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RE: Master Wishlist Thread - 10/2/2011 1:02:03 AM   
trogdor826

 

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able to actively pick what strike-craft are loaded into fighter bays. all the time it always picks fighter and the energy bomber, but you never get to use the missile bombers that are researched.

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RE: Master Wishlist Thread - 10/2/2011 10:16:15 AM   
Data


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good point, +1
in general, a combat control mechanism like in soase would be great - by that I mean the ability to select only ships of a certain type or all the other cool options soase has in the left menu during a combat

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Post #: 1232
RE: Master Wishlist Thread - 10/2/2011 5:46:09 PM   
trogdor826

 

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Yes, another SOSE fan, yes like that, id like to be able to use what i research.

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ITS TROGDOR!! Burninating the country side, Burninating all the peasants, Burninating all the people!! Cause its TROGDOOOOR!!!

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Post #: 1233
RE: Master Wishlist Thread - 10/6/2011 8:03:15 AM   
martok


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quote:

ORIGINAL: qqqqqq666

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.

+1

I would like to see this as well.




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"Evil is easy, and has infinite forms." -- Pascal


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Post #: 1234
RE: Master Wishlist Thread - 10/7/2011 5:02:07 AM   
MartialDoctor


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I'm not sure if it has been suggested before, but I'd really like a change to the size of ship "graveyards."  I think it's great that you can find a damaged ship somewhere, repair it, and either use it or get a technology bonus.  I also like the idea of these graveyards where multiple ships can be found.  However, there are far too many ships, especially capital ships, that really break the balance of the game.

When I find one of these graveyards, it's typically earlier in the game and before the other races find it.  I actually have made a rule for myself that I can't send more than one construction ship and I can't repair a capital ship when I find one.  Getting even one of these high tech capital ships early game can be game changing.  A player can go from being at a severe disadvantage to being able to take on a much larger enemy fleet without much issue, even with one of these behemoths (backed by your normal units of course), much less multiple.

What I'd like to see is either a setting for these graveyards, or a reduction in their size.  Varying the tech levels of these ships would also be a good option.

Graveyards should contain multiple frigates and destroyers, with an occasional cruiser and, very rarely, a capital ship.  I think, in this way, it would make them valuable but not overwhelming as they are now.

Just my thoughts

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Post #: 1235
RE: Master Wishlist Thread - 10/9/2011 9:05:33 PM   
Sithuk

 

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I have experienced problems with troop transports not loading troops.
1) I'd much prefer some way to choose how many get loaded/unloaded when giving a manual order.
2) I should be able to set a minimum garrison level of troops for my planets and then any TT would load everything available without leaving the planet with less than that number. A global variable, while useful, wouldn't suit as I suspect most of us leave our core planets deep within our empires undefended to strengthen troop deployments closer to our hostile neighbours.

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RE: Master Wishlist Thread - 10/10/2011 8:53:02 AM   
Data


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+1 especially the second idea would be very useful.

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RE: Master Wishlist Thread - 10/10/2011 10:53:14 AM   
MartialDoctor


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quote:

ORIGINAL: Sithuk

I have experienced problems with troop transports not loading troops.
1) I'd much prefer some way to choose how many get loaded/unloaded when giving a manual order.
2) I should be able to set a minimum garrison level of troops for my planets and then any TT would load everything available without leaving the planet with less than that number. A global variable, while useful, wouldn't suit as I suspect most of us leave our core planets deep within our empires undefended to strengthen troop deployments closer to our hostile neighbours.



Yeah, these are good ideas. I was going to suggest #1 as well.

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Post #: 1238
RE: Master Wishlist Thread - 10/11/2011 1:22:29 PM   
Awaras

 

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Copied from another thread. - A way to give players limited control over the private sector ships to avoid situations where construction takes years because no freighters bring needed resources there:


quote:

I would like to see a mechanic similar to the one used in the game "Majesty". In this game you play as a ruler of a kingdom,and can train knights, rangers, mages and other fantasy units but you have no direct control over any of them. If you want them to attack something, you set a bounty on it and all units in the neighbourhood move in for the kill. Maybe you could be able to set up special missions for the private sector (For example: the first freighter that brings 10 units of chromium here gets a bonus of X money - the more money the more appealing the mission).


Basically, it would be nice for players to be able to put more "weight" on certain transport jobs to make them more appealing to the private sector.


