ENDLESS™ Space 2

ENDLESS™ Space 2

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ralgur Jan 9, 2018 @ 10:18pm
Ship repair costs are just a bit ridiculous
Makes me cringe every time there is combat. Even when I win, I lose. I like to do the combat win in games like this, but when a mediocre low level ship requires over 1000 dust to repair, that's just a bit ... daft.
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Showing 1-5 of 5 comments
roshok Jan 10, 2018 @ 1:28am 
Agree, but I think it's balanced around late game dust income?
Potatoheed Jan 10, 2018 @ 4:10am 
Also the ships repair themselves (for free) overtime so you only need to pay for repairs if a) you have won badly (ie took a lot of damage) and b) you need the fleet at full health to continue fighting immediately.




Or just invest in a coordinator ship with a fleet repair module
mg Jan 12, 2018 @ 1:39am 
it is instant, it has to be expensive
さまよう侍 Jan 12, 2018 @ 9:54am 
you can dock into hangar for free repair, just cost turns. Or equip your ship with repair module.
Shining_Darkness Jul 10, 2019 @ 9:35pm 
Originally posted by hardstylePATZE:
Agree, but I think it's balanced around late game dust income?
Not balanced AT ALL. Take Endless Legend as an example of good instant heal cost. The problem in ES2 is the damn HP of units is too high so the price to repair is proportional to the HP of the unit... in EL your starting units have 200 or so HP give or take the faction and cost around 30-40 dust to heal from half (these are broad figures) but even mid-late game I rarely see single units at half requiring more than 1-2k. And the dust income is fairly similar to ES2 but in ES2 your starting units have well over 1k HP and you can easily have units with over 4k in 50 rounds or less...so it is roughly a 1:2 ratio which means 2k damage costs nearly 1k to repair without late-game massive inflation. If they either made the ratio 1:10 or reduced the stat values by about 50% across the board it would be fine.

As it stands I recently started up a game and am on turn 55 with about 120 per turn and cannot afford to repair one of the starting ships that is nearly destroyed...the worst part of this so-called "balance" is I can literally build an upgraded version faster than it will recover from hangar repairs.(it will take the system it is in 3 rounds to make but it will take 5 rounds to repair) obviously if a large fleet suffers heavy damage (which honestly in a victory I rarely see more than one ship take a heavy beating) then yeah obviously sitting and waiting for the repair will be faster but it is silly that a single starting ship costs about 15 turns of early game income to instant repair. That is not balance and frankly makes a game that already takes a long time to play out take even longer.

Like I said EL doesn't have this problem and it is made by the same people and plays very similarly (the combat IMO is way better since you can actually use tactics to outplay a statistically superior enemy but that is a whole different topic)
Last edited by Shining_Darkness; Jul 10, 2019 @ 9:36pm
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Date Posted: Jan 9, 2018 @ 10:18pm
Posts: 5