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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.

Ship Designer: Module Editor for Customizing Ship Modules

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7 years ago
Nov 22, 2016, 7:25:40 PM

Idea/Ultimate Goals:  (This is a modification concept, not a redesign)


The concept for this idea is to accomplish the following goals:

  • Introduce a Module Editor for creating custom modules and thus greatly expand ship design possibilities.
  • Make researching resource-based modules more worthwhile and keep them competitive by making them scale better, maintaining their usefulness and relevance throughout the eras.
  • Clean up the Ship Designer interface and thus make the Ship Designer more intuitive and easier to use as a knock-on effect.


To accomplish the above goals, the idea is to propose to the Dev's that they add a module editor to the ship designer, to use for customizing ship modules instead of the current system where you have this huge list of ship modules, all of the same type, where the only difference between many of these modules (other than stats) is their resource variant.  Where instead of the huge list, you could snap-in and snap-out resources as needed that add the unique modifiers associated with the resource to the base module type, creating the resource-based variants in the process.


Issues With The Current System:


Currently, when you research a new resource-based material (Titanium, Adamantium, Orilchalcix etc.) or substance (Hyperium, Antimatter, Quadrinix etc.).  You can obviously use that resource in your ship designs and use their module counterparts to boost your ships stats.  You have planets that have this resource that is mined, continuously filling your stockpile up to a maximum of 999.  Any more you mine (which you can't stop), simply gets wasted/thrown away.  The problem comes in once you research the next tier of resources.  You have these new elements that are stronger and more powerful, so naturally you are going to use these as much as possible.  So, what do you do with the old resources to which you now have tons of.  Right now, not much other than diplomatic trade and a couple special support based modules.  Other than that, they become pretty much, completely useless.  Constantly accruing, and nothing to do with them.  Why?


Well the problem hits when you hit the next level/era because of 2 things.  One, you have these new resources that are considerably more powerful/useful than the previous, but you may have a limited supply, so you may not be able to use too much of them in your new builds for the moment.  So you might think, hey, then why don't you mix and match with the older resources as well, then there's no problem right?  Wrong, and that's where the second problem becomes glaringly apparent.  Unfortunately, this is where we get into the issue of scaling.  See, right now, as your tech/eras advance, so do your basic white weapon/shield modules (as they should).  The base stats of these basic white weapons and shields become stronger and more powerful, but your old resource-based modules such as titanium and hyperium, do not.  Which means that even your most basic white weapon/shield modules become even more powerful than the earlier resource-based weapons/shields rendering the older resources completely obsolete and useless as a result for anything other than a couple special support based modules.  Example:


 


As you can see by the above example, the tier 3 basic module is now more powerful than the older resource based variant, rendering the older resource useless.  And even if you consider the Hyperium Tier 2 variant, that one actually has the exact same stats as the basic tier 3 variant.  So why would you bother to use the Hyperium resource variant, when all it does at that point is increase the cost in resources and provide zero benefit over the basic white module.  All of these factors result in you now having tons and tons of constantly accruing resources that you literally can't do anything useful with.  



Often times, making you wonder why you bothered wasting turns researching them for such relatively short periods of usefulness.  This is where I think a module editor would be the perfect way to fix this problem and would literally give us everything we want and more.


Approach Proposal:


Instead of having researched a resource, then the Dev's having to create special individual listings for each and every weapon/shield module etc and specific stats for each these "basic" modules and various "resource-based" variants.  


(As you can see, in the later era's, the options box starts getting overfilled with all the different variants of the same modules.)


All they would have to make are the basic white modules and stats and scale them through the eras like they already do (this would in turn save the Dev's considerable work).  This way, apart from support modules, you would only have to select the basic white module types to attach to your ship:


(Similar to how it looks earlier in the game.  Fewer listings for the same "type" of module.  Drastically cleaning up the Design Interface)


Then add 2 interactable slots to each module while it's attached to the ship (whether it's a weapon or shield) to which we can attach resources to (whether you double up on one resource, or use one of each of 2 resources to make hybrid modules), and make the resources themselves, modifier based instead of actual individual modules.  They modify and boost the base characteristics of whatever module they're attached to.  That way, you could create your resource based weapons/shields, like you already can.  But it means you could also make hybrid weapons, like torpedoes with adamantium housings and antimatter warheads.  And on top of that, it makes all older resources useful again, because now that resources simply boost/modify the base characteristics of whatever module they're attached to, it means that all older resources will now properly scale with everything else naturally, giving them back their relevance in the later eras.  Don't have enough antimatter?  Fine, I've got plenty of Hyperium, I'll use that instead and still get a boost.  Just a smaller boost.  Or they could have a secondary effect/property that's unique to that resource, such as increased armor penetration or increased accuracy or critical hit chance etc that could keep older researched resources competitive in the later eras without breaking game balance.  Greatly expanding ship design possibilities in the process.


This would also open the door for adding more module types without having to worry about further bogging down the current system with tons of additional listings.  Such as new weapons like pulse wave blasters or defensive systems like point defense systems for defending against fighters and missiles.


Supporting Examples:

  • With the current system, adding just the above 2 examples of new ship module "types" would require a total of 14 new individual module listings in the ship designer.  One for each basic white listing, then an additional 6 individual listings each to account for all of the resource variants as well.  Resulting in 7 listings each, 14 listings total.  That's a lot of listings for just 2 new module types.  Where as the Module Editor would only require the 2 white module listings, and then those modules could be turned into the resource-based variants via the module editor.  So you'd still have access to all the resource variants you already have, but also have even more possibilities due to the ability to make hybrid variants via the editor, in effect multiplying your possible options.  All from just 2 listings.  That's a big difference.


