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RE: Master Wishlist Thread - 4/7/2010 10:00:23 AM   
Gerth

 

Posts: 42
Joined: 4/6/2010
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I concur on ship clutter. It is pretty egregious.

I haven't discovered a way to arrange fleet formations (wedges, etc). Assuming that function is absent atm, it'd be a nice addition.

(in reply to astote)
Post #: 241
RE: Master Wishlist Thread - 4/7/2010 11:31:32 AM   
sbach2o

 

Posts: 378
Joined: 3/26/2010
Status: offline
I'd like the attack crosshair (when ordering a ship/fleet to engage a specific ship in combat) to be colored according to how your relation is with the target.

Red is okay for pirates and ships of empires you are at war with. Then there's the option to engage the ships of other empires you're not at war with in raids and such (something that I always declined when it was suggested by my advisors). In this case the crosshair could be colored yellow.

However, in the clutter of battle around my or my enemies' colonies, I sometimes inadvertently target neutrals when I want to go after freighters, and that's bad. It would be worse when it hits a freighter of an empire I am on positive terms with. The crosshair should be grey or green for these inopportune targets.

(in reply to Gerth)
Post #: 242
RE: Master Wishlist Thread - 4/7/2010 1:32:09 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
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quote:

ORIGINAL: taltamir

I wish for a "ship cleanup" function that will automatically DELETE any obsolete ship of which there are 0 currently in circulation. Thus, as ships die off or are retrofitted, old designs are deleted outright (Rather then remaining as merely obsolete)

What if you want this desgin, and the ship dies without you knowing? What if this is a 4th generation ship, and like it, but made a 5th generation ship as well but cost to expensive for maintenance costs so want more 4th generation ships instead of 5th? Then when the last 4th generation ship dies, it becomes obosolet and the AI builds 5th generation ships wic you do not want then.

I think this is a bad idea, or at least make an option not to use it. Maybe some people will like this but I do not.

What I would like since when you make a new ship and I am trying to find a build or something, that you can filter, only escorts or only cruisers instead of just military ships. I think it would make it easier and faster to try and find what I am looking for. Either that or make the fonts easier to read. It's just to small and I strain my eyes espically after playing for 4 hours.

(in reply to taltamir)
Post #: 243
RE: Master Wishlist Thread - 4/7/2010 1:49:22 PM   
HsojVvad

 

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Joined: 3/24/2010
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Was just reading in another post and someone mentioned a "battle simulator".

What about having a battle simulator in the design screen or somewhere else? This way you can make a desgin and then see how it stacks up. I wish I had one, since I made a ship and thought it was good, but it was freaking to slow and I wish I never made it. Yes you have numbers for speed and what not, but it's all Greek. What do these numbers mean? How fast is 10? How far is 20? The game gives us lots of numbers but I have no idea what they mean in game terms becuase I have no frame of referecne. I can only guess, a speed of 20 will do this. Well we sholdn't be guessing. I should know exactly how fast it would be in combat. This way if there is a combat simulator we can try it and the tweak it before hitting save and create button.

(in reply to HsojVvad)
Post #: 244
RE: Master Wishlist Thread - 4/7/2010 9:48:24 PM   
Impact1986

 

Posts: 19
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I want more moddability... Seriously, modding only sounds and graphics doesnt cut it.

(in reply to HsojVvad)
Post #: 245
RE: Master Wishlist Thread - 4/7/2010 11:36:40 PM   
nammafia

 

Posts: 102
Joined: 3/5/2010
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I'd like to have option to automate a fleet (not single ship) to patrol entire star system and sector, including automatic refueling and engaging hostiles.

(in reply to Impact1986)
Post #: 246
RE: Master Wishlist Thread - 4/8/2010 12:07:00 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
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quote:

ORIGINAL: Davor


quote:

ORIGINAL: taltamir

I wish for a "ship cleanup" function that will automatically DELETE any obsolete ship of which there are 0 currently in circulation. Thus, as ships die off or are retrofitted, old designs are deleted outright (Rather then remaining as merely obsolete)

What if you want this desgin, and the ship dies without you knowing? What if this is a 4th generation ship, and like it, but made a 5th generation ship as well but cost to expensive for maintenance costs so want more 4th generation ships instead of 5th? Then when the last 4th generation ship dies, it becomes obosolet and the AI builds 5th generation ships wic you do not want then.

