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A couple of ideas

 
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A couple of ideas - 2/20/2011 8:02:22 PM   
Merker

 

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Hi, I haven't posted in a while, mostly just browsing the forums seeing what people have to say about the lacks and additions of the game, and I thought of a few rather easy to implement(at least some of them) additions:

1. Military transport - basically, just make a new ship role called military transport, which is just a freighter which can be controlled by the STATE, and it's sole purpose would be to move resources to strategic areas or wherever they're needed.
The ship would have a new set of commands like: load cargo ... at ...; unload cargo...at....; run supply run between ... and ...(basically just continuously moves resources between two set locations).
This kind of new ship role would enable players to broaden their war tactics and would probably solve the fuel and other material supply issues. Of course, the problem might be in making the AI properly control the ship. A new resource need routine might need to be added. But for player use this ship would indeed be a boon.

2. Planetary military bases
- Right now we can build military bases of all kinds in orbit of uninhabited planets to prevent colonization by greedy enemy empires. However, what I'm proposing is the addition of a new ship called "mobile command base" or something that can go to any uninhabited/uncolonizeable (except obvious things like gas giants) and make a 'military base' type colony. Basically it's just like any other starbase or monitoring station except it's on the planet, and so that planet can't be colonized until the base is dealt with. The base needs at least 1 troop contingent on it to exist, can house maybe a set number of troops, and has a maintenance cost(say like 2-3000 or maybe based on number of troops stationed so as to prevent abuse of them on the front line). But I do believe this would be preferable to the easily destructible orbital bases and the lengthening construction queue for the C-ship. They would also be bombardable without reputation consequences but same planet damage. Might make nice forward bases for troop contingents, or maybe a first step to colonizing a system.

3. Landscape modifiers - what I'm referring to is the existence of effects from the various space environments existent in DW.
For example, my favorite place to play in in any space game, be it X3, or Nexus the jupiter incident is an asteroid belt. Mostly because I can dodge enemy shots using the roids and turn their superior numbers into nothing. So in DW, an asteroid field would modify the stats of any ships already in there by let's say -50% visibility, -50% targeting by the enemy outside and -50% speed due to navigational hazards (or just +50% shields and -50% speed).
A star would add -50% visibility to all and maybe -25% shields due to rad damage for example, making sensor research a goal for commanders with the habit of fighting in orbit of stars. A nebula would add -75% visibility, -25% laser damage and -25% speed, making it ideal for covert strikes on enemy mining expeditions, or a place to ambush the heavily armed but poor sensors enemy fleet by your lightly armed but with much better detection equipment and engines strike force. It would be awesome if battlefield location actually mattered, and open up new tactics for guerrilla forces and strategy oriented players. Kind of hard to make the AI use them though, but through sheer luck, a sensor research oriented AI might get to beat your laser research oriented heavily armed fleet for example.

4. A most desired thing(for me) I have yet to see in any games is a PROTOSTAR, a star in formation. Might be neat to see it in DW, maybe make it be of extreme value for the informed commander, sort of like an El Dorado for miners. What I've thought about is a very radioactive and beautiful star in the center, with lots and lots of asteroid belts with roids containing rare materials. The closer to the star the more valuable and numerous the materials. But there's a catch: the star emits huge levels of radiation, so you need better rad shielding as you get closer to it. That could make the basis for a whole new tech tree of anti-rad armor, or just make the normal armor have a % of rad protection for each tech level, giving armor a whole new other role(since I've seen players claim it's mostly useless). Maybe also add radiation damage near stars, neutron stars and supernovas for unarmored ships. So to get to the richest things near the protostar you need some of the highest levels in armor research, multiple armor layers not stacking rad protection.

More to come as I can put them into proper words. I'd like to know what people think about these ideas and if the devs think they're doable...

Cheers

< Message edited by Merker -- 2/20/2011 8:05:01 PM >
Post #: 1
RE: A couple of ideas - 2/20/2011 9:04:17 PM   
RaffleSnaffle


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Joined: 2/12/2011
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I love the idea of huge asteroid belts!

Making combat in this game more dynamic and making the AI in combat more intelligent would be awesome improvements. Good stuff

(in reply to Merker)
Post #: 2
RE: A couple of ideas - 2/20/2011 9:37:29 PM   
Data


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Same here
+1

also love the protostar idea...I keep pleading for kemplerer rosettes, ring worlds and dyson spheres

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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RE: A couple of ideas - 2/20/2011 11:29:01 PM   
thiosk


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You could find pulsars (presumably) in Spore.

I love a rich diversity of planet and star types-- they make things so cool.

(in reply to Data)
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RE: A couple of ideas - 2/22/2011 2:24:15 AM   
gmot


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+1 to the landscape of space modifiers idea. Would add some variety to space combat to make the positioning of it more strategic.

(in reply to thiosk)
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RE: A couple of ideas - 2/24/2011 8:00:13 PM   
Merker

 

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New thoughts materialized in my brain, as I was planning the new pirate AAR:

5. Illegal trade goods - these are a must for any empire dealing with corruption. And generally speaking, what one empire considers normal and legal, another one might think otherwise. So there should be new trading wares, relatively rare, that are illegal to some races and not to others. For example, the nabataya liquor might be just a mild drink for teekan but highly toxic and addictive for humans, so humans ban it from their colonies. There might also be an option to permit illegal trade or not. If your freighters are caught then you take a rep penalty and a decrease in relation with the empire you sent the goods to.
Also, pirates deal in wares illegal in your empire and sell them at your colonies, earning a profit and increasing their size, while your colonies get a development penalty for becoming addicted to the drugs/toxic stuff.
Goods illegal in an empire value 100 times more than their normal price, making smuggling EXTREMELY profitable, but the relationship damage considerable. However, illegal goods cause a development penalty for the colony that receives them.
Perhaps a new "scanner inhibitor" or "hidden cargo compartment" component could be added, but that might just complicate things.

6. Selectable trade goods - the ability to select which ones of the commodities that your empire has you want to trade with the other empires, including illegal wares mentioned in the previous point. If for example you don't want to sell your scarce illosian jade to the dhayut, who don't really need it, and only want to sell it to the wekkarus, who have a huge shortage of it on their colonies, you just select it in a new trade menu that can be opened for each race.
I think this could be worked out with the reserved resources mechanism that currently makes DW trade tick. The trade menu would just prevent one resource from being reserved for a specific empire removing the occasional need for a general trade sanction. Goods illegal for certain empires would automatically be blocked from trading with that empire, to prevent you getting rep hits if you don't want to trade them.

(in reply to gmot)
Post #: 6
RE: A couple of ideas - 2/24/2011 8:07:56 PM   
Data


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good ideas, merker, you should also wishlist them

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Merker)
Post #: 7
RE: A couple of ideas - 2/24/2011 8:13:33 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
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The idea of illegal goods sounds extremely interesting. I support this fully. Trade in general is big part of DW and illegal goods would give it, and the games universe, more depth.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Merker)
Post #: 8
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