Several years ago, development of e2o was stalled as I got kids, a house and most of my time went with these; I also was never happy with what I had done – perfectionist syndrome – and always at the point where I was closing point of release, I wanted to king down the anthill and start building some...
It's been a long time - I apologise for that. To put it shortly, life has been intervening this project badly. But I'm back with Epsilon, trying to find as much time as I can to go on with the game.
Cards are an important component in many different games. e2o headed towards being largely card-driven, but I might say I came to my senses. While cards are an useful tool, and are a lot more practical way of approaching unit statistics than larger sheets, there is such thing as too many cards.
It always takes a long time to prepare for a new playtest cycle. While a lot of the game stays same, they are presented in a different way. For example, majority of ship statistics have been replaced by default values - something little you'll have to memorize but what you'll learn to remember very easily. After this, you know that your capital ships move at speed 3, have weak maneuverability and have 3d medium and point defense weapons and armor - any exceptions are mentioned on the ship sheet. It is heavy weapons and other abilities that define the units after all!
It's been quiet on this site for quite a while; life with a kid is something that can take a lot of energy and time, especially if you want to play, meet friends and do other things too. But while I haven't posted for a while, there's been silent development inside my head, I've been thinking about various game elements, bottlenecks, what's really necessary for the game and what seems just to be encumbering it and many other details. I've got a huge amount of notes, and I've now started to go through them and implement the ideas to the rules, and to take unnecessary elements away from the game - at least for now.