![]() If anyone knows the reason of such changes, I would be happy to hear them in this thread. At its core, Space Haven is a post-apocalyptic space title complete with some simulation elements. In fact, the 16-bit graphics lends much to the visual style and soul of the strategy game. It is much better and allows us to choose strategy, depending on our resources/preferences/ideal and so on. Space Haven might not have the graphics and budget of huge AAA space games but it handles its own atmosphere with flying colors. You could make a ship, the purpose of wich is only to take damage, or fill it with arming without any armor. Both forms of combat are largely automated, but choices can be made at the start of combat that can have significant effects on the outcome. And the best thing of combat in ES1 that was changed as well is ship construct that is much flexible. Combat in Endless Space 2 is split into two parts: ship combat, taking place between fleets in orbit around systems, and ground combat, taking place between soldiers on a planet's surface. Retreat system is also much better in ES1, especially the "Agressive retreat" that allowed us to fire 3 times before leaving the battle, or/and leave the battle not in the beginning, but in the end. Hi all! I'm surely not the first one with such question (Yet I didn't found any thread about this), but I've played much ES1 last days and I can't understand: why did the Amplitude changed the combat system? To my mind it's much better to have 3 choices of cards for 3 battle phases with possibility of changing it in battle.
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