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RE: Master Wishlist Thread - 7/30/2011 8:00:49 PM   
Data


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I definitly second that, forgot to mention it myself so thank you uberknight for bring it up.

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

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Post #: 1201
RE: Master Wishlist Thread - 8/2/2011 7:19:36 AM   
Facedrop


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I was wondering whether it would be possible to make detection and interception of incoming fleets slightly more easy, possibly a new tech could help with this.
Currently i find most of my wars are a case of either side quickly striking and invading systems. Rarely do two fleets ever make contact without the
assistance of a space station to keep the enemy within a system for an extended period of time.

(in reply to Data)
Post #: 1202
RE: Revisting the border system for visualization and f... - 8/7/2011 6:44:46 PM   
Kal Naar

 

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quote:

ORIGINAL: nammafia

I would like to have private sector also affects the policies of the empire more directly such as requesting faster hyper drives (research policy), demanding removal of pirate bases and creatures, lower tax rate (economic policy), free trade with empires, etc.  You can ignore their demands and requests with consequences such as tax evasion, less trading, upgrading their ships at foreign star bases, etc.  This will make a living galaxy more lively.

Private sector should also upgrade and buy their trading vessels by themselves to maximize profit in competition with one another --> non-monolithic private sector with numerous trading companies and corporations.  They might be multi-empire trading companies with great influence.

In general, I would like the idea behind private sector to be hashed out more and develop further.  So that we can play as a trader in Distant Worlds directly and indirectly affecting the politics in the galaxy.  Maybe another expansion is needed: Distant Worlds: the Rise of the Private Sector. 


+1

(in reply to nammafia)
Post #: 1203
RE: Revisting the border system for visualization and f... - 8/8/2011 12:45:39 AM   
Kal Naar

 

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My two cents in a much needed research overhaul.

Increasing Research stations maintenance
Each lab component should have an increased maintenance cost, in order to reflect the actual cost to maintain and operate a high tech facility.
Define Research Projects costs
The cost would be dependent of the project size, and would reflect the hiring and maintenance of specialized research teams, and of materials or components acquisition.
Create a Research Fund
That represents the maximum available money for research purposes and would be defined in the Empire Status screen by setting a fixed value or percentage of the empire’s Annual Income.

Since the available research funds will not always meet the labs necessities, two situations would occur:
1. Over-Expenditure
Creates a small boost in the labs capacity, but this would be a less efficient way to increase research capacity, than say, building a new lab.

2. Under-Expenditure
Causes labs performance to drop (performance % = Available funds / Capacity), almost immediately after the cuts, thus allowing empires to quickly divert funds to more critical areas at any given time.
The major drawback to this would be a delay effect in the performance increase when funding’s restored, representing the difficulty in finding new research teams after you’ve sacked the previous ones.

Deactivating Research Stations
The Research Stations Screens, we should have the option to deactivate stations, thus allowing for a reduction of the overall cost without the need to scrap the entire station.



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Post #: 1204
RE: Revisting the border system for visualization and f... - 8/8/2011 6:58:14 AM   
RHoenig


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New player here, greetings to all.

As far as I understand it, there is a single file, that holds all ships names, the game uses.
Would it be possible to have several (many) different files, that I could select one at games start?

Say, I want to play a human "Romans in space" race, so I can select a shipnames file with names like Mars, Juppiter, Agrippa, Legionarii and so on.

This would give the ability to chose between different themes for the ships names.


Edit: Also the ability to rename my colonies would be nice. In fact, not to be able to do this was quite puzzling when I started playing.
Maybe I am missing something here, and I am just too stupid :)

< Message edited by RHoenig -- 8/8/2011 7:00:43 AM >


_____________________________

"Tell the King: After the battle my head is at his disposal, during the battle he may allow me to use it!
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R. Hoenig, Germany

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Post #: 1205
RE: Revisting the border system for visualization and f... - 8/8/2011 8:03:39 AM   
Data


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Hi RHoenig and welcome to the forum. Good idea on the ship names file, we also have a modder wishlist and you can update that as well with this request.
As for colony renaming you can do it via the colonies screen or the editor, there is also another way but I'm missing it right now.

_____________________________

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

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Post #: 1206
RE: Revisting the border system for visualization and f... - 8/8/2011 8:06:09 AM   
Data


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Have exploring setup similar to SoSE, there once an explorer discovers a planet for the first time that gets a "last explored" timer of sorts. Even after the hole universe is explored for the first time the explorers continue to go everywhere to update the data based on that timer. For DW this would work wonders and hopefully will fix some of the explorer issues we have atm.