< Message edited by Awaras -- 10/11/2011 1:47:51 PM >

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RE: Master Wishlist Thread - 10/11/2011 3:13:20 PM   
Data


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+1
+2 actually

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RE: Master Wishlist Thread - 10/15/2011 5:30:17 PM   
Dab42

 

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I would like a dock command to go along with patrol, load troops, refuel, etc - I could tell a ship to dock at any facility (or ship) which has docking bays and it would stay there until I tell it otherwise. Adding this command would give the ablility to make motherships without a huge amount of extra programming (I'm guessing about that, I'm no programmer).
-------

One solution to upgrading complications would be to link a design to a previous design so the computer would automatically know what to upgrade a ship to when you click the retrofit button.

If I were to manually design a new escort, A button would be available which would pull up a list of current escort designs and I could check off the ships which would upgrade into my new design. So, you would get an upgrade tree which the computer would follow when
auto-retrofitting ships. The computer would upgrade older designs from even 2 or 3 or more steps back in the tree to the design at the top of the tree.

The only problem I see is this would add a lot of advantage for the human player (we can get the advantage now, but it takes a large amount of work and bookkeeping), or require a total redesign of the way the AI players categorize and build ships (which a lot of people are asking for anyway it seems).

The computer players would be a lot more challenging if they used more specialized types of ships.
---------
I would add a vote to improving the exploration routine when exploration ships are running automated - a simple fix would be for the ship to stop, turn off automation and await orders when anything is in the system other than empty planets. This way I wouldn't have to constantly be looking at each system when the exploration ship was done exploring it.
--------

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Post #: 1241
RE: Master Wishlist Thread - 10/15/2011 8:57:36 PM   
currierm

 

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I'd like to see a notion of your score and a high score board.

Currently it takes a PhD and a bunch of forum research to setup a game- witness threads on the lines of "How to setup a challenging game". I think Quick Start attempts to address this. But more is needed. I think a combination of Quick Start changes and changes to Start New Game would do it:

  • More quick start options related to a single colony start (IMO, the most common way to play the game).
  • A high level choice for some quick start options that sets a difficulty. For example, for the single colony start the difficulty would change starting planet quality, tech, etc....
  • A customize button that launches the full new game experience. That way you can choose something close to what you want and then tune the details.
  • Better UI when you add new empires. Everything to random isn't a good setting. Maybe even change the starting settings based on game difficulty setting.
  • A difficulty score that updates as you make changes- this would feed into the scoring system.


I think these are fundamental features and will help broaden the appeal of the game.

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Post #: 1242
RE: Master Wishlist Thread - 10/20/2011 3:36:45 PM   
Harry2

 

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"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... "



An enthusiastic +1 for all of these!

< Message edited by Harry2 -- 10/20/2011 3:39:40 PM >

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Post #: 1243
RE: Master Wishlist Thread - 10/20/2011 11:19:08 PM   
Harry2

 

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I would like to see more control over the "cost" of things. One of the biggest problems in DW, in my opinion, is the unreasonably low cost of major ships and the unreasonably quick productivity of colonies. This same problems occur in almost every other 4x game so I'm not just beating up on DW here.

I believe that cruisers, capital ships, and even destroyers, should be much more expensive, both to build in time and money, and to operate. In real warships one of the biggest costs (if not THE biggest cost) is to find, train, accommodate and keep competent personnel. The time to build and the maintenance costs for large, personnel-heavy ships should reflect this.

And sophisticated major vessels, including construction and colony ships, should only be able to be built at major spaceports, not at the first small spaceport thrown up around Armpit III on the edge of known space.

This would give real purpose to the escorts and frigates. For small empires and new colonies if you wanted any kind of navy it would have to be small ships, and even for major empires, to adequately patrol all your systems would demand lots of small vessels. Fleets with major ships would really mean something. Right now I have a large empire with lots of income. I can pop capital ships out like they were rowboats. Something not right about that.

New colonies should not become productive so fast. It should be a MAJOR undertaking of time and resources by a "rich" sponsor planet to build the colonizer and then, provide the ongoing support required for the colony to first, develop on its own , and then finally become a contributor to the empire.

There was an old DOS 4x game called "Stellar Crusade" that had this aspect of colony development down cold. In that game new colonies were helpless infants that could do nothing until the support planet(s) sent enough refinery, mining and farming "kits"(which were very expensive) to allow the colony to exploit the natural resources. Income earned this way allowed the colony to build factories (also expensive) or the sponsor could send factory "kits" to speed this up. Eventually the factories allowed the colony to build shipyards and then they were off to the races.

The advantage in DW of course , is that much of this could be in the private sector and handled by the advisors.