1. if you want it, don't obsolete it... its only for obsolete with 0 ships in service.
2. don't turn on that function if you don't want it... I thought it was obvious that this is meant to be optional.

quote:

What I would like since when you make a new ship and I am trying to find a build or something, that you can filter, only escorts or only cruisers instead of just military ships. I think it would make it easier and faster to try and find what I am looking for. Either that or make the fonts easier to read. It's just to small and I strain my eyes espically after playing for 4 hours.


I actually asked for that too... but I still want the option to auto delete designs.

_____________________________

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(in reply to HsojVvad)
Post #: 247
RE: Master Wishlist Thread - 4/8/2010 12:14:21 AM   
vils

 

Posts: 251
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From: Stockholm, Sweden
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1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units!

2. Fleets must report what they are doing like single units! Or at least have the option?

3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game

4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive

5. Artefacts with special effects

6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances

7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option




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Post #: 248
RE: Master Wishlist Thread - 4/8/2010 12:38:10 AM   
Resan

 

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Thread to big to read through, so not sure if anyone has said this before, but here goes.

- A maximum "energy use" field of some kind in the Ship Design window. So that I'll know with a glance if I got enough power to fire my weapons.

- A maximum "fuel use" field of some kind in the Ship Design window. Meaning how much fuel does my reactors uses every second if they all go at full tilt. With one reactor it's not a big problem, but on big space station with maybe 5+ reactors to power the weapons, it would be nice to know how fast it would burn through fuel in a fight.

(in reply to vils)
Post #: 249
RE: Master Wishlist Thread - 4/8/2010 12:46:05 AM   
taltamir

 

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quote:

ORIGINAL: vils

1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units!

A unit is a starship with hundreds of highly trained crew, computers, and hardware... not a wizard or a dragon. It makes no sense for them to gain experience and thus powers. especially not from a few fights (they do thousands of drills; or more... to be fair it makes no sense that a wizard or a dragon gains powers from defeating a few opponents either...)
anyways this will absolutely ruin the game

quote:

2. Fleets must report what they are doing like single units! Or at least have the option?

I don't understand what you are asking for. you can select a single unit in a fleet and see what it is doing, and the fleet as a whole also lists what it is doing...

quote:

3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game

Those already exist. Certain worlds contain unique resources that give massive boosts... such as boost to research, happiness, etc... Less rare are worlds with ancient ruins that also contain awesome stuff...
or do you mean literally worlds the color of rainbow? because that would be stupid.

quote:

4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive

Its called engine technology, high level engines allow ridiculously fast speed... do you mean a ridiculously expensive instant travel system? it would just be a PITA to implement and manage. not to mention mess with the balance... bad idea.

quote:

5. Artefacts with special effects

play the game, they are there. While 99% of ruins give you +20% to 60% to development of that colony, some ruins give empire wide bonuses... such as +100% bonus to a research type. Or +20% empire wide bonus to colony tax income (those are the ones I have seen thus far, must be more).

quote:

6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances

The max sized universe is 1400 star systems, each containing dozens of planets and moons and objects... Playing this size results in crashes due to maxing out the ram usage of a 32bit application (2GB)... as well as lag when zoomed out and when having larger empires... also save game sizes increases massively as the game progresses..
The game already has, by far, the largest galaxies I have ever seen in a 4x game. Making it larger is cool sounding but completely impractical with current hardware limitations.

quote:

7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option

already in the game. there is a built in editor that you can launch at any time and add stars, planets, and whatever else you want.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to vils)
Post #: 250
RE: Master Wishlist Thread - 4/8/2010 12:50:51 AM   
taltamir

 

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here is something... the ability to see WHAT kind of cargo a ship or starbase has.
the ability to see the construction progress of a starbase / constructor by clicking on it and then clicking something (as of right now, you have to find it in the "construction" menu, it would be nice if you could access it directly by clicking on a ship or construction yard).

Also... i encountered a case where a plenet was simply overwhelmed by HUNDREDS of ships (of several different alien species who are in peace with me) trying to refuel in its small starport... it tried upgrading it to large but i couldn't select the thing since it was covered in ships and right clicking on it showed me pages and pages of ships (there was literally a scroll up and down arrow).

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to taltamir)
Post #: 251
RE: Master Wishlist Thread - 4/8/2010 1:07:35 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
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Goodaye,

Inclusion of Private Shipping Lines

The private industry side of things is terrific in handling the logistics and providing a living world 'feel' to the game. By not abstracting this you have a completely different atmosphere to other 4x games.