_____________________________

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

(in reply to Data)
Post #: 1207
RE: Revisting the border system for visualization and f... - 8/14/2011 11:06:43 PM   
trogdor826

 

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Sub-categories for capital ships like carriers which specialize in fighter support and say maybe something else, as well as being able to edit ships with out having to hi copy as new.

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Post #: 1208
RE: Revisting the border system for visualization and f... - 8/15/2011 3:34:00 AM   
Brainsucker

 

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Honestly, I'm not a fan with limiting the starship tonnage for each ship designation (frigate, destroyer, Cruiser, etc). I think it won't resolve the problem to cure the people habit to make the biggest ship they can build. As when you can make a capital ship, you won't make any frigate / destroyer, as they won't be able to compete this big, meany starship.

So, throw out the limitation, but give the ability to evade for each starship instead. Say, the smaller your starship, the bigger the evasion they can do, while the bigger your starship, the easier they can hit. Plus, make a high powered weapon that can pass the shield but inaccurate. It won't be able to hit the fast and agile starship, but will be the nightmare of the big, slow one. This way, the player will think, they can make a big, scary, with a lot of weapon they can have, but the ship will become the enemy target practice instead. Of course, they can put more armor to their ship, but armor will reduce a lot of the starship's  speed, so it will be better to be put to stationary space station.

But..., won't it make big ship unnecessary? What is the fun in it?
Ok, look at the real life. There was a lot of big ships in WW2, but now, they gone. We have only carrier that guarded by smaller ships. The question is why? Well, because big ship was always became the enemy target practice to begin with. No armor can stand against torpedo. Not on the sea or space. It will have leak, and it will deadly.

Big ships will always necessary, but not as a powerhouse / moving fortress like we have in a lot of 4x space game. You can equip big ships with powerful blaster that can destroy a space stations in an instant, or to support the invasion to the planet; or as carrier. Or you can equip it with long range weapons that can be fired from distant. But Small ships will always needed, to escort the bigger one, or to attack / harass the enemy formation.

My point for this whole idea is big ship means for strategic attack / war, Smaller ship for tactical battle. With this big universe setting of the game, big and small ships combination will always necessary.

(in reply to trogdor826)
Post #: 1209
RE: Disabled Ships - 8/30/2011 1:43:34 PM   
qqqqqq666

 

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Sorry if it is already mentioned, haven't read each page of this thread.

So... It would be nice if disabled enemy ships could be picked up by anyone who repaired them. Like creating our own debris fields after battles.

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Post #: 1210
RE: Disabled Ships - 8/30/2011 2:11:36 PM   
Data


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not mentioned before and a great idea
but when should we consider a ship disabled? even when the reactor is out a ship can move on impulse so should we consider it disabled? I would not want the AI to take my ships if they still have some fighting left in them; come to think of it, we can exploit it by scuttling our near disabled ships to prevent the AI from doing it to us.


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Post #: 1211
RE: Disabled Ships - 8/30/2011 4:14:58 PM   
qqqqqq666

 

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Well it can be the damaged ships that are totally immobile, or "disabled" would be something like if energy is zero, meaning that there is no life support available hence no functioning crew. Something like the game Star Trek Armada with its crew requirements.
And scuttling is something like having a self destruct sequence. And of course, i hope the AI would be capable of this :P Imagine your old captured flagship attacking you a few days later... :D :D :D

(Edit: And i suppose the "disabled" status would make our ships stop firing at them to oblivion, unless specifically ordered or set in a preference setting or something like that)

< Message edited by qqqqqq666 -- 8/30/2011 4:17:10 PM >

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Post #: 1212
RE: Disabled Ships - 8/30/2011 11:58:30 PM   
Ennber

 

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So, i have two suggestions/wishes.

First is one, that was probably mentioned before: sub-classes for ships. So we can have moer than one automatically modified designs for the same class os a starship. Sub-classes could be: long range missle ships with long range laser weapon, heavy short range laser only sships, log range torpedo ships, carriers, point defence ships. Those are to mention few ofs possible.