As Emperor you constantly had to decide on the best uses of your (always inadequate) resources - build that factory that Armpit III so desperately needs, or build a couple of frigates to please ask the bad guys to leave your freighters alone, or simply do some more research. There was no mid-game tedium. Every major ship was a jewel, every productive, maturing colony was priceless, every technical advance was front-page news.

I know this would really slow down expansion of empires and drag out games, especially in a 4000 star game, but if it were something that could be adjusted as desired, or even modded in, some of us would love it.

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RE: Master Wishlist Thread - 10/22/2011 7:02:39 AM   
Stormy Fairweather

 

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Sorry if these has been mentioned before, but 40+ pages seems a little much to trawl through.

Policies. A way to set broad guidelines for how you subordinates (AI) handles the minutai of your empire when you are not doing it directly. One I would really like to see would be a setting  for how hostile your empire is. For example, choosing whether your empire patrols will engage nuetral civilian or military ships. Whether patrols will attack nuetral targets of oppurtunity near borders, or if your empire will tolerate any non hostile ships. Perhaps tie this into diplomacy, having nations respond to policies, or request changes. Basicly I think policies would be an excellent way of expanding control over an empire without increasing micromanagement. Orion 3 recieved a lot of hate, but I think most of that was the result of people playing the game wrong, it was closer to this game than its predecessor for how it was meant to be played. And one of the best things about that game was the ability to set out empire policies to be followed without further intervention.

I would also like to see reputation given an extra dimension. Instead of the two dimensional good/bad I would much rather a more dynamic honorable/dishonorable and friendly/hostile chart. So if you assert a policy of isolation, for example, destroying civilian ships within your turf would make you seem more hostile, but only destroying ships within your own borders would be seen as being honorable. Could make diplomacy far more interesting. An empire might be willing to give a wide berth to a hostile civilization they know is honorable, whereas a dishonorable and hostile one woud pose a tangible threat. And on the flip side, a friendly empire that fails to maintain treaties, or does other dishonorable but not neccessarily hostile things, will be find few allies, whereas a neighbor both friendly and honorable woulld make a great friend.

Edit - And random events. Love those.

< Message edited by Stormy Fairweather -- 10/22/2011 7:17:37 AM >

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RE: Master Wishlist Thread - 10/24/2011 7:09:59 AM   
Wicky

 

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please, a different hotkey for explorers and colony ships? thanks!

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RE: Master Wishlist Thread - 10/29/2011 6:21:29 PM   
JSBoomer


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Slightly more to the ground aspect of the game would be nice. Would like to see situations where ground combat can go on for many turns, nothing too detailed perhaps something similar to MOO3.

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RE: Master Wishlist Thread - 10/29/2011 6:42:16 PM   
Univeraakh HG7

 

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I'd wish to be able to add new planet types in the game...
I mean i want to be able to create new planet types by moding the game not only modify graphics cause i don't se pretty much of use to that...
and also to be able to add new alien races not only modify graphics, again...
When i first saw the game on youtube i though that when i'm gonna buy the game its going to be the easyest game in wich i can add new planet types not like in the other 3D games where you spend a hour untill you create the texture that must be a certain size and after that the 3D model and any way the planet would not have the same graphic as in this game cause here was made in photoshop at all not using 3D modelers... that's what gives the planet a nice looking graphic... so i started painting 20 planets for a rough desert type and stood only with the planet paintings cause i wasn't able to create a new planet type so if you could allow us to add new worlds in DW well be very happy

< Message edited by Univeraakh HG7 -- 10/29/2011 6:51:44 PM >


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CREATE
(our universe-> Univeraakh-HG7)

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RE: Master Wishlist Thread - 10/30/2011 2:48:40 PM   
Hanekem

 

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posting from unpinned wishlist thread:

One of the things I'd love to see in the game, not sure if it is a feature for legends, is a way to limit the civilian expansion. Most of the time I end up horribly overextended because my civies are busy at work, miners and what not, half way across the galaxy. Same goes with constructors building installation too far for me to really protect.

so what I suggest as a setting would be "build within X Lightyears of my borders" or even build within my borders only.
EDIT: Also, depending on how you implement this it might allow us to flag areas of the map where we don't want ships going, like say nav hazards, bug nests and the like,

Because otherwise I start feeling the game more of a chore, where I am juggling an increasing number of pins, and probably the odd flaming chainsaw


< Message edited by Hanekem -- 10/30/2011 2:51:49 PM >

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RE: Master Wishlist Thread - 10/30/2011 4:39:28 PM   
MadMcAl

 

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I too was fooled by the necro thread.