I'd like to see the private industry side fleshed out a little more. A simple way of doing this is have Private Shipping Lines,eg. Zorg Corporation, Sol Trading Co. etc..

These exist as computer controlled entities that have their own freighters. No different to what's happening currently but rather than all freighters, bases etc. belonging to a generic 'Private Industry' they instead belong to a specific Shipping Line.

To take it a step further you could then have a button on the Empire Financials screen that gives you a breakdown of the Private Industry Data by Shipping Line. Eg. The total income for Private Industry might be 100k. The breakdown shows that the Zorg Corp. made 60k of this and Sol Trading the other 40k.

Doesn't change the game in any way but greatly adds to the immersion.

If you wanted to flesh it out even further you could have a little popup window show every time a new space port is constructed. Who do you, as emperor, give the space port concession to, eg. the right to berth in this space port (like airlines and airports)? Perhaps the AI could make simple bids for the right. The more profitable the company the more they can bid. Allow one company to get too powerful and all of a sudden you get hit by monopoly frieght charges...

Cheers,
Lancer



< Message edited by lancer -- 4/8/2010 11:45:52 AM >

(in reply to taltamir)
Post #: 252
RE: Master Wishlist Thread - 4/8/2010 1:53:11 AM   
taltamir

 

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Joined: 4/2/2010
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the ability to type in a credit value, the ability to add more than 10k at a time (sometimes i make deals in the MILLIONS... adding 10k at a time is impractical), and a button for "auto match values" that adds money on both sides to match the trade value of an item...

EG: if i offer a tech for 109,103 and they offer a tech for 107,000... then match would add 2,103 in cash to their offer to make the values match.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to lancer)
Post #: 253
RE: Master Wishlist Thread - 4/8/2010 2:51:19 AM   
Engerya

 

Posts: 10
Joined: 4/5/2010
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Actually there is a game with 5000 star systems and 3d gfx is called lost empires : immortals but its not like this game its ok but some how this game is better

1. i wish to see more details about how stuff works in relation to and when combined with other things like what is corruption in ralation to colony mood income and culture.

2. i wish that the research tree is separrated so that its more detailed to allow research to take a lot longer time

3. ships are built too quickly i think as you add components to a ship you get an extimate on how long it would take to build said ship ot station for example - i build a station with 4500(cause its the limit which is dumb i wish the limit was gone as well) and it should take at least (imho) a few years to actually build and take multiple construction ships and freighters ferring tons of materials to the site where the station is built. which also reaffirms my idea of specific shipyard locations instead of any planet building ships.

4. i wish that the made defense satelites into its own class - and it be limited to 200-400 in size and it actually orbited a planet and got bonuses to weapon dmg and range.

5. empire borders why this game does not have this is silly and they help to claim systems that you have to populations in. also i hate that yo have to colonise enite planets we need the option to create outpost. some ideas are mining outpost, research outpost, military outpost and intel outpost any of which could be tied to bonuses that help our empire and expand your terrortory.

6. i think rare luxery items should be invented and a racial bonus to the founding species of an empire and if an enemy empire has researched special trade items you can either trade for them, steal the info to make them your self or conquer the planet that they are producing the foreign luxery items.

7. i wish if i put my empire into full ai mode i could set the path to which it governs and preforms diplomatic duties for expample i set my empire to full ai and choose to tell it to avoid war, keep a budget surplus, keep the population content, defend against pirates and enemy aggression, modernise my Starfleet and negotiate trade agreements that benifit the private sector.

Just a few thoughts that i would like to see.

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Post #: 254
RE: Master Wishlist Thread - 4/8/2010 3:03:03 AM   
HsojVvad

 

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Joined: 3/24/2010
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Why can't we move the windows and then open another widow of a ship so we can compare? We already can do that already. Open a windo by hitting a button or if I read it correctly we can use the 'F' Keys. So can we have in an update the ability to move the windows so we can compare ships to each other?

(in reply to Engerya)
Post #: 255
RE: Master Wishlist Thread - 4/8/2010 6:44:52 AM   
Coupon


Posts: 35
Joined: 6/25/2006
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I would like an option to turn off tech brokering, i.e. you can only trade techs you research yourself. Civilization 4 BTS had that option and it made the middle/late game tech diplomacy much more enjoyable.