Second one is more of my main issue with DW: very rudimental form of diplomacy. I would have liked it a lot if we could make alliances with multiple members in it. It would mean that everyone of the alliance have similar treaties to each other, according to the alliance. They still can have just one-on-one diplomacy with each other, but it is alliance that decides what type of relation everyone has. Plus they can togethere declare wars, trade sanctions.
So, for example you can have 3 empires froming an alliance and it has a form of Trade agreement. It means none of 3 of the members can change they relations with other 2 empires, Except for declaring a war or trade sanctions. But then the empire who started it would be expelled from an alliance. It can only be changed though the voting system, that can be determined when the alliance was forme. How many votes an empire has can be made from formula that takes into account number of planets, number of systems, populations, military strength, trade value and strategic value.
I think some other games tried to make it in one or another form (Galactic Federations - United Nation like form of galactic government, Space Empires - alliances with multiple members (did not really work there) ). So, why not to give it a try here?

Sincerely,
Sperlhawk.

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Post #: 1213
RE: Disabled Ships - 8/31/2011 12:38:06 PM   
vince0018


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Jotted down a few things on my own wishlist and thought I'd post here
so they might be seen.
http://www.matrixgames.com/forums/tm.asp?m=2896204&mpage=1&key=�

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Post #: 1214
RE: Disabled Ships - 8/31/2011 1:21:52 PM   
Data


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second that, they really should be seen

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RE: Disabled Ships - 8/31/2011 7:01:33 PM   
Jounk33

 

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My wishes for a better DW.
The ability to colonize a planet class alone should not decide the planet class.
Much more begs the question whether a race tolerates gravity, atmosphere and temerature.

So my concern is to introduce gravity, atmosphere and temerature values ​​for the planets and to determine the compatibility of the races and make all modifiable.

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Post #: 1216
RE: Disabled Ships - 9/3/2011 8:52:02 AM   
qqqqqq666

 

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I would like to be able to flag a planet so that i (at least) get a reminder if someone tries to colonize it. So I can take at least matters into my hands and fire a few warning shots to drive them away. It has happened to me so many times, being worried about a war or two and losing a valuable location (that i cant yet colonize) to some odd colony ship that slipped my attention.


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Post #: 1217
RE: Disabled Ships - 9/3/2011 9:02:42 AM   
Data


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good point there, +1

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Post #: 1218
RE: Disabled Ships - 9/15/2011 10:54:42 PM   
Cykur

 

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Hopefully these haven't been mentioned in this huuuuge list:

It would be nice to flag a planet as OFF LIMITS so some of your patrol ships didn't try to go there. Maybe because of a monster or a pirate base you aren't quite ready to deal with. My empire patrol boats were always going places they shouldn't and getting crunched.


It was suggested I post this here from the Modder's list:

I always wanted to be able to mod the resource model and construction requirements. DW has this fabulous economic simulation happening, but for the most part once you get access to a resource, you have enough of it. You just have to wait for it to get carted around for new spaceports on fringe worlds.

It would be nice to see a progressive model where resources were a bit more of a limiting factor for key technologies without completely shutting down your entire economy. Where you could make the cheaper ship modules out of the more readily available stuff, but advanced techs required specific more rare materials.

There is a little bit of that going on in DW, but more often I found that if you ran out of something, it could just completely shut down your economy because there is so much overlap with how the materials are used.


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Post #: 1219
RE: Master Wishlist Thread - 9/19/2011 12:21:10 AM   
Tnarg

 

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I haven't read every page of this list so I apologize if some has been stated before.

I would really like to see an addition to the Tech Tree that could add more mid and end game problems or departures. Either a whole new thread of Controversial Research or just some of these ideas attached as additional research options. Basically research that gives huge advantages but also comes at a huge cost in the form of a small percentage chance of something going terribly wrong.

For example:

Bio Weapons I, II, III Pros: (I)purge an enemy population with a virus, (II)(Alien reference)-spawn troops on an enemy planet that will wipe out troops and population for you, III(spawn really powerful space monsters in an enemy's systems. Cons: there is a small chance that they will wipe out your planet, or whole system, or it really gets out of control and spreads to other systems and perhaps becomes a galaxy wide problem.

Artificial Intelligence I,II,III Pros: (I)Research Bonus, (II)Powerful Troops, (III) Population Boost or +10% bonus to everything you do. Cons: AI could revolt and you lose control of planet or splinter empire is created on all worlds that have AI population or facility(?), or even worse the new AI splinter empire declares war on you and is determined to wipe out all biological threats.