  • On that same note, lets use just 1 of the above new module types as an example.  If you were to use the module editor, resource modifier-based approach proposed, and you were able to snap-in and snap-out 2 resource types.  Including all variations of: no resources attached, one blank + one filled, doubled up, and one of each of 2, the total number of module resource combinations (only counting the 6 resource types we know of currently in game) skyrockets to a total of 49 possible combinations.  That's 49 possible module configurations all from just 1 module type listing.  Now scale that across all offensive and defensive modules and you now have a truly mind boggling number of possible ship design configurations.  


The result?  Drastically more ship design combinations.  Considerably fewer item listings bogging down the design interface.  Resource usefulness scales a lot better through the eras "naturally" without requiring developer intervention.  And opens the door for the Dev's to add new module "types" to the ship designer (whether now or via future DLC) without having to worry about further bogging down the design interface with tons of new unnecessary separate listings.  All from a relatively small modification to the current system.  That's a lot of bang for your buck.


They can still have support modules require a very specific resource, like they currently do with support modules and I would like that, but I do think for the most part, that a module editor/resource modifier based system is the best option for weapon/defense modules overall.  


Over the short term, it would take more work by the Dev's to implement this modification to the current system, but over the long term it would save them a ton of work and open the door for them to add more unique resources and/or module types later (if they so chose to), without bogging the ship design interface down with tons of unnecessary module listings.  It would literally fix every issue currently present with resources and scaling and expand ship design possibilities by a massive amount, yet simplifying it at the same time.  It's worth considering at the very least.

Updated a day 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.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

While being able to customize your modules is an interesting idea with many possibilities, ultimately this could not make it into ES2. The level of micromanagement this would lead to did not fit well into the general design of ES2.

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7 years ago
Nov 23, 2016, 6:01:28 AM

I really like this idea.

It brings a lot of flexibility in the design of the modules and makes the ship design more customizable.

Maybe, if you can summarize your idea to grab attention from the community.


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7 years ago
Nov 24, 2016, 4:36:44 AM

I  think this is the first idea thread I've elected to follow, because it's awesome!

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7 years ago
Nov 24, 2016, 10:59:01 PM

Impact of Early Access Update 1 on idea proposal as pitched:


Well, Update 1 dropped last night and as expected, it brings some changes to the game.  Including a couple that directly affect this idea proposal.  Although, if anything, the changes made in Update 1 make my wanting of a module editor even stronger, for reasons I'm about to outline.  As in the original proposal, I will be including screenshots to help illustrate the points I'm about to make.  Think of this portion of the thread as nothing more than updated information to ensure information stays relevant with the current state of the Early Access Release version.


Ship Designer Number of Module Listings Halved (But in a Bad Way)




It seems the Dev's have taken on board the communities request to diversify the logical differences between different "types" of resources.  But they've chosen to apply that idea in a very broad and ultimately, detrimental fashion.  The result?  The total number of individual module listings have been halved.  In effect, helping clean up the ship designer interface (yay! ).  However, this in turn has also halved the number of options we can choose when choosing modules to install on our ships (oh crap! ).  This is not what we were hoping for when we asked to diversify ship module characteristics.  This is also not what we were hoping for with this idea.  We were wanting to reduce the number of listings at the same time as "expanding" our options.  Not reduce the listings at the same time as reducing our options.  We wanted more options, not less.


It seems they have broadly chosen to directly link researched resources to specific module types in a very rigid fashion.  Material resources (Titanium etc.) directly link to projectiles and armor (Torpedoes are classed as a projectile).  Substance resources (Hyperium etc.) directly link to energy weapons and shields.  So all listings out-with those broad links are now completely gone.  So now, I'm sure many of us are asking the obvious question, "Why no antimatter torpedoes?".  After all, a grenade without gunpowder is nothing more than a fancy looking rock.  Makes sense right.  Well, as an outside observer, my best guess is it seems like they've made this decision in order to perfectly split resources applications down the middle.  Otherwise, things like anti-matter would have more possible applications than say adamantium on it's own.  Where anti-matter would have applications in Torpedoes, Lasers, Beams and Shields.  Adamantium would only have applications in bullets and armor.  Using this example, would imply too heavy an emphasis on researching substances over materials.  Something I think the dev's wanted to avoid, maintaining the importance of researching both resource types as opposed to one over the other.  Which is why I think they chose this broad approach.  Unfortunately, I don't like this decision.  It's too rigid and it has considerably reduced our options when designing ships.  The exact opposite of what we are hoping to accomplish with this module editor concept.  Sure it reduces the number of individual listings in the ship designer, but by nowhere near as much as the editor would've achieved.  I hate to say it, but it's a half-measure at best and feels more like a step backward rather than forward.