(in reply to HsojVvad)
Post #: 256
RE: Master Wishlist Thread - 4/8/2010 10:55:20 AM   
vils

 

Posts: 251
Joined: 1/11/2002
From: Stockholm, Sweden
Status: offline
quote:

ORIGINAL: taltamir

quote:

ORIGINAL: vils

1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units!

A unit is a starship with hundreds of highly trained crew, computers, and hardware... not a wizard or a dragon. It makes no sense for them to gain experience and thus powers. especially not from a few fights (they do thousands of drills; or more... to be fair it makes no sense that a wizard or a dragon gains powers from defeating a few opponents either...)
anyways this will absolutely ruin the game

quote:

2. Fleets must report what they are doing like single units! Or at least have the option?

I don't understand what you are asking for. you can select a single unit in a fleet and see what it is doing, and the fleet as a whole also lists what it is doing...

quote:

3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game

Those already exist. Certain worlds contain unique resources that give massive boosts... such as boost to research, happiness, etc... Less rare are worlds with ancient ruins that also contain awesome stuff...
or do you mean literally worlds the color of rainbow? because that would be stupid.

quote:

4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive

Its called engine technology, high level engines allow ridiculously fast speed... do you mean a ridiculously expensive instant travel system? it would just be a PITA to implement and manage. not to mention mess with the balance... bad idea.

quote:

5. Artefacts with special effects

play the game, they are there. While 99% of ruins give you +20% to 60% to development of that colony, some ruins give empire wide bonuses... such as +100% bonus to a research type. Or +20% empire wide bonus to colony tax income (those are the ones I have seen thus far, must be more).

quote:

6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances

The max sized universe is 1400 star systems, each containing dozens of planets and moons and objects... Playing this size results in crashes due to maxing out the ram usage of a 32bit application (2GB)... as well as lag when zoomed out and when having larger empires... also save game sizes increases massively as the game progresses..
The game already has, by far, the largest galaxies I have ever seen in a 4x game. Making it larger is cool sounding but completely impractical with current hardware limitations.

quote:

7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option

already in the game. there is a built in editor that you can launch at any time and add stars, planets, and whatever else you want.


1. Your saying that in comparance a warship in any wargame should not receive experience in a game since it is unrealistic? Sorry i don't follow you here, for any crew on any assignment in any type of scene, training will never be the same as live experience.. Anyway it was a suggestion not ranting

2. I mean a single unit pop ups when its reached its destination for example. A ship within a assigned fleet tells nothing, so i have to keep an constant eye on my fleets so they dont go idle or just sits atop aliens getting eaten. Have i missed something ?

3. I mean a new type of world that would be different

4. I mean space jump (instant move, not hyperspace..

5. I was more referring to items that cannot be produced but applied to a ship.. lets say you find an ancient alien artefact that gives that particulair ship some odd statistics or such

6. I am not saying i want more stars, i just want the playground to be larger, thus bigger space between stars. As you may have noticed, it seems the playground in the game is the same regardless how many stars you elect to add to it..

7. Was not speaking of an editor, i was speaking of the pre-game menu how to design a game, as of now you can have 100 stars by minimum, i want an extra option here to allowing manual input.. if i wan't only 10 stars, i dont wanna sit and edit an map for 5 hrs before i can start the game..



< Message edited by vils -- 4/8/2010 10:56:43 AM >


_____________________________

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Post #: 257
RE: Master Wishlist Thread - 4/8/2010 11:48:26 AM   
Gerth

 

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1. Ministers, admirals for player empire; named leader for ai-controlled empires.
2. Point defense, biological weaponry, more variey in existing beams and torpedos. Rail guns and missiles.
3. Galactic and planetary events -- plagues, astroid impacts (with so many planets, the occasional doomsday event such as an asteroid or supernova would be likely)
4. Galactic Senate that provides missions (wipe out Dread Pirate Roberts and his Merry Men, etc.) and votes on galactic laws
5. Empire borders

(in reply to vils)
Post #: 258
RE: Master Wishlist Thread - 4/8/2010 2:45:17 PM   
DigitalPhoenix


Posts: 12
Joined: 4/8/2010
Status: offline

1) please please please ! add SCROLL BARS - sometimes an opposing empire will want to trade a whole long laundry list of colonies , techs , and credits with me and it cuts off what they want from me in return . i can never accept or deny because i dont kno if they want to trade for my important colonies like the ones containing empire-wide bonuses or extremely rare resources like korabbian spice , zentabian fluid , or loros fruit .
also in the negotiations/trade screen with empire factions my list of trade offers is so long i have to collapse the list to reach "threaten trade sanctions with u!" etc . please add scroll bars to make it easier to get to the bottom of that list .