Except the intro I didn't change a thing, and especially the first part is a answer to the question in the necro... so please be kind with it.


So a copy of my post comes. ...let the war begin . (and he [or she] who gets the reference will win a gummy point)

There was a wish for options after conquest.

There I have a few:


1. The good old slow extermination (aka 'Work camps', 'Gulags', 'Concentration Camps' and so on...). Basically let them work them self to death for you. Obviously not the most friendly option, but still a little better than the food processor. Should give massive diplomatic flak.
2. The native reservations. Simply spoken, take over 80 - 90% of the usable surface (of course the choice bits) and force the surviving 'natives' into the rest. Let them fend for them self in there, just control for... nasty little surprises like uprisings. From the diplomatic point of view the best option. Hey, if they wanted to use 100% of their planet then they shouldn't have lost it. In the short view no problem from the diplomatic point of view. In the long run, a negative view adds up. Not the most stable thing.
3. Colonisation in the 19th century european context. More or less force your own morals, laws and social structures onto the natives, set up a few puppets on the local thrones, appoint the whole upper levels of the administration, give your own rich civilians the choice bits of industry, resources and what ever and let the 'natives' more or less in peace as long they bring you the riches of the planet and follow the laws you make.
4. Subjugation, force the 'natives' into a slave status. Use what ever means are necessary to do that (use of force, extortion or what ever). Not exactly something you should brag about in the neighborhood, and of course, watch out for Spartacus.
5. Long term 'breeding'. In the short term anything of the above, but in the long term (over the course of generations) you force the 'natives' to breed submissive tendencies, and what ever else you want in them. Obviously in DW only for reference, and just to demonstrate your evil ways.
6. Genetic engineering. Make the breeding instead over several generations happen in only one, maybe two generations. Not for the weak of the heart, and you should be able to withstand the disapproving glances of your fellow sophonts. But obviously the most effective way of dealing with this little problem...


I hope that these ideas are enough for the time being, as I can't think of any more (besides 'kill them all, let god find his own').




Now what I would want into the game is some sort of UNO for the galaxy (a bit similar to the galactic senate in MoO but not quite). This institution has no real authority or power (so being elected leader of it will not win the game for you, and has a more symbolic value) but it can be voted for resolutions, place sanctions onto an empire (for example economic sanctions that are, in effect a galaxy wide trade sanction, except of those empires that chose to ignore the resolution, with the risk of getting a sanction them self) and most important can vote for a mandate of war (simply said, if empire x is so evil that it pisses off enough of the rest than beginning of a war against said empire will not only not have any negative effect on the diplomatic side, but rather a positive, as you step up to enforce interstellar law) and, in extreme cases can vote an genocide resolution (meaning empire x is not only free to be fought against, but you can do everything against them, including using world destroyers with impunity, as everbody sees this empire as a blight that has to be exterminated with all means.

Such a institution would bring the diplomatic aspects of the game to a whole new level.




Another idea is to split the research we have now into theoretic science, applied science, engineering and design.

With the theoretic science your scientists lay the basics for everything. They predict that if you manage to bring an energy-field of type x with a strength of y you should break into hyper space. At this point the basics are there, but using it is still far away.

Applied science now searches for ways to generate said field x with a strength of y. Or in other words, they search for ways to break into hyper space.
Not every theoretical science breakthrough should be practical. And (to make this interesting) it should be randomly defined by creation of the galaxy witch of the 3 or 5 theoretical ways are usable.

Now this very first hyper space system is the size of a small space station, needs the energy that can only produced by reactors the size of another small space station and of course is highly unpredictable.

That is where engineering comes into the play. They take the 2 space stations and apply any trick they know to bring it into the size of a middle sized car, and device controls for it (to make it predictable) of the size of a small car. And have now an usable hyper drive.
With out a ship around it.
They can build a ship around it, but, well, it is expensive, not very practical, but it does what it hast to.
But every single ship build in this stage is a absolute unique ship.
Something like the whole prototype stages of the early jet planes.

That is where the design process comes into the play. The designers get the parts (like the hyper drive), they get specifications what the ship should do and how big is at best can be and so on... and a year later they give you the standard blueprints for your ship. With this blueprints every yard in your empire can build the ship.

Now how I see the 4 steps working ingame.