Resource Module Scaling is Still a Big Problem


In this update, the dev's have introduced a second tier for some of the older resource based modules.  Here's an example:


 


So yeah, they've added a second tier to resource-based modules.  But the problem I highlighted in the above idea concept is still present.  Here's the associated basic modules stats at this point in the game to illustrate the issue.  For the record, tier 2 is the highest level the titanium torpedoes can currently be upgraded to:



So again, my original point stands.  The upgraded "naturally" scaling basic white modules are still more powerful than the best old resource based modules.  Making them completely useless.  And if that wasn't bad enough.  At that time in the game, the adamantium torpedoes don't fare much better at the start of the new era:



Exact same stats as the current basic white modules.  Which again means, until I upgrade the adamantium modules via research (which takes time), there's no point in using the adamantium resource-based modules over the basic white modules.  In case your curious, here's what that eventual upgraded module looks like:



But all of this just further illustrates the issue with scaling in the current system.  Because you know what's going to happen when the next era starts.  The basic white modules are going to scale up again automatically (as they should), but the older resource variants won't.  Because there's no research to scale them up again.  Because there's the new resources on the list.  Again, costing turns to develop.  Or more to the point.  Why did I bother to research the older resources at all, costing lots of turns, when it would probably be better to just ignore all older resource based weapons/shields and save those turns to just focus on researching the best resource based weapons/shields in the very last era.  Otherwise, it's like watching a disappointing game of leap frog and ending up with tons of resources I either don't have any real use for, or have a use for, but for a very short term and cost me too many turns to develop for such a short term of usefulness.


(As you can see, this image pretty aptly illustrates that at this point in the game, I have literally no use for the older resources, resulting in a huge stockpile of resources I can't do anything with.)


Where as with the proposed module editor approach outlined above in the initial concept brief, and converting all the resources to modifiers/secondary effects that simply boost the base stats of whatever white module you attach them to.  You "naturally" eliminate all of the scaling issues and simultaneously make all resources useful again throughout all eras.  Such as using Adamantium to increase a white modules damage or increase armor penetration etc, but then, you could attach Titanium to the second slot to increase the white modules critical hit chance.  (You did notice that the Titanium modules both have an increased critical hit chance compared to both the white and Adamantium modules, right?)  This is just one example of the many ways the editor/modifier approach could greatly expand ship design options, while solving a lot the problems inherent to current system.  


Now obviously, you probably don't want older resources to be better than later resources and that does make a fair amount of sense.  But at the same time, you don't want all older resources to become completely obsolete and useless either like they currently do.  Which is one of the big problems with the current system.  The idea behind this proposed system isn't to make older resources as powerful as newer resources.  It's goal is to restore their relevance in the later eras by simply making them competitive at the very least.  It would be up to the Dev's to find the best way to balance the resources in that respect.  There are plenty of ways this can be done.  Such as spreading a particular resources usefulness based on which module type your attaching it to.  Such Anti-Matter could offer it's biggest boosts to Torpedoes, Shields and Lasers, but offer only a moderate boost Beams, and only a very minor boost to bullets.  Where as Adamantium could give great boosts to Bullets and Armor, a moderate boost to Torpedoes, but only a minor boost, if any, to other modules.  You could even have it to where titanium may be the best overall material for one specific module, but adamantium may be the best overall for another.  So in effect, you're not only varying boosts/effects based on resource, your also varying their effects based on which module types you're attaching them to, adding a lot of depth and experimentation to the ship designer.  This last paragraph is just spit-balling random thoughts to convey the shear amount of possibilities the module editor approach affords you (the Dev's), that the current system does not.  In other words, it affords the Dev's just as much freedom (if not more) as the players.


As it stands, the module editor still seems to be the best option for fixing the issues currently present with the ship designer and resources as I've outlined in the original concept brief.  If anything, Update 1 doesn't fix these issues, it just makes them all the more glaringly apparent.

Updated 7 years ago.
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7 years ago
Nov 25, 2016, 6:46:08 PM

good work in compiling your ideas.


Damn, you must be playing the bejeezus out of this udpate to have advanced so far.


I hope the Devs take your proposal into the 'wishlist' phase.

Updated 7 years ago.
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7 years ago
Nov 25, 2016, 7:32:50 PM

lol, admittedly, I have been playing this game a lot (104 hours so far) and it's a hell of a lot of fun, even in it's current state.  I'm loving what I'm seeing so far.  I just want to help contribute to the game and hopefully help make it even better.

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7 years ago
Nov 26, 2016, 3:13:21 AM

This is a really cool and well thought out idea Valhalla, very well done. :) 


I'm really liking the idea of giving strategic resources their own kind of "personality" in terms of ship design, which was something ES1 didn't really have, and EL, though adding some interesting capabilities to the resources (mostly through the accessories units could equip), only accomplished weakly; the only real difference between generic equipment and resourced equipment was the stat buff the latter received, which had two unfortunate gameplay effects: one being that the resources made themselves obsolete at higher tiers (leading to stockpiles of useless resources), and the other being that it led to a weak sense of the "strategic" in the resource's namesake as there is very little depth in stat buffs (bigger is always better), and so decisions around the mechanic were decidedly simple and uninteresting ("Do I have the resource? If so, I should use it; if not, meh."). I think you've done a bang up job of showing that ES2 is falling into the same sort of pitfalls EL ran into in this area.