2) please add to every selectable object in space the SECTOR INFORMATION in their tooltips or selection information panel . also if possible add the X,Y COORDINATES like (20444k, 34885k) in the tooltips as well if u can , but mainly the sector information .
there r times i select my 1st fleet to come and protect my planet and soon discover it will take ages for the fleet to get there because it was in the complete other side of the galaxy in sector A-1 while the planet needing protection is in J-10 or something , for example . i wanna choose a fleet that is also in J-10 or I-10 or J-9 , neighboring sectors to come defend , but we must have sector information in their tooltips .
another example , i wanted to colonize the only planet with loros fruit in B-10 and the only available planet to make a colony ship was in sector J-1 . if i had known it was that far , i would've sent a fleet out to patrol the planet before the opposing empire colonized it first .

3) please add ORBIT ability to ships . sometimes i move a ship to a planet orbiting a star and after micromanaging a few other things in my empire i come back to the planet and seemed to have lost the ship i sent to it . i zoom out and find the ship just sitting there on the other side of the star system where i sent it to . i would like for a ship to orbit a planet becasue sometimes u can only patrol a planet u own but i would like to "dock" a ship or have the ship orbit a planet that i dont own other than attacking it , etc .

4) please for the love of mercy , add cycle through AT LEAST 5 or 10 NEARBY military ships instead of just one . i click nearby military ship to quickly come and defend something and it's the very ship i sent away to get itself repaired or refueled . >< i need that button to cycle through other nearby ships just in case the closest or next closest military ship has no fuel to reach me or is on another important mission that i dont want to pull it away from .

5) please , can u add more user-CUSTOMIZABLE KEYS or buttons, if possible . i kno there's only so many keys on a keyboard , but it would be nice to be able to save each important colony or ship to a specific key than only just keys 0-9 .

okay , the above list were my MUST-HAVEs . below r some other things i would love to see in the game . otherwise , great game guys ! awesome fun !

-multiplayer function: skirmishes, etc
-separate option to disable any or all notifications on private sector ships only , not one option that clumps all private sector and player-controllable ships together .
-allow us to recruit more than one troop division in one click at a time on a planet through a number input system . it gets annoying and tedious to keep having to right-click and select recruit troops 10+ times just to recruit troops .

okay i'll add more ideas here later when i run into them . laters


< Message edited by DigitalPhoenix -- 4/8/2010 3:34:26 PM >


_____________________________

He who controls the [Korabbian] Spice (and Loros Fruit and Zentabian Fluid), controls the universe !
Because the SPICE must flow ! MWAHAHAHAHAHAAaa
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Post #: 259
RE: Master Wishlist Thread - 4/8/2010 3:14:18 PM   
Shark7


Posts: 7937
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From: The Big Nowhere
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Adding to my list:

Increased modability:

1. Ability to add additional races.
2. Ability to have 1 ship set per race, rather than the limit of 8 sets.
3. Ability to define new government types.
4. Ability to define new planet types/habitability.
5. Ability to define new species (IE Feline, Kanine, Gas-Bags, Avian, Mechanical, etc)..think MOO for inspiration.
6. Ability to define new resources, ruins, events, etc.
7. Ability to add resources to planets/moons with the in game editor.
8. Ability to save an edited game map as a scenario for easy loading and replay.
9. Ability to define ship designs for use at game start for each race for the generation of starting ships....adds variety.

And on the game engine front:

1. Ability to save and load a single ship design, rather than the whole list.

And desperately needed:

1. The queue on the construction ships doesn't seem to be working...rather than being able to queue up a list of jobs for a construction ship to complete in order refueling when needed, it just seems to over-ride its current orders. I'd like to be able to queue up to 1 dozen build orders and then have it carry them out in order, without further input from me, refueling as needed.

2. Ability to have ships, even under manual control either 1) auto refuel or 2) offer an on screen pop up allowing me a 'refuel now' as a response.

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Post #: 260
RE: Master Wishlist Thread - 4/8/2010 4:07:48 PM   
nammafia

 

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I'd like to have the ability to automate construction ships to build things only in certain sectors of space and certain star systems.  This will help with controlling empire expansion and defense.     