1. You fund the theoretical scientists, point them into the general direction you want (hyper drive, torpedo, beam weapon, ai and so on) and they deliver theories for you. Endlessly. Randomly.
2. Out of the theories you get you choose the one you set a number of your applied scientists on. They in turn try to find ways to use said theories and make them work somehow. Sometimes they succeed, sometimes not. Sometimes after you get a bit further in your tech, you get a message that with the new break through xyz the theory could indeed work, and you can decide to fund another stint in trying it. Until a theory is once and for all proofed wrong it vanishes from the list. When it it proofed right it is moved to another list. If so funded you can let your scientists work on a theory even after they made it work, to find another way to bring it to work. Another way that may be more effective. Or faster working. Or instead of unobtainium uses simply a platin-gold-alloy.
This will give you alternative lines for these weapons, like... well the hyper drive.
3. The engineers now come up with ideas how to combine these working theories into a working gadget. They take the hyper space distortion generator, the newly discovered super conductors, the quantum computer and a bit handwavium to present you with a working hyper drive.
They take the super conductors, the high gauss magnetic field projection, the ultralight radiation converter (developed to detoxify all these radioactive waste) and build you a fusion reactor.
They take the new remote controlled self mobile nano tool unit, the quantum computer, the artificial intelligence programming and you have a repair bot.

And most important, as long as you pay for them to work on it, they continuously work on it, make it more energy efficient, smaller, faster working, of give it a higher output, and generally making the toy better and better with time.

And while the theoretical scientists try to find new ideas (for example formulate the theory that if you pulse the hyper space distortion wave in a specific harmonic you should be able to reach higher 'hyper bands'), the applied scientists work on better and more efficient basic units, the engineers don't really develop new ideas, but combine ideas they get in new ways.

All in all this should bring the tech tree to an enormous and every time new level. You don't have a 'simple' and 'tried' way to develop, but you have always to start learning anew.

That brings me to the last part of the 4, the design.
The design is basically the ship/base designer.
The other 3 steps give you the parts, and with the design you can build your ships out of them.
If you want it really interesting then don't make the design process instantaneous and not without charge. 'Design' your ship in the designer (meaning forming the specifications) and then pay a team of designers to design the ship/base with these specs.
That should make for some interesting fluctuations, like, a ship is very good designed, you had luck with your design team. It is 2-3% cheaper in purchase and 5-10% cheaper in maintenance.
Or it is a bit smaller, and such a bit faster.
Or you can have a bit of bad luck, and the team was not able to make the specs. The ship is a bit more expensive, is a bit bigger, they couldn't bring all weapons into the design and so on.




Th next point on my personal wish list are military logistics.
Make every weapon except (area)pulse and beam weapons munition based.
Make the torpedo weapons quite a bit smaller, but give them a fixed size for every single shot. For example 50 shots have a size of 2 or 3, cost 50k and when they are shot they are shot. So you have to build ammo magazines into the design. 50 shots for a capital ship are not so much. You need for a bigger battle what, 1000? 5000? And of course you have to build them too. So you have to build munitions fabrication, munition supply depots and so on.
The supply ship becomes a whole new importance, as it carries the shots to the ships.
Maybe in the later tech levels make it possible for the supply ships to fabricate the munitions.
And in even later tech levels make it possible for the ships them self to fabricate the munitions. For that they could actually 'digest' the battle debris (not the repairable wrecks but the free floating debris) after the battle. Or require the needed raw materials from any station in the larger area.
'Press' civilian ships into short time service to bring the raw materials, or the finished munitions, to the fleet (obviously that is something said civilian won't really like). Enable empire controlled freighters that can be bought as fleet colliders. Make it possible for the supply ship to function as mining ship in a pinch.
That would totally shift the emphasis of the game to strategy, as you need the logistic pathways for your fleet to operate.
Make it necessary to have raw materials for repair bots to work.
That would mean you can't simply collect your cruisers and capital ships into 2 or 3 fleets and smash the enemy capital into submission, as you won't be able to sustain the battle without enabling the replenishment. So you have to work your way through the border systems. And you can't ignore the strong fleet base and go through the weak systems, as said fleet bases will be able to disrupt your logistics, and let your fleet run dry.
Of course this also will make the beam weapons much much stronger in the long run (while they only have 20% of the firepower for size-unit and/or credit they simply won't need anything else than energy. They don't need 60 to 300! size units for magazines. They don't need to have a freighter or 10 in the ships train to replenish the used shots).
But of course defensive units will emphasize the torpedo-weapons. So I need 5000 shots for my torpedo's? Well duh, dude, do you see this gigantic supply depot just outside of the enemies range? Or the dozen torpedo fabs? Do you really, really think I will run out or torpedo's? Better think again, and this time a bit harder.