Now, I think the vision for strategic resources (and similarly, luxury resources) is for them to be points of interest and/or conflict between empires contesting over and trading for them. In its current iteration though, I don't see much reason to do so apart from wanting military parity or superiority in terms of stats (in the case of strategic resources; luxury is a different beast); there is for one, an overabundance of the resources, and for another, they just aren't very interesting. I could see myself playing a game of ES2 without ever wanting to delve into strategic resources and doing reasonably well using just the base modules in all my ship designs. And well, that kind of sucks. I want my blue/red/yellow lazers to mean something! :P


To that end, I'm on board with tuning the strategic resources to have special modifiers when attached to various weapon/armour/support modules. I think though, it would be more interesting if the resources actually opened up new avenues of gameplay, apart from just stat buffs or debuffs. I'm thinking something like what the Blink ability does for the Stalker in SC2; it turns a reasonably mobile unit into a ridiculously mobile unit capable of hit-and-fade attacks like few others. I'm not saying that we need active abilities in ES2, only that perhaps the resources could be used to allow ships to do something different in a battle that could be surprising; in the context of ES2, maybe this looks like a resource-modified weapon that is capable of firing twice in one salvo with sizable penalty to accuracy and/or range, or a shield that is weak in terms of overall strength, but cloaks a ship until it is in close range.


As for resources being tiered over each other (as they are now), I think the module system could safely do away with them if the modifications the resources give are powerful enough to be worthwhile, while also being varied enough that choosing which two mods you'd want would actually be interesting. All 6 resources would have to have their own identity. If that were the case, we wouldn't have to place adamantium and anti-matter over hyperium and titanium in desirability; instead, being able to combine 4 different elements instead of 2, and later 6 elements instead of 4, would provide the depth. Whether or not that is the way to go is up for debate, but I find that idea interesting nonetheless.


That's my (long) two-cents. It would be interesting, I think, to brainstorm what kind of identity each resource could have as a modifier, based on ES lore or otherwise.

Updated 7 years ago.
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7 years ago
Nov 26, 2016, 8:26:49 PM
Lulz! wrote:

I could see myself playing a game of ES2 without ever wanting to delve into strategic resources and doing reasonably well using just the base modules in all my ship designs. And well, that kind of sucks. 

That's actually exactly what happened in my last game just there.  I completely skipped over researching all earlier resource based modules, because of the issues I highlighted in my earlier posts.  Didn't even bother researching them and used the research turns saved by not researching those to simply focus on other technologies to boost my infrastructure and economy.  Boosting my production, research and economy greatly, because I wasn't wasting turns researching things that had such a short period of usefulness, only to watch them get relegated to obsolescence in such short order.  In fact, the only resource based research I did throughout the eras, was the resource exploitation research, to allow me to put more basic weapon/shield modules on my ship hulls.  But that was it.  I did eventually research the resource based weapons and shields themselves, but that was only at the very end when I had literally nothing else to research.  But my economy and infrastructure was so strong at the point, I was able to research all of them at 1-2 turns a pop.  Which is a hell of lot less than if I'd researched them back when I was in those eras, when it would've cost me 4 -15 turns a pop.  The more I play, the more I'm thinking that a different approach to resources needs to be considered by the Dev's.

Updated 7 years ago.
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7 years ago
Nov 30, 2016, 1:01:30 PM

I also think that materials unlocked in later eras should not obsolete the earlier ones. 

Provide secondary, unique effects, yes. It would be more interesting.


I also think that the resource expense should be tunable:


Use Sparingly - player saves on special resources, but adds time/FIDSI cost to production

Use Normally - default special resources consumption, build time/FIDSI cost to production

Use Expensively - extra special resource consumption, reduced build time/FIDSI cost to production

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7 years ago
Dec 22, 2016, 10:06:39 AM

Very good one. I've only read your previous idea, and now I'm surprised this one is not more upvoted (I did it just now)

I hope devs take this in consideration (your other about more unique attributes I seen is greenlighted, so +1 to Amplitude and you!)


The only drawback I see is the actual attachment of support modules to one specific resource , but as yourself said in your first post, I think this specific kind of module should be left as it actually is, linked to a specific resource. Of course there may be some exceptions where your idea will fit like in weapons and armor, but will be this: exceptions.


As a plus to what you explained, I think this system will emphasize seeing space battles (at least some ones per opponent) and reading the after battle report (when the improved version devs promised comes out), to see what are your opponents doing and counter it. This is assuming that specific bonuses from strategic resources are explained in the report or has specific battle visual effects (say changes laser color or shields texture).


Congratulations for this good entry, I hope we'll see it implemented, or at least something similar.

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7 years ago
Dec 22, 2016, 2:02:30 PM
lo_fabre wrote:

The only drawback I see is the actual attachment of support modules to one specific resource , but as yourself said in your first post, I think this specific kind of module should be left as it actually is, linked to a specific resource. Of course there may be some exceptions where your idea will fit like in weapons and armor, but will be this: exceptions.

Completely agree on that point.  I do think support modules should remain as they are, resource specific.  Since support modules are meant to fulfill a very specific function, it makes sense that they require a very specific resource.  The module editor as pitched is mainly meant for customizing weapons (beams, lazers, guns torps etc) and defensive modules (shields, armor, point defense etc).  Support modules should remain as they are so as not to over-complicate things.

As a plus to what you explained, I think this system will emphasize seeing space battles (at least some ones per opponent) and reading the after battle report (when the improved version devs promised comes out), to see what are your opponents doing and counter it. This is assuming that specific bonuses from strategic resources are explained in the report or has specific battle visual effects (say changes laser color or shields texture).

That's actually a really cool idea.  I'd like to see that as well.

Congratulations for this good entry, I hope we'll see it implemented, or at least something similar.

Thank you.  Yeah, I really hope this one gets more support.  I think a lot of people are skipping over reading it due to it's length.  Unfortunately, I can't really think of a way to shorten it without it losing critical information necessary to putting this idea into context with the game.  And the current issues within the game that this idea hopes to resolve.  Here's hoping and thanks for the support.

