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A board game couldn't possibly include as many variables into it's combat, so you'd have to simplify it's combat.
Make 3 packs of mixed ships, that can each be customised to be effective at multiple ranges, and a ratio of energy:physical attack and defence for each ship, then picking a card that gives them a passive bonus, but also controls their path, and thus how long each set of ships stays in their optimal range.
Add it other details like flac vs missiles/fighters, and you start to realise that there is a lot going on under the hood.
No way a board game can keep all that.
What parts are core to you? pick one of three cards? energy vs physical attacks? long vs short distance? customising ships?
While ES2 has lots of randomness in the fights, there are so many shots, it's quite consistent across the whole battle, but in a board game, you'd want combat to be smoothly resolved, and so you can't have 1000s of dice rolls, and it honestly feels like the "truest" version would have deterministic combat, so you'd have to strip out evasion. Maybe have some +1 or -1 strengths to being at the right position on the card, and +1/-1 for having the right attack for their defence etc.
I'd say ES2 would actually work best as a board game by taking one of the existing 4x space games with custom races (TI, eclipse etc...) and just being an expansion or stand alone game that added the ES2 races (think small world of warcraft).
I think the races are the thing that makes ES2 most unique.
4xs are probably the hardest board games to design, because you are so limited in scope, because everything you add needs it's own component, and the players have to be able to track everything.
You might be able to make it work if the game was ONLY doing the space battles. Like you picked out your squad, then resolved one battle over the coarse of an hour. But as i said before, I think the most interesting thing is the difference races, and it would be hard to bring that across, since the combat is where ES2 has the least difference between different races.
If you just want the space combat aspect there's tons of games out there for that. I'm fond of the old Knight Hawks space combat game that came with the second boxed set for the Star Frontiers RPG. Star Fleet Battles is of about the same vintage; since then there's been Silent Death, Full Thrust, Babylon 5 Wars, Lightning Strike, Aerotech if you like the Battletech rules, Squadron Strike, any number of things attached to RPGs like Traveller... Lots of places to look for inspiration. Armada is also an excellent choice from what I've heard but I haven't actually played it.
Under any of them you'd have to do most of the ship design work yourself, and maybe add rules for components unique to the Endless universe. So maybe start ruling out candidates based on how easy or hard you expect that to be. This kind of project can be a small fan-made expansion to an existing game or a major life focus for months or years, it's as big or small (above a certain minimum) as you want it to be. Some systems are more human-readable and balanced than others but as long as you're having fun you're doing something right.
Other space empire games, like Stellaris, can get way too far in the weeds with statistics, number-tracking, etc., resulting in a rather soulless experience at times.