Dimensional Manipulation I, II, IIII Pros: (I)Opens up a secret dimensional pocket for a secret research station, supply, or construction yard, II Opens up hyper-dimensional transit options, or the ability to be in one spot and then emerge in another spot instantly, provided that some sort of survey of the emergence zone is done, (III) Opens a doorway to a whole new universe, basically an end game, but the start of new game with really powerful empires. Cons: Unleashes a very powerful race into the galaxy. This could be a whole new chain of events or end game goal.

Singularity Power Source I, II Pros: (I)Unlimited fuel and power source, (II) Extremely fast hyper drive. Cons: Random strike could destroy the ship or any ships near it, could be a weapon too(?)

Planetary Construction/Deconstruction I, II, III Pros: (I) Create a random planet from an asteroid field, (II) Create a planet that is ideal for the race, (III) Create a Huge Utopia planet and also the ability to destroy an enemy's planet. Cons: Chance for gravitational tides that slowly degrade all planet conditions in the system or chance for the new planet colliding with a populated planet in the system completely destroying both.

Star Creation/Destrcution Pros: Create a random star system out of a gas clous and of course destroy an enemy's whole system. Cons: Runaway reaction causes star to go nova within in a couple of years destroying all systems within a small radius (bad for tight star clusters) or worse a supernova destroying everything within a larger radius.

Reality Manipulation I, II, III Pros: (I)Edit an enemy's happiness to cause revolts, (II) Edit and empire out of reality(they just disappear, (III) Edit the reality of an enemy empire to just join yours. Cons: could accidently edit out your own reallity causing the game to end.

Aggressive Race Training (Need to come up with a better name) I, II Pros: (I) Empire wide population happiness due to aggressive nature of hunting independant races, (II) Increase in combat skills by stealthily hunting races belonging to another empire. Cons: Chance that other empires may find out and will hurt your reputation or a chance that one of your hunting parties is captured and one of your technologies falls into their hands. Of course maybe an automatic declaration of war against such aggressive species could be granted to the victim race.

Genetic Manipulation I, II, III Pros: (I)Increase resistance to disease which would be a huge bonus to population happiness, (II) Increase intelligence for a research boost, (III) Increase life span for both research boost, overall 5% bonus to everything, and population boost. Cons: decrease to population growth from genes gone bad, chance that other empires despise the manipulation of genetics on religous principles and declare holy war?

Most of these technologies if researched by you or another empire could be uncovered by spies and then a whole list of options could be opened up to bring more life to the universe for example: The ability to get other empires to cancel their treaties with the violators, isolating the mad empire with uber weapons, or a bonus to getting other races to say yes when getting involved with a war against the evil masterminds playing with powers that will change the very fabric of reality. Bringing in super powerful races from another dimension, uniting to fight a bio weapon that has gone amuck and is ravaging the whole galaxy. Or stopping another race from creating an AI race with its own agenda to purge all biological entities. Also some of these research options may lead to end game goals that will open up a whole new game. A hidden game, or new game that must be achieved. Entering a new universe as a single system against a universe occupied by other ancient empires that have had time to spread out eons ago. Maybe a slightly new tech tree available with some new god-like technology or everyone starts off with all technology. This is the realm of the Shakturi and to really win the game their home system must be located and destroyed once and for all. Not sure if this is doable, but it is always fun trying to earn something better.


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Post #: 1220
RE: Master Wishlist Thread - 9/19/2011 1:30:55 AM   
Tnarg

 

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Something else I would like to see is some sort of racial policy options that are available to you and the AI during such incursions as first contact or invasion. It seems that first contact can rapidly escalate into a mutual defense treaty if you pump enough money into it. First contacts just seem dull. I would like to see an initial screen come up with some options:

Peaceful races, traders, uplifters - Make Contact
Higher Technology Races - Evade and ignor lower technology races due to ideals of they are just "pests" or "they need to evolve first" or "we can not interfere with their development due to the such and such Primitive New Species Discovery Charter of 2798" (makes a race work hard to become noticed and fit in with technological savy crowd of the galaxy. "Got to become part of the G8 club if you want to talk trade policy with us."
Aggressive Races, Xenophobic Races, Different subclass of species(?) - Declare War
Primitive Races or starting races - Hide until another day

Also, there should be a process after contact. Sure it might be a peaceful contact, but to begin trade and talk about further alliances a ship must visit the closest world with a diplomatic team and and embassy set up. This process could go bad if money is not pumped in and relations could go south fast. Also contact must be maintained via a shipping route for negotiations otherwise contact is lost with that empire and must be re-established. So no more allies across the galaxy unless the two empires are willing to front the expidition cost for a 500 light year journey and then maintain it.