Updated 7 years ago.
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7 years ago
Dec 22, 2016, 5:05:07 PM
ValhallasAshes wrote: 

Thank you.  Yeah, I really hope this one gets more support.  I think a lot of people are skipping over reading it due to it's length.  Unfortunately, I can't really think of a way to shorten it without it losing critical information necessary to putting this idea into context with the game.  And the current issues within the game that this idea hopes to resolve.  Here's hoping and thanks for the support.

Hell not sure why there's not more people reading it. I also can't see a way to shorten it.

anyway, seeing your first idea and devs comments, I'm sure they're aware of it.

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7 years ago
Jan 24, 2017, 8:19:26 AM

Absolutely love your idea!


And it's even more important now: with the updated tech tree (update 2 preview) the speacial weapon/defence modules become obsolete the very second you research them (!) as they also unlock the common modules one tier higher.


So atm. they are 0% useful. 


Your idea would be easier, more useful and less work for the devs. Sounds like the best solution for all :)

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7 years ago
Jan 24, 2017, 1:55:00 PM
Calavera wrote:

And it's even more important now: with the updated tech tree (update 2 preview) the speacial weapon/defence modules become obsolete the very second you research them (!) as they also unlock the common modules one tier higher.


Yeah, I noticed that myself.  Make the entire point of having to choose one-or-the-other ... well, pointless, really.

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7 years ago
Jan 27, 2017, 6:56:12 AM

I do not take pleasure in writing this one:


Been playing the new update today.  I hate to say it, but the new tech tree in update 2 has rendered this idea effectively dead.  In my update 1 post I pointed out that the developers had taken a very broad approach in splitting resources between the various modules and while it did effectively help reduce the clutter of the ship designer, it also effectively reduced our options for designing ships by half.  Something I was really unhappy with.  Now with update 2, they've now halved our options again.  . . .  I'm not kidding, they really did.  Basically, in the tech tree, they've put research for both the types of resource based modules you can research (for a given resource) in the military tree (like you would expect), but now they've elected to create an exclusion link between them.  Which means, you can no longer research both resource based variants of a module type.  You have to pick up one or the other and you're stuck with your choice.  Once it's researched, there's no going back to change your mind unless you load an older save.  You can no longer research both even if you wanted to.  So your options when designing ships is now even more restrictive than it was before.


If that wasn't bad enough, wait for this.  Remember the issue with scaling I've been harping on about all throughout this idea thread.  Where once you researched to a certain point, the white modules would scale up in a new era, becoming even more powerful (as they should), but their resource based variants wouldn't, resulting in the following 2 issues:  


1:  Non-scaling resource variants would be the same or lower strength compared to the basic white modules, making them worthless to use because all they would do is increase the cost with zero benefit.


And 2:  Why did I bother wasting the turns to research them for such a short period of usefulness prior to the era advance?  


Well, it's even worse now.  If you still think I'm kidding, you obviously haven't picked up on the tone of this post.  I $h1t you not.  If you thought the length of usefulness of resource based modules was bad before, listen to this.  I did a "test" to see how the resource based modules would pan out with this new system.  Researching them and then checking their stats.  FYI, you should note that with this new system, you now "have" to research resource based modules to advance your white ship modules strength.  The reason for this is you now have to research a certain number of techs within a research branch to advance it's era.  So you now have no choice but to research resource based modules as well to advance the era, to increase your basic white modules level.  Anyway, while researching the various resource based modules, I found that the issue of scaling is worse than ever.  Remember issue "1" I pointed out a few sentences ago.  Well now they're no longer identical stats, they're just 1 point higher now once the era advances. . .  I know what your thinking, "I thought you said it was worse, that's clearly better even if it is just one point".  Wait for it. . . .  Upon researching just one more tech (without me realizing it at the time), because I decided to research a logistics increase on the other half of the tree, I had accidentally increased the tech era again.  Guess how long this took. . . . .  4 turns.  That's right, in just 4 turns I had advanced the military tech era again, advancing the white modules way past the line to tier 4 (bare in mind that I hadn't even started researching adamantium or antimatter modules yet.  Remember, you can only pick one) and rendered the basically just finished previously researched resource based modules completely obsolete.  4 turns.. . . 4!  It takes me longer than that to build just "1" ship.


So from the time I started the test for researching the military section of the research tree to finding this information out, how long did it take me to get to this point.  Total?  About 14 turns.  Oh I really wish I was kidding.  What does all this boil down to:


1:  So now I am forced to research resource based modules just to advance the military tech tree, but those modules are rendered virtually useless literally almost as soon as they are researched due to the scaling white modules and quickly advancing military tree eras due to having far fewer researchable techs as a result of the excessive use of exclusion links. -----  Do not think that I'm complaining about research advancing too quickly, that's not what I'm complaining about.  In fact, the time it takes to research an individual tech is spot on.  My complaint is you've halved our options but didn't properly balance the tree, nor add more module types or new techs to balance this out, creating this scenario.


2:  We wanted more options for designing ships with fewer listings as outlined in the initial idea brief since the initial EA release.  The listings and in turn options were halved in update one.  And now this one effectively halves our options again.  We now have even fewer options for designing our ships.  The ship designer is now a shell of what it was even by the initial EA releases standards.


3:  The idea behind having hybrid modules as an incentive to research both resource based modules is rendered completely dead by this update.  (which btw, was part of the idea that was greenlit a couple months ago in the idea thread that gave birth to this idea thread.  As of this date, that idea "Ship Modules Need More Unique Attributes" is still the number one most upvoted idea thread.)


