

This is largely due to the fact that they all have a limited energy capacity, but also to add more depth to the combat. ES2 doesn’t go for this approach, and instead you equip the primary weapons you want to use and swap to them when you need to. In terms of combat, GoF2 would allow you to pick multiple weapons and fire them all simultaneously. So you obtain uncommon equipment upto legendary (which is yet to be implemented). There is also a loot system with different rarities. So really in terms of mix and matching, there’ll be 100+ easily. Each subclass of ship’s will have various wings, and can be customised with a variety of colours and decals. None of which is outright better than the other and can be thought of as a class in an RPG. For this reason, ES2 has 9 subclasses of ships (3 light, 3 medium and 3 heavy). GoF2 had a lot more variety of ships to fly, however RFG realised that a lot of effort were put into the various ships but a lot of them would be ignored due to nature of how some were better than others. Think of it like a first person shooter, but with a ship instead. Your ship can also strafe and boost in any direction.

So hold W to go forward, let go and your ship will come to a stop. GoF2’s ship would control using a throttle based approach, whilst in ES2 the ships control using 6DOF.

Albeit in less systems overall (Quality > Quantity). However ES2 is on a bigger scale in nearly every way with more fleshed out locations and systems. The two games are similar in the sense they are both arcade dog shooters with a main story. You might know this but GoF2 (and the first one) was made by the developers at RFG, back when they were at Fishlabs.
