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.
Since everyone seems to have different ideas of what they want from a combat resolver, would it be possible to make the ES combat resolver, like the galaxy generator, be a plugin that takes the fleets, the system parameters, and the like as arguments and outputs the battle for the cinematic renderer and battle summary? Then the devs can have their vision of the battle system, and those of us who like it can stick with it, while those who want more detail can figure out how to build a more complicated resolver to have the combat they want.
For auto-calculated battles, I can see this being relatively straightforward to implement, but I realize it may be substantially more difficult when the battle allows user input while in progress...
The avoidance of hard-coding as much as possible and keeping the system loose and modular would allow the community to make adjustments themselves at a saving of tremendous hours of time for the Dev's. It would open up experimentation, enrichment of the combat system and do great things for the game.
PyroVortex
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