That of course makes an attack much more... interesting, as your ships have to be able to run through the hyper deny zone, through the range of the enemies torps before you can make your first shot. And of course the enemy makes 5 times the damage per shot.
Can you spell big ouchie?

And if you now ad air, water and food... well, a major campaign will have to be much much better planned than ever before.




Well, that's for now. My other ideas need still a bit of detail work.
I hope the post was not to long.

_____________________________

Si vis pacem, para bellum

(in reply to Hanekem)
Post #: 1250
RE: Master Wishlist Thread - 10/31/2011 3:00:10 PM   
geosch

 

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Excuse me if these points have already been mentioned, but I don't have the time to go through 42 pages of suggestions! In fact, that would be my main sugggestion - make more time for the fun things in the game, and less for the tedious (for me) things.

I have now played about 10 complete games and feel that I am familar enough to make some consttuctive suggestions, but first I should say that I wouldn'tr have played ten games if I did not enjoy DW a lot. There is a steep learning curve, but it is worth the effort - thanks for making this available.

1. Troops: Personally, I find the logistics of troop managment very tedious here. I reralize that there are others that feel otherwise, so why not make it an option? My troop ships seem to load and unload/arrive and depart on their own. As an option, I would prefer the simplicity of GalCiv or the one-use troops of MOO2.

2. Leader Board: Again like MOO2, why not have a top 10 board showing your achievments after your best games?

3. Multiplayer: I don't see this game lending itself easily to multiplayer, it it would be of interest to a limited number of buyers. I would prefer you spent your efforts in making the existing ame better.

4. Small points:
a. ships in construction bays should be easily identifiable as to their type.
b. there should be a pop-up warning when there is no research project selected under manual research.
c. Empire Policy settings, and research queues should be savable.
d. Maybe its there, but I can't see the size of the ship I am designing, until I have made it too big.
e. luxuries and resources should be split, it should be easy to see what luxuries you have at each colony.
f. Please turn down the klaxon sound when you are being attacked, in a big game and big speakers - it will drive you nuts!

5. More control over your ships! For example, I gave every command possible to have my only capital ship park at Sirius 6, but despite my repeated commands to move/patrol it kept throwing itself at the heavily guarded home world at Sirius 2 and wanted to die in a blaze of glory. You give a fleet the refuel command, and a few ships refuel and it just sits there.

6. Refueling and loading ships take too much game time. Other ships cross half the galaxy before one ship can get refueled. I think the scale of the ships tanks relative to the storage production yards is too large. As long as the empire is not having shortages of a particular fuel type, I think refueling should be instantaneous upon reaching a gas mine/spaceport.

7 Tankers: Where are the tankers that would allow refueling on the run?? And ships in a fleet sharing fuel?

8. If I put an item in a production queue and immediately realize it is a mistake, I should be allowed to remove that item w/o a penalty. In fact, as long as production hasn't started there should be no cost.

9. Things I'd like to see:
a. The alien races should have different favorite colony types.
b. borders
c. black hole / star gate travel
d. After battle reports on ships destroyed, weapons deployed and their effectiveness.
e. enemy analysis report - what techs do they have, weapons are they using, etc.
f. when you select a bunch of ships (by drawing a box) the ships in that box should be easily indifiable and selectable en masse, say to form a new fleet out of many ships selected.
g: In ship building screen, you should be allowed to designate fleet, if any, at that time.

Anyhow, thanks for the fun.

(in reply to Erik Rutins)
Post #: 1251
RE: Master Wishlist Thread - 10/31/2011 3:04:46 PM   
Nedrear


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quote:

ORIGINAL: geosch

9. Things I'd like to see:
b. borders


Rejoice! Sphere of influence is coming in Legends!

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Post #: 1252
RE: Master Wishlist Thread - 10/31/2011 4:44:19 PM   
Bleek


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War/battle Status Window

With all respect to the developer the current battle alert is a bit naff, especially when you're at war as it's hard to track what and where battles are happening. You just get a continuous claxon which makes me want to crack my head open and feed the entrails to my poodle (I don't have a poodle but if I did, it would eat brains).

I'd love to see on the right hand side, above the star map, a box with say five columns of text telling you your battle progress, which sector, which fleet (if any) and make it both ping when you highlight and clickable to take you there. Buttons along the top could filter for local system battles, allied systems, enemy or show all. This box could be scrollable and should always be visible.

Additional idea is to colour the text to reflect your situation i.e. if you're winning keep the text grey, if you're starting to lose make the text red i.e. it's your priority to check that particular battle.