Also some sort of Invasion Policy screen should be asked that would either benefit or hurt certain races. What you choose to do reflects your race style and reputation. For example an aggressive race making a aggressive invasion policy would be seen as uncivilized and a reputation hit to more peaceful races but as a reputation bolster for other aggressive races. But if an aggressive race does something a bit more civilized they would be seen as weaker to aggressive races. Such as:

Return to Status Quo - Planet i given back to or original inhabitants after they have been invaded by another race. Available to certain more peaceful or democratic races and gives plus to reputation. Huge hit to reputation if this option is not taken by peaceful races.
Integration - Available option to peaceful races that wold like to see the invaded race flourish under its wing.
Slavery - Available to races with less than ideal philosophies, maybe trade empires focused on the almighty space dollar fall in this category and could benefit from very cheap labor. Huge hit to reputation.
Extermination - Available to extremely aggressive or xenophobic races that want nothing to do with the population. The indigenous population will only hamper that aspirations of the superiour invader and must be destroyed. Huge reputation hit to all non-aggressive species, all aggressive species see this as a reputation bolster.
Food Source - Available to certain aggressive and carniverous species, and the population could become a luxury resource farmed and traded for within its empire creating a (monetary?) bonus. Huge, huge reputation hit, and one that causes all other races to really fear you, but amongst your population the resource would bring huge monetary bonus as the delicacy is a very rare treat of limited quantity.... unless more planets are invaded and food sources are secured.

(in reply to Tnarg)
Post #: 1221
RE: Master Wishlist Thread - 9/19/2011 4:59:03 AM   
Tirane


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1. Bigger Map 4x would do for a start but not with too many more stars (+25%) resulting in distance b/t stars.
2. Allow for minor races and independant colonies to come from races not selected as Major race. Put a selection in setup that allows you to banish races altogether to prevent this in case there are those that object to a certain race.
3. Have some non space faring races that have other advantages/disadvantages (good ground troops, aphrodisiacs etc)
4. Add a couple of each of cyborg, methane/hydrogen breathers/silicon life forms for variety. Some can be non space faring as above.
5. Have the Galactopedia give details about systems as to what resources are needed to build them. Have space stations show resources available/in storage. Have ships being built show what systems/resources are needed for completion. While you can't tell the private sector what to do you won't drill in a steel astroid if you need carbon fiber. Currently only when you research a system does it show what goes into making it. The galactopedia only has discriptions of system classes.
6. Allow some trading of resources b/t races (once you know what you have). The private sector has to move it still (if we don't stab them in the back and blow up the freighters when they come to pick up the goods.)
7. Modders need access to tech tree, systems and map generation.

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Post #: 1222
RE: Master Wishlist Thread - 9/20/2011 4:59:16 AM   
uberknight72


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Troop Invasion Overhaul Suggestions

One thing I would love to be added is planetary invasions that can also be manually controlled at a strategyic level. Every planet texture would also have a similar looking stretched-out global map version of it that you can see anytime by clicking on a button that would cause a window to come up showing the strategic map overlay.

The map will randomly placed cities, towns, or villages on the ground of the planet (unless you are an aquatic race in-which it will randomly place cities in the oceans.) around the map depending on the population of the planet and when the city itself was built. Like if the planet was just colonized, the game will randomly place a village sized settlement on the map and when the population goes up quite a bit it will soon develop into a town also causing another village to pop up somewhere else on the map and whenever the pop goes up even more that town will soon develop into a city causing another village to pop up randomly and the previous village to develop into a town also causing another village to pop up and this process will continue until a maximum settlement limit is reached like 20-40 settlements or something depending on the size of the planet.

The development levels would be:

* Village - just starting out. Don't take much population to develop into a town

* Town - Starting to look like civilization. Takes a decent amount of population to develop into a city

* City - 6-10 story buildings turn into 60-100 story buildings and city borders begin to stretch for miles. Requires a very large planet population to even think about developing into a metropolis, most likely the planet would have hit its settlement limit and have 0 villages and very few towns most already developed into citys before the first city even develops into a metroplolis.

