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.
I can think of several situations in which this could be useful, such as preserving a scout ship that is used to boost the fleet's sight range, travel speed and regeneration.
It could get a bit daunting to deal with quickly if there are too many things to choose from, though. Fleet battles are currently a nice and snappy affair, so I'm all in favour of keeping it down to 5 or 6 formations that have a clear rock-paper-scissors style reaction and counter, just as we have with ship building decisions and choice of battle cards.
ZBeevr wrote: If at all possible, I'd love to have the ability to create my own formation and have that as a selectable option for the future.
I also believe I understand what you're saying about how the random targeting would work, but would it be possible to give your fleet weighted targets such as "target carriers first" or "finish off any damaged ships" or simply "focus on ships with highest offensive output"?
I am open to adding new formations if they would add to the system, but I think that I got the important ones.
Remember that if we have too many formations, then countering enemy formations becomes less effective.
If at all possible, I'd love to have the ability to create my own formation and have that as a selectable option for the future.
I also believe I understand what you're saying about how the random targeting would work, but would it be possible to give your fleet weighted targets such as "target carriers first" or "finish off any damaged ships" or simply "focus on ships with highest offensive output"?
The way this could work would be to assign each ship a number based on its command points and then modified based on what formations are chosen by each player. Each time a ship fires, it randomly selects a target based on how big its number was.
Wedge and Phalanx would give ships bigger or smaller, respectively, numbers based on how much fire they have taken
Column and Sphere (still looking or better names!) would modify it based on how big a ship was.
Flanking and Wall would modify it based on the ships ratio of firepower to defense/hp/repair.
The amount each one is modified could, of course, be tweaked for balancing.
Thats a great idea. it makes the battles more complex with a "simple" choice.
Maybe you have to choose two styles. one for offense purpose for example target the lager enemy ships and one for defense for example your defense ships try to take more fire to cover your vulnerable ships from your enemy.
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