4:  The issue of scaling is now even worse than ever before where now you are forced to not only research resource based modules, but also watch in futility as they are rendered obsolete literally almost as soon as they are researched.


5:  I have one good thing to say.  The stat diversity between certain module "types" is a little better now.  Such as the difference between lasers and beams etc.  But this is the only positive I can think of.


I have to admit, I'm shocked and dumbfounded.  How did this happen?  Look, I love this game, but this is awful.  I mean really F'n bad.  I like the look of the new tech tree.  But the implementation and continual gutting of the ship designer and related techs is beyond detrimental to the game and gameplay.  It hasn't fixed any of the issues plaguing the ship design process at all.  If anything, it's made the glaring flaws that were already present and highlighted since the initial EA release worse and worse and now it's impossible for anyone not to see them.  Look, I can already see that you've already pretty much tried to kill this idea with these latest changes and that's fine.  I wouldn't be surprised to see an out of vision stamp on this thread in the next few days.  But, the current state of the resource based module research and the ship designer is in desperate need of rework.  It's broken, pure and simple.  And it's badly hurting the game and the gameplay experience.  I'd still very much like to see this idea implemented, but even if it's not, something has to be done about this.


Module scaling and resource modules desperately needs to be fixed.  Basic white modules "SHOULD" scale with the eras, "BUT" resource based modules should "NOT" become obsolete so quickly.  Especially not as soon as they're researched.


We want "MORE" options for designing our ships, "NOT" less.  Not only with resource based modules but also with more module types.


What happened to the prospect of hybrid modules?


Please, Please Fix This!


EDIT:


I apparently made a mistake in my shock.  It turns out I didn't even actually finish the logistics tech before the last era unlocked rendering all the resource based modules I researched obsolete.  Also remember that 4 turn mark I was harping on about above.  Turns out it was 2.  I said 4 because that was how long it was supposed to take from the time I started to complete the logistics research.  I only made it 2 turns into that research before the era advanced.  Here's a screenshot to illustrate what I've described in this post:




As you can see, I'm still only half way through row 3 and still have 2 turns left to complete that logistics research, but have already unlocked all the eras to row 5.  But you have to remember, this is a bigger problem than simply how many techs before the next era unlock.  It's the combination of excessive use of exclusion links (those red lines you see), the same or fewer number of techs in the military tree compared to the other trees (causing a significant imbalance) and the other issues already abundantly defined throughout this thread that has exacerbated this issue to the point that it's at now.  Before today I thought, even if they don't take my idea, it will only get better.  Even with halving our options it can't get worse than it is now.  Hell, I even liked the idea of exclusion links. . . . I was wrong on every count.  I never would've thought the exclusion links would have this negative of an impact.  But then again, I never thought they would've used exclusion links to the extent that they have.  An almost entire tree worth?  Are you serious?  I'll say it again.  Please, Please Fix This!

Updated 7 years ago.
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7 years ago
Jan 27, 2017, 5:59:51 PM

The exclusion links aren't bad. The only thing they shouldn't be used for though is the weapons/defense and ships tech because then it only limits your combat options.

Updated 7 years ago.
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7 years ago
Jan 28, 2017, 4:23:34 AM
CipherOmega wrote:

The exclusion links aren't bad. The only thing they shouldn't be used for though is the weapons/defense and ships tech because then it only limits your combat options.

I completely agree with you.  That's why I said that I originally liked the idea behind the exclusion links.  I just didn't expect the dev's to use them to the extent that they have nor fail to balance the military tree out to account for the lack researchable items as a result.  I probably worded that part badly.  Sorry about that.

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7 years ago
Jan 28, 2017, 5:29:41 PM

So...



I red all your posts, threads, comments, and now I have a picture in my head I try to describe. It may be even a Solution to your problem and a simple way for Amplitude to understand what you, we want.


As far as I know the Strategic Ressource Weapons and Modules are obsolete because the White Basic Weapons and Modules scale with the Era you are in.


So why don't Amplitude just takes the Strategic Weapons and Modules completly away from the Option bar?


My Idea is very simple. 


1. You research the Tech for the Strategic Ressource.

2. You install a blanc white Weapon on your ship slot.

3. This Weapon Slot now has another Slot where you can put one of the Strategic Ressources in which are in a Sidebar.

4. You now have, as example, a Hyperion Weapon instead of the Blanc and you can change the Strategic Ressource whenever you like.


Right now I think of that idea more like of a color changer for the Basic Blanc White Weapon/Module. Making it from White to Blue/Orange/Red/Adamantium Orange/Green/Violett


Amplitude can still give those "Upgrades" some new or different attributes.

As example: Hyperion has Era 4 "15 DPS" and "15% Critical hit chance" and also does Damage over time "1 DPS for 3 seconds" cause Plasma damage. Titanium has "15 DPS" and "20% Critical Hit Chance" Adamantium as example does "23 DPS" and has only "17% Critical Hit Chance" but doesn't do Damage over Time, etc. Remember that are only examples and no real ingame stats.


I hope you understand what I'm trying to write. My english knowledge is not the best.


Would be nice if you answer. Your Idea is not dead yet. But it has to be reshaped. Maybe.

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7 years ago
Jan 28, 2017, 10:57:30 PM

This don't kills completely your idea. but yes, it now is very strong limited.