* Metropolis - These 60-100 story buildings slowly grew into these sprawling 600-1000 story skyscrapers with nothing but hundreds of miles of endless steel and concrete jungle. As big as it gets, you know the planet is soon reaching its pop cap when all the cities have reached metropolis level, only around several 10 million pop left till cap reached.


Basics

Now that I have explained the settlement system to accompany this overhaul and give some areas of strategical value on the strategy maps now I will go into detail on how invasions will work and what role these settlements will play in these optionally controlled battles that will play out in real time like everything else except this time you can control and oversee the progress without simply relying on who has the highest numbers and watching two scales slowly deplete.

Since these ground battles and invasions could become very common in late-game wars, whenever a planet will currently under attack or being attacked a permanent tab could appear on the right side of the screen that you can pull out and show you all the ground battles currently taking place with a few simple stats like amount of yours and the enemy's forces that are still present and any other useful but brief information to give you an idea on how its currently doing with an option to go check and directly control any specific one if you wish. The AI can handle the battles by them selves unless you decide to switch off the AI in a certain battle if you would rather take control of the whole planetary conquest. Any newly started groundbattles will automatically start with AI on and will pause the screen just in case there are a few options you would like to activate and control yourself as I will go into further detail later.

Another main element of ground battles that applies to all sides of a conflict is to make sure that your battalions are not flanked by enemy battalions. The individual battalions each have 4 sides. Whenever an enemy battalion is engaged the side is the enemy is attacking the battalion is flagged as "busy". But if another enemy battalion moves in and starts attacking another side, your battalion will get a defensive penalty due to flanking. The more of the 4 battalion's sides that are flagged as "busy" the more larger the defensive penalty will become and the chance of that entire battalion will be wiped out due to overwhelming forces. Having another friendly battalion near a side that you fear has a risk of being flanked is a smart defensive precaution to practice and could even allow you to set up your own forces to flank the enemy too. This all just to add to the strategic value of ground battles.


* Defending

If you are the defending side your forces will be divided between all your settlements with most being in your largest settlements and the least being in your smallest depending on what option you set in the empire policy screen or can be personally hand placed before battle if you wish, but remember, it will still take a day or two to move units around to another depending on how far the area you are moving to on the planet is, but is sped up just a little when not under attack since you don't have to worry about defense or any other necessary procedures and logistics required during an invasion. But your main priority is protecting your settlements, although true that without your forces anyway your defenseless, the cities provide some defensive bonuses to any Battalions controlling them although depending on the size of the settlement there is a limit to how many battalions you can have stationed in a settlement. Battalions also placed near a certain radius of a city will have a little tiny bit of a defensive bonus due to being closer to supplies and equipment if needed, but only if the city is under your control. If you have any ships in orbit above the planet, you can go back to main view, click on one of them, tell them to tactically bombard a planet (A different option besides your usual, reckless, Bombared Planet option.) and then click on the planet you wish to tactically bombared causing the planetary strategy map to pop up and let you select a target area to bombared, but the damage would be great and if to close to friendly cities or forces, can cause a very negative effect on your alignment and planet approval, although the planets approval will be hurt a little regardless if you hit any friendlies of not.

If its your homeworld then you will have a chance of having one of your battalions turning into a hero battalion when the battle starts or sometime during the battle. Heros have a chance of being generated from battalions on worlds other than your homeworld but the chance is very small, like 3-5%. Hero units will twice the strength and effectivness of a normal battalion and will stay with you for the durations of the game until its is destroyed in battle or 50-80 years have past since the hero battalion was transformed from a normal or milita unit with milita units having a higher chance to become a hero.

Also, if the battalion, whether its normal, milita, or hero, is fighting on a planet perfect to the races prefered conditions like water worlds, desert worlds, and such.


* Invading

If your on the invading side things are a little different. When the first of your troops first land on the planet the game will pause and give you a few options unless you want the AI to do this part for you...

You will get to tell where you want your first battalion to land by placing a rally point, a rally point can be placed only outside of a certain radius of a settlement, any more forces will land at this rally point and more rally points can be placed with certain priority ranging from 1-3 that will determine whether or not a battalion lands there over another. Up to 4 of these rally points can be placed with the priority easily changed by clicking on the rallypoint and selecting its priority with a drop-down menu. Once on the planets surface, your main priority is to start taking a few cities to obtain a strong foothold on the planet, defending forces will have a small defense bonus even if not in a city since they know the terrain better than the attackers so having a foothold would be important, and signifigant numbers are always important anyway in an invasion.

