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Endless Space 2
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ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.

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7 years ago
Nov 16, 2016, 4:01:00 PM

Hi !


Currently, it seems that every spacecraft can be build in every systems.

I feel uncomfortable with that. And, actually, I think it will need really specialized infrastructure to build big ships...  

That's why (I think) we can take advantage of the planetary specialization : it may be interesting to have a planetary specialization related to spacecraft building.


Let's imagine a planetary specialization "Space shipyard" that allow you to build the biggest ships (cruiser, battleship and dreadnought).

We can imagine that smallest spacecraft (civilian, corvette, destroyer) can be build on every system but with a reduced cost on "Space shipyard" specialized (-10% cost production for example).


Space shipyard :

  • Allow to build the biggest ships (cruiser, battleship and dreadnought).
  • Reduces the production cost of smallest spacecraft (civilian, corvette, destroyer).
  • A planet with such a specialization may produce extra dust (construction and selling of civilian/commercial ships) when the current system construction is not a ship.
  • When a ship is under construction, this specialization may produce extra science (engineering).
  • At the end of each spacecraft construction the "Shipyard" may gain experience.
  •  It may slowly loose experience if not building spacecraft.
  • The experience may unlock levels that gives a reduced cost production and reduced strategical resource consumption for spacecraft construction.


What do you think of this idea ?


PS : sorry for my very bad English.

Updated 15 days ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

SpaceTroll

DEV SpaceTroll

status updated 7 years ago

right now we hope that building power is what should limit a system capacity to build bigger ships

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7 years ago
Nov 16, 2016, 11:01:26 PM

This is definitely an interesting idea. The only thing that I'd say is that if shipyards are going to be a planetary exploitation, they should provide a smaller reduction to the cost of small ships than 25%. On systems with 4 colonizable planets (which there are a lot of), that would mean every ship made on that system could be free. -10% ship cost would make more sense since most starting ships cost 100  to make. That way, a system with 6 planets can only reduce the ship's total cost by -60%.

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7 years ago
Nov 17, 2016, 5:38:11 AM

I think this is a very good idea!

In general, I would like to be able to specialize more my planets

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7 years ago
Nov 19, 2016, 4:59:09 PM

I was just about to propose the same idea, but not as an option with big ships : huge +1.


"Realistically speaking", big ships can't be produced on planets. It costs way too much fuel to launch those in orbit.

Construction cost for the biggest of those shouldn't change. But constructing those should only be made in a destroyable structure (like a 0-movement ship that transforms into a big ship ?).


Constructing the biggest guns in ES should be a risk / reward : those ships shouldn't be able to be dust-paid. The construction should stay 10 turns or more.


Knowing where those are built should be an asset and those should be sitting ducks until they are finished.

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7 years ago
Nov 27, 2016, 6:46:58 PM

This idea seems very straightforward and it feels 'logical' and 'intuitive' to me. I think it would bring more value to the specialization systems like suggested above. Supporting!

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7 years ago
Dec 29, 2016, 10:35:02 AM

Later in eras, there could be an invisibility field generator building for those orbital shipyards.

This building hides an orbital shipyard until it is desactivated or destroyed.


One empire could produce huge dreadnoughts out of a specialized and secret system, but then the rebellion who bough an information to a betraying ally would sabotage the field and destroy the paper-made shipyard and baby dreads...


Hmm. Sorry.

Updated 7 years ago.
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7 years ago
Jan 16, 2017, 9:46:38 AM

In the history of naval warfare, attack the enemy facilities and bases in general is an obvious strategical option (Tarente 1940, Souda Bay 1941,  Pearl Harbor 1941, St Nazaire 1942, Goa 1943, etc). I think it is the kind of things we can expect in a 4X game. In order to do so we have to introce key facilities, such as space shipyard, in order to give more strategical depth to war.

Updated 7 years ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

SpaceTroll

DEV SpaceTroll

status updated 7 years ago

right now we hope that building power is what should limit a system capacity to build bigger ships
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