(in reply to Shark7)
Post #: 261
RE: Master Wishlist Thread - 4/8/2010 4:32:58 PM   
Malevolence


Posts: 1781
Joined: 4/3/2010
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I suggest a change to the naming convention when generating the galaxy. As it stands now, a moon in the Vubus system could be named PS377. I recommend a consistent naming strategy when dealing with systems, stars, planets, and moons. This would allow players better situational awareness when looking at menus and screens where no specific location data is provided.

I note that since DW does not use binary, trinary, etc. star systems (yet) the system name and star name are currently the same. I think this could be improved so that future changes to DW can incorporate ships/fleets acting on the system as a whole. For instance, a "patrol Vubus" could mean that a ship/fleet is patrolling the entire system of Vubus and not just the star.

An example naming convention:

System Name: Sol
Star Name: Sol α
Planet in the third orbit around Sol α: Sol α 3
Moon in the first orbit around planet 3: Sol α 3-A

This could be changed to make text more compact obviously, but you get the idea. If you don't plan on multi-star systems, you could eliminate the α, ß, Γ, etc. and name the star "Sol Primary".



< Message edited by Malevolence -- 4/8/2010 4:53:24 PM >

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Post #: 262
RE: Master Wishlist Thread - 4/8/2010 6:14:53 PM   
Malevolence


Posts: 1781
Joined: 4/3/2010
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I suggest adding location information to "Under Attack!" messages -- included in both popup and scrolling messages.

The current system presents an attack like this...
"Striker 092 is under attack from a pirate frigate Angry Spectre!"

I suggest the message be presented like this...
"Striker 092 is under attack from a pirate frigate in Vubus system"

or better, present the message like this...
"Striker 092 is under attack from a pirate frigate at Vubus 3"

I would also recommend having a short message for scrolling messages and much more detailed message for pop-up/log... to include if someone is responding and eventually adding the outcome. This may be a bridge to far, however.



< Message edited by Malevolence -- 4/8/2010 6:15:58 PM >

(in reply to Malevolence)
Post #: 263
RE: Master Wishlist Thread - 4/8/2010 6:49:40 PM   
HsojVvad

 

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I am not shure if this is in the game, but shouldn't we able to see what the enemy is equipped with? Do we have sensors that will show what the enemy has, and if we don't, can we have this option for an expansion or update then?

(in reply to Malevolence)
Post #: 264
RE: Master Wishlist Thread - 4/8/2010 7:59:24 PM   
taltamir

 

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"banned components" for the AI to NOT use when designing ships.
For example, I don't want to the AI to be putting nukes on any ship, ever... nor do i want it putting that superweapon that causes a sphere of damage to all ships, friendly or enemy (usually friendly since I tend to outnumber my enemies)...

don't get me wrong, I want to be able to use those... but i want it limited to ships that i designed. not the AI.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to HsojVvad)
Post #: 265
RE: Master Wishlist Thread - 4/8/2010 8:03:19 PM   
taltamir

 

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1. An option to investigate ruins which you said NOT to investigate the first time. Especially if you have since went and colonized the planet.

2. Certain evens are to the extent of "we found an abandoned ship/base", your options are investigate and ignore. If you investigate sometimes the result is: "we acquired the ship, we can use it or scrap it for technology, also it mentions the coordinates X,Y contain <something interesting>" and your options are "close" or "go to event"... go to event zooms in on the ship you recovered... NOT the coordinates mentioned!, making it a PITA to find later (especially because those coordinates usually do not cause a blip on the galaxy map)...
it would be nice if those had THREE options... close, go to event (zooms on captured ship or base), and go to coordinates (zooms on the coordinates given)

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to taltamir)
Post #: 266
RE: Master Wishlist Thread - 4/8/2010 8:16:22 PM   
HsojVvad

 

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quote:

ORIGINAL: taltamir

"banned components" for the AI to NOT use when designing ships.
For example, I don't want to the AI to be putting nukes on any ship, ever... nor do i want it putting that superweapon that causes a sphere of damage to all ships, friendly or enemy (usually friendly since I tend to outnumber my enemies)...

don't get me wrong, I want to be able to use those... but i want it limited to ships that i designed. not the AI.

I agree 100%

For a game that is suppose to be played on a macro scale, I am microing on what is being built and what the AI builds. I shouldn't have to do this.

(in reply to taltamir)
Post #: 267
RE: Master Wishlist Thread - 4/8/2010 8:44:16 PM   
Engerya

 

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this game needs word wrapping and scroll lock i hate clicking on something and the list goes back to the top. and with word wrapping for the new bar at the top of the screen i hate reading new and i know know the whole details cause it cuts off at the wrong time.