Taking over the planet will also no longer give the victorious ground forces absolute immediate control of the planets entire orbital defenses anymore either, it will only shut down all the defense platforms and only give the invaders control to the space-port but only with 3/4th the original firepower and only after a good 7-10 days after the entire planet was seized and a bit more if the space-port is medium and even more days if its large, and it wont be until a month after the space-port and the defense platforms has been captured before control is giving to the victorous invadors to the remaining defense platforms, and given full firepower to the captured space-port. Also since the ground battles themselves can last longer than originally, unless you have an absolutely overwhelming force, the chances of you capturing the planet before the space battle going on above is over and before the space-ports and defense platforms themselves are destroyed is much, much smaller.

If you have the ability, you can use bombardments just like the defenders can, although not as accurate as it would be if it was the defenders calling the bombardment, can be used significantly to help dwindle down defenses if you aren't worried about population casualties. If the invaders previously controlled the planet before the defending side took it prior, the defending side will not have its bonus to defense outside of settlements due to not being familiar with the terrain and locals. Thus putting the invaders or even rebels at an equal or advantagious position.

If its the enemy empire's homeworld you are attacking, the defenders while having all the bonuses to defense outside of settlements and other advantages to being the original controllers of the planet and due to being familiar with the terrian, but they also will have a 10% or 20% chance that a battalion will turn into a Hero battalion that will be double the strength and effectiveness of an normal battalion of the battlions race of origin. This happens on homeworlds exclusivly due to the whole "defend the homeland" mentality that the population will obtain. There is as higher chance of the hero being originated from a milita battalion than a normal battalion.

The normal, milita, or the new hero battalions will also recieve a small bonus if the battalion is fighting on a planet perfect to the aliens race's prefered condition like water worlds, desert worlds, and such. Possibly equally matching the bonuses of the original defender at times, making the battle equal, this does not stack on top of the defense bonus on familiar worlds. Also the only way a world will become familiar to the race is it will need to be under the control of the planet for at least 20 years, or be the empires original homeworld giving the race perfect familiarism to the planet from the start.


Final Thoughts

Although I loved how they had introduced ground combat to the game not long ago, I hated how little control or information you had with groundbattles and wished that there was a way to allow ground combat to be optionally controlled without adding much more micro management if any since you can just let the AI do it, and since it progresses slow, even slower than some space battles, you won't need to be switching back and forth between groundbattles over and over agian if you decide to controll all of them since it takes a little bit for forces to move across the planets terrain and battles between two battalions themselves can last a several days especially if the battle is taking place in a settlement with lots of defending Battalions that is a high development level.

Although my ideas that I have thrown out here may not be perfect, or completely thought out, I did take alot of time to get my information and do plenty of pre-reading to make sure I had it all as clear and as little conflicting elements as possible. I would love to see these elements added for it will significantly add some more depth and interest in an already deep and interesting game. I didn't bother talking about adding different types of units since I think that what it has now is enough to be satisfiying and what I have wrote down here will already be complex enough to work out without having to throw in anymore different kinds of units. Since, I like to pretend that the battalions themselves are actually mixed consisting of all the other divisions of a military force like infantry, artillery, air, transportation, and armor. But simplified down to a single, easy to manage unit that the officers and field commanders of each battalion themselves control the small tactical skirmishes between all these forces in the battalion's battles for you, all going on behind the scenes, but simplified down to statistics for units left (health), and battle readyness, and defensive bonuses that you can see to see how the battalion is doing. The imagination can at times explain things better than the game developers themselves can with actual gameplay features. Especially if visuals aren't important, or neccesary.

Feel free to post your agreements or disagreements with what I have and tell me if there is anything that needs to be fixed due to conflicting factors with my descriptions, or anything that needs to be explained better above. :)

< Message edited by uberknight72 -- 9/20/2011 8:35:32 PM >

(in reply to Erik Rutins)
Post #: 1223
RE: Master Wishlist Thread - 9/20/2011 8:05:05 PM   
uberknight72


Posts: 68
Joined: 7/25/2011
Status: offline
And np Data. I always just found it awkward. Funny thing is that the more I find about the game for both features I would like added or problems that I also bring up in the forums, it always seems that an army of input before me has already thought on or discussed or requested it before, lol.