(in reply to Nedrear)
Post #: 1253
RE: Master Wishlist Thread - 10/31/2011 5:03:05 PM   
Data


Posts: 3909
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The claxon at least was moded, the sound can be easily replaced. The battle report idea is awesome, +1 to that.

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Post #: 1254
RE: Master Wishlist Thread - 10/31/2011 5:57:47 PM   
Univeraakh HG7

 

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Also i wanted to add that when i'm entering the game editor and placing a new empire in the galaxy, for start it doesn't happens anything but afer a few minutes of playing my game goes error and exits... may be its that i am not allawed to add new civilizations to the map or why?
if you could also fix this small problem so that i could play easier the game...

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Post #: 1255
RE: Master Wishlist Thread - 10/31/2011 7:58:55 PM   
MadMcAl

 

Posts: 41
Joined: 10/27/2011
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quote:

ORIGINAL: Univeraakh HG7

Also i wanted to add that when i'm entering the game editor and placing a new empire in the galaxy, for start it doesn't happens anything but afer a few minutes of playing my game goes error and exits... may be its that i am not allawed to add new civilizations to the map or why?
if you could also fix this small problem so that i could play easier the game...


Well, you have to place the empire and give it at least one colony. At least using this way I could do it.

But I have a few additional requests (this time quite a bit smaller...).

1. I have the problem, that the auto upgrade of the ship designs use the newest tech you have, and not necessarily the best.
Actual example, I bought the S2F7, and of course stopped any development in damage control. But when I retired an antique cruiser I got (later) the tech damage control.
Now every single time I use the auto-upgrade it replaces my S2F7s with damage control.
Similar thing with thrusters, or reactors or or or...
What I would want is a sort of preference list, where you can actually define that you want the older, but superior technology as standard unit, so that one can use the auto-upgrade after a newly developed technology, that gives you a better weapon for example, without spending half a hour or longer to manually remove the inferior 'crap' from all the designs or doing the standard upgrade manually in the first time.

2. I would love it to have the option for privately owned escort vessels (not escort class). That can be either light war ships with second rate weapons directly designed for private market that the private citizens order them self like civilian ships, or - much more interesting - your old units that you can sell on the open market.
I mean, why have I to buy and maintain (and of course fuel) the watchdogs for the freighters? My responsibility is to patrol areas, actively hunt pirates and of course defend our enlightened commonwealth from the evil empires around. For that I don't need to spend 15-25% of my budget to hold the hands of the rich civilians.

They wan't the token protection (no escort vessel in the escort or frigate range can withstand an pirate destroyer or even cruiser attack, and the occasional creature attack doesn't warrant this much of my money).

3. I would love to have the ship class displayed in the ship list. Just to find the totally obsolete first gen destroyers, frigates and escorts that have somehow survived in my navy until tech level 6 or even 7.
And as these ships won't get renamed after a refit, that happens more often than I would wish.
Also when I have 4 or 5 capital ship classes (or cruiser classes), with incremental differences between the evolution steps and I want to attack the hard defended world destroyer emplacement, then I don't want to click every single ship to find the 15 or 20 newly build of the latest class that I want to organize into a new fleet.

4. Again the ship list. I wish it would be possible to define a multi-level sort order.
I want 1. Military ships, ordered by 2. Type (escort - capital), then by 3. class (if possible) to have the most modern, that are neither in 4. a fleet, nor 5. on patrol of my capital so that I have at the top of the list the 15-20 newly build capital ships that I had specially bought for this extremely important campaign, without searching them over the whole list.

5. Maybe a point that can be integrated in the space ranger's expansion pack, make the economy a bit more variable.
Make the prices of the resources for colony or station x depending on local factors like the distance to the source, and of course the price that the source station takes, that, in turn depends on supply and demand, the fuel costs and so on.
So a trader will fly to the mining station (using fuel on the way, and in such has costs, that are additional to the maintenance and crew costs), buy the resource he wants, then fly to the space port (again with his costs) and then sell his load there, trying to make a win in that. Factor in such things like taxes, corruption, insurance and so on.
That is the price the trader will sell it to the port. The port in turn will up the price by its own costs (maintenance, again taxes and so on). And you get the price anybody including you as the government will buy it at this port.
If you now calculate the costs of the ship- and station-components by the unit labor costs (if we take it simple than these can be constant or at best depend on the general culture and intelligence of the colony) and of course the resource costs.
So it is cheaper to fabricate component x at world 1 (because it has cheaper access to the resources), while component y would be cheaper at world 2.
If you now make it possible to transport (aka trade) fully fabricated components, then it will make the whole economy much more complex.
World 1 is famous for their good and cheap thrusters, while you can't get a cheaper hyper fusion generator then the one at world 2. But again, when you take the components from all over the empire, or even from your trade partners, you have to factor the transport costs. That would sort of generate industrial spheres that are more or less highly integrated. And of course it offers a whole new meaning to the blockade. If somebody maintains a blockade of the only source of a critical resource in the industrial sphere then this single blockade will severely hamper the industry in the whole region. With 3 or 4, maybe 5 blockades it would be possible to paralyze the industry of maybe 25 colonies and even more mines, possibly grinding the whole economy of the enemy to a stop.