< Message edited by Engerya -- 4/8/2010 8:46:45 PM >

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Post #: 268
RE: Master Wishlist Thread - 4/8/2010 8:45:38 PM   
taltamir

 

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quote:

ORIGINAL: vils

quote:

ORIGINAL: taltamir

quote:

ORIGINAL: vils

1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units!

A unit is a starship with hundreds of highly trained crew, computers, and hardware... not a wizard or a dragon. It makes no sense for them to gain experience and thus powers. especially not from a few fights (they do thousands of drills; or more... to be fair it makes no sense that a wizard or a dragon gains powers from defeating a few opponents either...)
anyways this will absolutely ruin the game

quote:

2. Fleets must report what they are doing like single units! Or at least have the option?

I don't understand what you are asking for. you can select a single unit in a fleet and see what it is doing, and the fleet as a whole also lists what it is doing...

quote:

3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game

Those already exist. Certain worlds contain unique resources that give massive boosts... such as boost to research, happiness, etc... Less rare are worlds with ancient ruins that also contain awesome stuff...
or do you mean literally worlds the color of rainbow? because that would be stupid.

quote:

4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive

Its called engine technology, high level engines allow ridiculously fast speed... do you mean a ridiculously expensive instant travel system? it would just be a PITA to implement and manage. not to mention mess with the balance... bad idea.

quote:

5. Artefacts with special effects

play the game, they are there. While 99% of ruins give you +20% to 60% to development of that colony, some ruins give empire wide bonuses... such as +100% bonus to a research type. Or +20% empire wide bonus to colony tax income (those are the ones I have seen thus far, must be more).

quote:

6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances

The max sized universe is 1400 star systems, each containing dozens of planets and moons and objects... Playing this size results in crashes due to maxing out the ram usage of a 32bit application (2GB)... as well as lag when zoomed out and when having larger empires... also save game sizes increases massively as the game progresses..
The game already has, by far, the largest galaxies I have ever seen in a 4x game. Making it larger is cool sounding but completely impractical with current hardware limitations.

quote:

7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option

already in the game. there is a built in editor that you can launch at any time and add stars, planets, and whatever else you want.


1. Your saying that in comparance a warship in any wargame should not receive experience in a game since it is unrealistic? Sorry i don't follow you here, for any crew on any assignment in any type of scene, training will never be the same as live experience.. Anyway it was a suggestion not ranting

2. I mean a single unit pop ups when its reached its destination for example. A ship within a assigned fleet tells nothing, so i have to keep an constant eye on my fleets so they dont go idle or just sits atop aliens getting eaten. Have i missed something ?

3. I mean a new type of world that would be different

4. I mean space jump (instant move, not hyperspace..

5. I was more referring to items that cannot be produced but applied to a ship.. lets say you find an ancient alien artefact that gives that particulair ship some odd statistics or such

6. I am not saying i want more stars, i just want the playground to be larger, thus bigger space between stars. As you may have noticed, it seems the playground in the game is the same regardless how many stars you elect to add to it..

7. Was not speaking of an editor, i was speaking of the pre-game menu how to design a game, as of now you can have 100 stars by minimum, i want an extra option here to allowing manual input.. if i wan't only 10 stars, i dont wanna sit and edit an map for 5 hrs before i can start the game..


1. to a small degree it happens, but its more of an empire wide scale then an individual ship thing. Once you get those experienced people you transfer them to other ships and they share their knowledge and experience... resulting in procedural changes across the entire armed forces... and even then, that only changes how their use the hardware (aka the tactics), not in any way shape or form the hardware itself... so the ship is still doing the same amount of damage (same weapon, same targeting computer), still has the same speed, etc... what changes is that they are more likely to use smart tactics (eg, fly backwards while shooting at the chasing space crab) and less likely to do something stupid (charge at the space crab). but the AI for ships is not good enough to introduce that kind of tiered AI levels... however at an ideal status it would be kinda neat to have ship experience levels with certain AI scripts limited to higher level crews... but there is no way it should affect the actual physical hardware, thats just an RPG throwback and as much as a I love RPG it has no room in such a game.
Let me give you a real life example... during a certain war some decades ago between israel and lebanon, the labanese got new anti air missiles (each the size of a telephone pole) from the russians. Those were very damaging to israeli aircraft on bombing raids... soon, the range on those was discovered, it was greater then the range on the bombs... but some enterprising pilots discovered that it can't fire on targets very close to the ground, and if you accelerate at max speed then lift to a 45 degree angle from the ground and then shoot a smart bomb then dive back to the ground (too quick to be fired on by the missiles), which your copilot then controls, it will travel up and then down in a parabolic path far enough to get within range of the missile batteries, which then the copilot takes over and guides the smart bomb to the control center (size of a bus) for each such battery. Allowing them to hit the AA outside of its practical range. Once that was discovered that weapon was rendered ineffective due to tactics of "staying outside its range".
The planes did not change any of their statistics, but they were now being used better... however, EVERY pilot in the israeli airforce now knew that trick, it was not limited to the one single pilot who came up with it originally.