Hopefully with all this consistent feedback all our wishes will be made true sometime in the future, in fact the Devs would be half retarded NOT to do allot of our requests to some degree. The only time I have ever seen listening to the community actually harm a game was with Mass Effect 2, in which allot of the community wished for the Mako missions to be completely removed, which Bioware blindly listened and altered in the sequel, making allot of the same fans and gamers that requested it feel dumb by finding out the Mako missions were actually fun and cool and found to be missed by alot of people, giving the devs a "MAKE UP YOUR MIND" feeling.

Luckly, I haven't seen hardly any bad requests for this game that have been requested numerous times. Only one I have seen was getting rid of the ground combat entirely, which I actually wish to be extended upon as you can tell with one of my latest posts to this thread, just above this one.

(in reply to Data)
Post #: 1224
RE: Master Wishlist Thread - 9/21/2011 2:14:00 AM   
Tnarg

 

Posts: 18
Joined: 8/16/2011
Status: offline

quote:

ORIGINAL: Davor

I will repeat what others have said as well. Bigger fonts, some of them are hard to read since they are so small.

I for one would love to have a planetary screen so I actually feel like I am building a colony. I guess this would be for an expansion.

I like the idea of an eta for when the ship will arrive. This way we can tell when faster engines are in place there is an actual change in speed.

A pre warp era chocie. So there is no mining bases at all in place. I love building everything myself. I can't delelet the mines that are already in place. In a few trial games that I did, i see I already explored other systems. I rather have the option of doing that. Nothing explored, nothing built or what ever in between.

More to come later. Love what I am seeing so far.


Not sure if this has been posted elsewhere within here too, but I like the pre-warp era choice during set up as well.

I have figured out how to delete bases and edit in a fresh new planet in an edited Sol System and delete the original planet to simulate Earth at the beginnings of space flight.

It would be great for an option for some races to not have FTL at the start and maybe even have to build their first small space port. It needs to be researched, found, or another race sells it to you. Sure it would be a real slowwww start but for role play or people that just like to start completely from scratch this would be a nice option and give the AI a little edge too.

(in reply to HsojVvad)
Post #: 1225
RE: Master Wishlist Thread - 9/21/2011 6:14:30 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
It has been by several others and me as being a mooniac I really liked the pre warp start there. Glad to have your vote on this Tnarg, the more the better

_____________________________

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

(in reply to Tnarg)
Post #: 1226
RE: Master Wishlist Thread - 9/21/2011 7:38:08 PM   
uberknight72


Posts: 68
Joined: 7/25/2011
Status: offline

quote:

ORIGINAL: Tnarg

Also, there should be a process after contact. Sure it might be a peaceful contact, but to begin trade and talk about further alliances a ship must visit the closest world with a diplomatic team and and embassy set up. This process could go bad if money is not pumped in and relations could go south fast. Also contact must be maintained via a shipping route for negotiations otherwise contact is lost with that empire and must be re-established. So no more allies across the galaxy unless the two empires are willing to front the expidition cost for a 500 light year journey and then maintain it.



I like this actually, always found it odd that the moment you bumped into an alien race negotiations, alliance, trade, and all those options are immediately available.

(in reply to Tnarg)
Post #: 1227
RE: Master Wishlist Thread - 9/22/2011 7:08:32 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
This is the Picard approach

_____________________________

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

(in reply to uberknight72)
Post #: 1228
RE: Master Wishlist Thread - 9/22/2011 9:25:15 PM   
Gareth_Bryne


Posts: 232
Joined: 5/16/2010
Status: offline
And, as far as troops policy is concerned, my two cents:
  • A general slider for minimum number of troops on a planet.
  • Going from the above, an option-exception for more troops on border, regional cap, capital and special resource/research planets (especially as we will have borders in the next expansion, won't we, Eric?)
  • And as a conclusion, an option - instead of building more troops, if that is unnecessary, for troop transporters to redistribute them between planets...


P.S. Oh, and a choosable location for saved games would be nice. I hate digging them out of the Local Settings if I want to play on a friend's computer.

< Message edited by Gareth_Bryne -- 9/22/2011 9:37:23 PM >

(in reply to Data)
Post #: 1229
RE: Master Wishlist Thread - 10/1/2011 8:10:07 AM   
qqqqqq666

 

Posts: 21
Joined: 4/20/2007
From: Greece
Status: offline
When a pirate faction joins you, please please please show us the base of this faction (and our new base from this point on) instead of which pirate base has been destroyed to cause the above effect.

(in reply to Gareth_Bryne)
Post #: 1230
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