What I like of your idea is adding the resource to a blank module and give it a new special flavor. Now you have to choose if you're able to add titanium or hyperium, then antimatter or adamantian, and so on.


From here there are two options:

  1. Metals are only and improved version of previous, so Adamantian > Titanium but does the same better. Same for energy particles. If you go this way, you can still choose a metal in say Stage 2 and a energy particle in Stage 3 to compensate. The choice is what you want better, or if you simply want to upgrade same group. Also making mixed modules still keeps some sense.
  2. Each resource has different effect. Even if you have to select one exclusively in each Stage, that gives you the opportunity to select 3 resources to apply to your weapons and 3 to your defenses, this way you can make mixed modules, with less (a lot less) combinations, but still maintain some of your proposal alive.

So, IMO this don't completely kills your model, but limits it. the main thing, IMO (not sure if was your intention) is still maintaining the blank modules progression independent of the special effects that modules give to them, allowing you to update your blank modules and its resources upgrades independently. Also this opens the door for new techs: one that allows you to upgrade modules with one resource, and then another to unlock the second resource.


I don't completely lost my hope that something can be done this way.

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7 years ago
Jan 28, 2017, 11:54:27 PM

Your options are good- Could be possible that way.


One thing I didn't understand was a sentence in your last Text Box 


...the main thing, IMO (not sure if was your intention) is still maintaining the blank modules progression independent of the special effects that "modules" give to them...


With "Modules" did you ment the Strategic Ressources? That part confuses me a bit.


While the White "blanc" Modules will still upgrade themselves with each new Era, the Strategic Ressources, which you have to research first, are more like an Add-on to the Blancs. Giving them different stats than before, as well as a different Color.

Example would be Blanc Laser Weapon "20 DPS and 15% Crit Chance" changes to "22 DPS and 15% Crit" with Hyperion Add-On while ehm...Antimatter Laser does "24/25 DPS but only has 13% Crit Chance". 

My guess is to not let the "older" Ressources come to waste when you get the better stuff. Making it possible to give you more space for creativity as much as possible considering the circumstances.

...

...

...

I may have to draw on some ES2 Screenshots for a better understanding.


Anyways two things must happen before we continue our own "developing"


1. ValhallaAshes has to join our little discussion and 

2. We have to get the Devs Attention again. I actually doubt they look again on a Greenlighted Idea by themselves. Could be wrong though.

Updated 7 years ago.
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7 years ago
Jan 29, 2017, 3:11:47 AM

Ok, first I'd like to preface this with an apology.  Both of you are right.  This idea is not dead.  Not yet at least.  I have to admit when I first ran into this issue/development, I had been up for 24 hours, tired and probably not in the right state of mind (due to the shock) to properly assess what I was seeing from all of the angles.  As a result, I kind of flew off the handle and was harsher in my assessment than I should've been.  Sorry for that and thank you both for your support on this idea. I'd also like to extend that apology to the developers for that less than polite post.  With that, here's my input to both of your discussion points.

Kaada wrote:


As far as I know the Strategic Ressource Weapons and Modules are obsolete because the White Basic Weapons and Modules scale with the Era you are in.

That's correct.  Which in certain games in normal circumstances might be fine, although I would prefer that they weren't for the reasons stated throughout this thread.  ie tons of excess obsolete resources with no practical use for.

Kaada wrote:


So why don't Amplitude just takes the Strategic Weapons and Modules completly away from the Option bar?


My Idea is very simple. 


1. You research the Tech for the Strategic Ressource.

2. You install a blanc white Weapon on your ship slot.

3. This Weapon Slot now has another Slot where you can put one of the Strategic Ressources in which are in a Sidebar.

4. You now have, as example, a Hyperion Weapon instead of the Blanc and you can change the Strategic Ressource whenever you like.

That's exactly what this idea was promoting.  The only difference between what you've described and this idea is the proposal to have 2 slots for attaching resources instead of one.  This would have several benefits:


1.  You would be able to fine tune your weapon/defense configurations via your combination choices.  Such as just leaving them blank (resulting in just having the basic white module).  Filling one while leaving the other blank (useful if you're low on resources and need to conserve those resources but still want/need a boost to your weapons/defenses.  Double up on one resource (basically creating the resource based modules as they currently exist in game now).  Or apply one of each of 2 resources (creating hybrid modules.  Also has the secondary use for if you're low on one resource, so the conservation argument works here too).


2.  Would eliminate all of the scaling issues currently present in the game.  Because now that resources simply boost/modify the base characteristics of the chosen basic white module they're attached to, it means resources would scale naturally with the basic white modules, because you could no longer have resource based module without an associated basic white module.  It would literally render the issue of white scaling past resources a non issue, keeping all resources relevant and useful throughout all eras.  Even if those uses are not quite as good as the higher level resources.


3.  Drastically increases the total number of possible ship configurations at the same time that it cleans up the ship designer as a whole.  More customizable and user friendly.


4.  Would in the long run save the developers a lot of work and open the door for them to add more module types and/or resources (either now or via future DLC) without having to worry about bogging down the ship designer interface or accidentally breaking game balance.  Since any one change would automatically scale throughout all eras due to the way the module editor would work (in theory).