2. Ok, i see now (I think)... a single ship gives a notice when it finishes a mission, fleets do NOT give such a notice, neither do the ships in a fleet... well, in which case I agree that fleets should give a notice as if they were a ship. (although I disabled those completely since i have large empires. but it should be there for those who want it)

3. Any specific ideas?

4. I know, I am saying hyperspace with a high level engine is very near instant for short ranges, with under 5 seconds prejump prep and a speed that makes it take seconds to jump to nearby systems and a fraction of a second to jump within the same system. Instant travel sounds cool but will bring a whole new aspect... plus it is another unfair advantage for large empire (lots of money, lots of ships... insta travel means you insta conquer enemies; right now its sometimes not worth your time to divert fleets from where they are need to fight some two bit small empire... or siege their planet as you gather up up invading troops).

5. There are unique ships like the "world destroyer" (death star)... as for an "artifact" giving a "boost" to one single ship... currently when you find such derelicts you don't integrate them into your ship, you send a constructor to rebuild them... then you have them as their own ship which can then disassemble for research points... I can't imagine any sort of even remotely plausible "artifact" that would work the way you describe unless it is a single ship component (say, an engine)... which means: a. ships cannot integrate it themselves, it needs to be brought back to a construction yard. b. its better to disect such a thing for the tech, not waste it on one single ship. c. this is a terrible idea to begin with... i have played many games that had it and in every one you end up with a bunch of bonuses on your SCOUTS... I don't want to waste 5 special events that could give me something useful so that my SCOUTS can get "plus damage" (its unarmed), "plus fuel range" (it has plenty) and so on and so forth.

6. That is a legitimate OPTION for galaxy creation... not my cup of tea by go for it.

7. fair enuogh. the largest galaxy is 1400 stars, the second largest is 700... you want the option to enter "973" or "234" or "10"... it would certainly be a PITA to make a 700 star galaxy and then manually add 273 stars to it.

< Message edited by taltamir -- 4/8/2010 8:51:50 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to vils)
Post #: 269
RE: Master Wishlist Thread - 4/8/2010 9:07:09 PM   
taltamir

 

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Joined: 4/2/2010
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quote:

ORIGINAL: Engerya

Actually there is a game with 5000 star systems and 3d gfx is called lost empires : immortals but its not like this game its ok but some how this game is better


You are joking right? lost empires immortals does not have "planets"... you colonize "systems", each "system" is one big thing that holds one colony... economy is abstracted, there is no mining, there are no trade ships, there is no private sector.

In distant worlds you can ZOOM INTO a star system and it contains DOZENS of planets and moons... aside from gas giants (mineable) all are colonizable... and each colony produces a healthy economy. ships are also "in a system" rather then traveling within a system. Heck, you can't even colonize most of those in Lost empires: immortals.

I just counted some stars... some are "objects" such as neutron star which have no planets. my home system has 12 moons and planets, a nearby one has 9, another one has 30... It will take me some good time to do an average but over 10 is the most common i have seen... lets do say about 10 per star though.

there is no beginning of comparison between the two... but lets make one anyways. 5000 "stars" (each can only hold one colony, has no "internal space) vs 1400 stars, each has about 10, thats 14,000 objects. but wait, each and every one is interactable. if not colonizeable you can at least mine it... while in lost empires you just plonk a "fueling post" on it, this actually produces a specific good thats different each time and has to be collected. And how many private sector ships? dozens per colonized planet... so you easily go to the hundreds of thousands of "living" objects...
there is simply no hint of comparison in the size and scope here.

_____________________________

I do not have a superman complex; for I am God, not Superman.

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