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(in reply to Univeraakh HG7)
Post #: 1256
RE: Master Wishlist Thread - 10/31/2011 9:49:58 PM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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quote:

Well, you have to place the empire and give it at least one colony. At least using this way I could do it.


Yes i know that i allways do it...
anyway...
it looks like the DW game id FILLED with bugs and errors at least in the editor part...
Try editing a lot your map by adding stars, deleting objects, adding empires, deleting em, or delete empires by deleting their star systems... just play around with the god powers of the editor as you like and after a few minutes of playing after editing it starts entering bombardment of errors and bugs that no longer let you play the game even if you load it...(sure that you must use the editor varied times meanwhile you are playing it) i mean for what i wasted money if this game it isn't yet fixed?

< Message edited by Univeraakh HG7 -- 10/31/2011 9:50:43 PM >


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CREATE
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(in reply to MadMcAl)
Post #: 1257
RE: Master Wishlist Thread - 11/1/2011 9:38:57 PM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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I'm happy to see that soon DW-Legends is gonna be released...
but before that uh...
If the modding abilities are really gonna be amplified i'd wish to remember that's VERY important to make the posibility that the DW players could add their own planets and alien races...
And as easy as possible...

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Post #: 1258
RE: Master Wishlist Thread - 11/3/2011 9:13:29 AM   
Keston


Posts: 300
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Having an informative list of color-coded battles in progess off to the side and summary info would indeed be very useful, particularly if I could select s ship or fleet and right click on the battle to have them go to it (a color cue as to range/fuel problems would be a bonus).

These are wishes to add if not already lying undiscovered in the game:

1. Selection panel could show or have a tooltip that displayes the location of the ship and of its target/destination - maybe they pop up briefly on the minimap or the main map. Anything to help those without an eidetic memory figure out where the force is and where it is going and why.

2. I'd like ships joined to fleet that don't have pending specific orders to group on flagship (or have a "regroup with flagship" order). A fleet can be concentrated by giving the whole fleet a move or refuel order, but that is a procrustean solution affecting the whole fleet, some of which may be positioned separately or doing other tasks.

3. When the fleet is in the selection screen, tooltips with location/status/etc. for individual ships would be welcome to help select ships for other missions, repair, refit, or refuel, etc. Going to the fleet screen and sort by fleet or location is the long way around and still doesn't give the necessary details.

4. Can the Nearest Military button be hit repeatedly to cycle to second and third choices if the first ship is busy on a more important mission? Also, info on the rescue force's location and distance/ETA would be great.

5. When hovering the mouse on a potential destination for a ship or fleet, having a tooltip on it showing distance/ETA/fuel status change would help avoid running out of gas and help strategic planning.

(in reply to Univeraakh HG7)
Post #: 1259
RE: Master Wishlist Thread - 11/17/2011 7:03:47 PM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
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I have recently discovered the idle ships feature and it has changed the  way I play. Previously I was constantly zooming around the screen  checking fleets to see if they had completed the order I had given them.  Now I cycle through idle ships/fleets using the I key. I believe Des'  recent video AAR pointed out this feature (thanks!).

What I  would really like is to have an idle ships pop out panel from the side  bar on the left of the screen, like there is for potential colonies for  example. I don't need to cycle then, I can see the idle ships/fleets  appear as they complete their orders. This would save me constantly  cycling when I don't really need to. Less micromanagement.

I've noticed that my deployed re-supply ships appear as idle. They are  deployed and should not appear as idle. I have given them their orders  and I do not need to see them when I cycle through my idle ships/fleets. 

1) Please add an idle ships pop out panel from the side bar  on the left of the screen. You could even use the existing zZZz icon on  the bot left for it so this feature could make it into Legends.
2) Please remove deployed re-supply ships from the idle ship/fleet list. Perhaps give them a "deployed" action status.

[Discussion thread here: http://www.matrixgames.com/forums/tm.asp?m=2954262]

(in reply to Keston)
Post #: 1260
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