Kaada wrote:


Right now I think of that idea more like of a color changer for the Basic Blanc White Weapon/Module. Making it from White to Blue/Orange/Red/Adamantium Orange/Green/Violett

I was actually toying with the idea of having a separate color slot for the module editor to attach a resource to, for if you wanted a specific color inherent to a specific resource, but wanted the boosts/modifiers from a different resource.  Basically you would have 3 slots instead of 2.  The first 2 slots would act as the boosts/modifiers for the white module their attached to.  By default the color would be whatever resource you attached to slot 1.  But if you put another resource in the 3rd slot, it would not provide any boosts/modifiers stats wise, but would override the color to the one associated with the resource you attached to slot 3.  The downside is while you would get the colored weapons you want, it would also increase the resource cost of the ship.  This concept I was toying with, but never actually proposed it here (because this idea is already complicated enough to explain, and there was no point making a new idea for it, since this concept relies on the idea that a module editor already exists), was mostly aesthetic and would provide no real benefit in game other than looks.  But I did think it could make things a little more interesting in multiplayer.  Where now, if you were to fight someone in multiplayer, you would see immediately what weapon types they are using as soon as they opened fire.  But what if you couldn't?  That's where this concept could come in.  Basically, this concept could open the door to play mind games in multiplayer, by you being able to use adamantium torpedoes but have their color overridden to look like titanium torpedoes.  Now you could never be completely sure about what weapons the other player actually has on their ships, because the colors are no longer a for definite indicator.  It was just a fun idea I was toying with.

Kaada wrote:


Amplitude can still give those "Upgrades" some new or different attributes.

As example: Hyperion has Era 4 "15 DPS" and "15% Critical hit chance" and also does Damage over time "1 DPS for 3 seconds" cause Plasma damage. Titanium has "15 DPS" and "20% Critical Hit Chance" Adamantium as example does "23 DPS" and has only "17% Critical Hit Chance" but doesn't do Damage over Time, etc. Remember that are only examples and no real ingame stats.

Completely agree, which is where I was hoping this module editor would lead to.

Kaada wrote:


I hope you understand what I'm trying to write. My english knowledge is not the best.


Would be nice if you answer. Your Idea is not dead yet. But it has to be reshaped. Maybe.

You're English is more than understandable man.  And believe me, I really appreciate the feedback.


------------------------------------------------

lo_fabre wrote:

This don't kills completely your idea. but yes, it now is very strong limited.

I agree.  I think I overstated my case in that post.  I was very tired and clearly not thinking straight nor properly assessing the ramifications of this update.

lo_fabre wrote:


What I like of your idea is adding the resource to a blank module and give it a new special flavor. Now you have to choose if you're able to add titanium or hyperium, then antimatter or adamantian, and so on.


From here there are two options:

  1. Metals are only and improved version of previous, so Adamantian > Titanium but does the same better. Same for energy particles. If you go this way, you can still choose a metal in say Stage 2 and a energy particle in Stage 3 to compensate. The choice is what you want better, or if you simply want to upgrade same group. Also making mixed modules still keeps some sense.

Yeah, this was an aspect I clearly didn't think fully through at the time I wrote that post.  The irony of it is.  When I did the test, what you've just described there, is exactly what I did.  And I did it for that very same reason lol.  But when it came to writing that post, somehow I managed to completely forget that aspect of the tree.  Goes to show you just how tired I was when I wrote that.  I really should've slept on it and waited until I was more awake and clear headed before trying to write that lol.

lo_fabre wrote:


   2.  Each resource has different effect. Even if you have to select one exclusively in each Stage, that gives you the opportunity to select 3 resources to apply to your weapons and 3 to your defenses, this way you can make mixed modules, with less (a lot less) combinations, but still maintain some of your proposal alive.

Stats wise, I still think it should be limited to 2 resource slots per module.  Early game it should only cost 1 resource per slot, that way if you doubled up on one resource, it would effectively create and cost the same as the resource based modules that currently exists in game.  As era's and strength of resources increase, so too should the cost per resource per slot to keep the balance in game right.  Same thing already happens in game where an era one resource based module costs fewer resources to install than a 2nd era resource based module.  If we really wanted a third slot, I honestly like the idea of the 3rd slot simply acting as a color override.  This way we can keep the module editor versatile, but also keep it reigned in to prevent it from getting too complicated and cumbersome to use.

lo_fabre wrote:


So, IMO this don't completely kills your model, but limits it. the main thing, IMO (not sure if was your intention) is still maintaining the blank modules progression independent of the special effects that modules give to them, allowing you to update your blank modules and its resources upgrades independently. 

That was exactly my intention with this idea.  It was to eliminate scaling issues by making resources dependent on the modules they are attached to.  That way, even if your white modules do scale up with an era, the resources will remain relevant and useful because they simply boost/modify the base characteristics of the white module they are attached to.  Rather than acting as their own separate entity like they currently do now in game.

lo_fabre wrote:


Also this opens the door for new techs: one that allows you to upgrade modules with one resource, and then another to unlock the second resource.

Really hoping to see new techs as well.  And yeah, now that I've had time to rest and think it over, I can't believe I forgot that one when writing that post even though that was exactly how I did it in game for that very same reason.  Live and learn.

lo_fabre wrote:


I don't completely lost my hope that something can be done this way.

Neither have I.  I dropped pretty low after seeing all of the exclusion links, but I'm still hopeful and after both of you rightly pointing out the important pieces of information I missed in my previous post, I'm even more hopeful and now realize that the module editor could still be implemented quite easily and we could still reap the benefits from it.  It may not have as big of an impact now as the initial brief outlined, but if it was implemented, it would still have a drastic and beneficial impact on the ship designer and gameplay as a whole.


Thanks again, both of you.

Updated 7 years ago.
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