Don't go so quick! - at least not if you have an interest in the
building-fundamentals:
I was
highly skeptical about original iterations of 2.0, and actually
enjoyed 1.0 XYZ power-threading... Much of the (justified) criticism of the original 2.0 power system is now moot (IMO)-
the multi-dimensional stabilizer system works well (not previous 2.0 stabalizer iteration, that was indeed terrible).
Other 2.0 systems and mechanics retain equal interest and challenges to 1.0 > integrity and shields might need some more work (and weapons) . Importantly: The pretty-builds and the power-builds both seem functional within their respective class and relative to the degree of their respective min-maxing (as far as i can see from brief testing anyway).
THIS IS A SUCCESS !
, based on the Goals of the original 2.0 Dev Team.
Looking forward, much hinges (i would say) on things such as evolved
fleet/ai and
collision/damage-propagation as base systems.
Game-interest and universe content such as trading, factories etc seem 'bolt-on' in various possible iterations -
content which I would be interested to see
[Ignore the forum toxicity, if you still have an interest in the fundamental game : i have never seen such buckets of non-sense as have been tossed around all over the place. Valid and useful points of view were obscured everywhere.
'Nuff said I'd say - lets move on. ]