many of the techs (especially in the Galactic Warfare tree). I'd rather a more measured and balanced approach to research where I actually use 90% of the techs I unlock.
Proposal:
Change Magnetic Field Generators, Graviton-Shielded Laboratories, and Anomalies Institute so that they each provide an absolute or percentage bonus to science based on how many complete research tiers the player has completed. By complete research tier, I mean all techs of a given cost, regardless of where they are in the tech trees. For example:
Magnetic Field Generators provide +10 Science per tier.
Graviton-Shielded Laboratories provide +2.5% Science per tier.
Anomalies Institute provides +4% Science per tier.
These figures look a little low at first, but remember that they continue to scale with additional research, which is offset by the fact that you have to research entire tiers to get the full benefit of these improvements in their revised form.
The text in the game is incredibly hard to read when playing at the native resolution of my monitor (2560x1440). There needs to be either an option to increase the text size, or an alteration made to the way text and other 2d elements scales with different resolutions.
jetkar wrote: Dev team have created a sticky thread called and linked here:- Community Suggestions Amplitude is following showing all that are and not being considered for further development
I guess I meant in your post specifically so that we don't have to alt-tab between the two threads to see which ideas were crushed and their links...
I've noticed that virtually everyone has an "ideal" research order that looks something like...
Soil Xenobiology/N-Way Fusion Plants
Isolation Shields/Xenology
Xenotbotany/Arid Epigenetics
Compat Fusion Reactors
Neural Robotics
Nonbaryonic Particles
Similarly, in the mid-game, there's a rush for Pervasive Etching, and late game sees a rush for Persistent Construction. Once a player gets each of the corresponding improvements built, they blast through a huge chunk of the tech tree without ever actually using many of the techs (especially in the Galactic Warfare tree). I'd rather a more measured and balanced approach to research where I actually use 90% of the techs I unlock.
Proposal:
Change Magnetic Field Generators, Graviton-Shielded Laboratories, and Anomalies Institute so that they each provide an absolute or percentage bonus to science based on how many complete research tiers the player has completed. By complete research tier, I mean all techs of a given cost, regardless of where they are in the tech trees. For example:
Magnetic Field Generators provide +10 Science per tier.
Graviton-Shielded Laboratories provide +2.5% Science per tier.
Anomalies Institute provides +4% Science per tier.
These figures look a little low at first, but remember that they continue to scale with additional research, which is offset by the fact that you have to research entire tiers to get the full benefit of these improvements in their revised form.
Interesting suggestion but I feel you need to involve the community with your suggestion by submitting your idea with a poll in order for the Dev Team / Creative Director to consider for further development.
Jonathon wrote: The text in the game is incredibly hard to read when playing at the native resolution of my monitor (2560x1440). There needs to be either an option to increase the text size, or an alteration made to the way text and other 2d elements scales with different resolutions.
Dont worry abut your english, Interesting suggestion but I feel you need to involve the community with your suggestion by submitting your idea with a poll in order for the Dev Team / Creative Director to consider for further development.
Spero42 wrote: I guess I meant in your post specifically so that we don't have to alt-tab between the two threads to see which ideas were crushed and their links...
I wish I could i do this voluntarily and regretfully I dont have alot of spare time anymore which both the Creative Director, Mods and Dev Team are aware.
Jesse3G wrote: For the majority of the time, I would expect to recover the colony spacecraft and reuse it as the population was large enough to colonize another system.
Although an interesting suggestion I will have to disagree as the idea was that the resources from the ship would aid in the colonisation of the planet therefore you not able to relaunch the colony ship. However you are open to debate this with the community.
Since the Poll achievement has not had enough interest by the community I regret this will not be added to summary list at this time. You may wish to debate this on your thread to create more interest by the community of your suggestion.
Interesting suggestion but not sure!. This needs to be debated with a poll to the community before being considered by the Dev Team for further development or inclusion in game
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