Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Master Wishlist Thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  44 45 [46] 47 48   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 12/13/2011 1:22:21 AM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
Civil Sector Lobbying into State Sector Affecting Foreign Policy etc
Prominent and pompous Financial/Defense/Energy/Religious sector lobby and some times
over take the important decision making. For an example a friendly ally/neighbor turns into fatal enemy
former emperor becoming mere puppet.

More as game event which happens only on Non Player Empire side.

Room for exploration to make it happen on player side.
If unwatched or oppressed
civil sector is left alone too long, they might over take some important
decision user make. Especially foreign stances and military command.


(in reply to DMan777)
Post #: 1351
RE: Master Wishlist Thread - 12/13/2011 2:58:24 AM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline

quote:

ORIGINAL: DMan777

Items for consideration:
1. When a popup for a newly colonized planet comes up, clicking on the message changes view to planet location, not colony manager.

2. When clicking on an attack message, view switches to target ship (good) and then locks on onto it (bad, don't like this).

3. Represent quantities of troops on planet with numbers instead of tiny, overlapping icons.

4. Different icons for unit-locked and unit-unlocked in the unit info window.

5. An option for disabling "default" right-click actions.  Would prefer to always have popup with all options without "control-click".

6. Estimated build completion times, ETA's for ships en route, completion of research, etc.


+1 for all of these. Especially the bit about having the option to to make every right-click a good one, instead of context-sensitive.

_____________________________


(in reply to DMan777)
Post #: 1352
RE: Master Wishlist Thread - 12/13/2011 10:11:07 PM   
balto

 

Posts: 1123
Joined: 3/4/2006
From: Maryland
Status: offline
Add in some hot chics. The Securian leaders, increase chest size to freak show size. Maybe change another race to a sort of hot-like woman (like the Borg gal, who was sort of hot). That way, we occasionally can imagine we are like.., well, ENSLAVE them etc..,

Also, but not as important, calculate the Range for us in the Ship Design screens.

(in reply to Gelatinous Cube)
Post #: 1353
RE: Master Wishlist Thread - 12/14/2011 9:10:55 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Character wish...

-- A captured character has the chance to escape captivity.
-- characters have the option to launch rescue missions of captured characters.
-- Buy character release either through technology exchange or money.
-- Prisoner exchange.


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to balto)
Post #: 1354
RE: Master Wishlist Thread - 12/15/2011 4:04:33 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Another wish...
The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force'

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to tjhkkr)
Post #: 1355
RE: Master Wishlist Thread - 12/15/2011 5:16:53 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: tjhkkr

Another wish...
The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force'

Awww, damn, here we go with TJ having Darth 'force choking' folks again!

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to tjhkkr)
Post #: 1356
RE: Master Wishlist Thread - 12/15/2011 10:02:53 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: ehsumrell1
quote:

ORIGINAL: tjhkkr
Another wish... The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force'

Awww, damn, here we go with TJ having Darth 'force choking' folks again!



No, no, no! I just want to be able to keep my galaxy clean of drugs...




You do not want to sell me death sticks... you want to go home and rethink your life...!!!

Attachment (1)

< Message edited by tjhkkr -- 12/15/2011 10:03:15 PM >


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ehsumrell1)
Post #: 1357
RE: Master Wishlist Thread - 12/15/2011 11:23:48 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline
Possibility to make Sphere of Influence stations ? 

_____________________________


(in reply to tjhkkr)
Post #: 1358
RE: Master Wishlist Thread - 12/16/2011 5:33:16 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
If we follow the GalCiv model of influence starbases we should also have buildings / projects that protect a planet from being turned through culture / influence.

_____________________________

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

(in reply to 2guncohen)
Post #: 1359
RE: Master Wishlist Thread - 12/16/2011 5:50:11 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
I think Influence is a bit powerful for it to be wielded by a Starbase. Although something more subtle, like having Starbases that expand the existing influence of nearby worlds would be totally neat.

_____________________________


(in reply to Data)
Post #: 1360
RE: Master Wishlist Thread - 12/17/2011 2:29:18 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
Status: offline
Fleet Managment:

While looking at the fleet screen;
- Pop-ups of the ships details, specifically design would be great
- the ability to drag/drop ships from one fleet to another
- The ability to combine/delete fleets

Please do something about the re-fueling of fleets. Perhaps filling all ships equally with fuel rather than one at a time. It is extremely frustrating, and unrealistic, to be holding up a whole fleet for the refueling of one ship.

(in reply to Erik Rutins)
Post #: 1361
RE: Master Wishlist Thread - 12/18/2011 1:36:58 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
Status: offline
Base Automatic Retrofitting:

I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.

This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?

(in reply to Erik Rutins)
Post #: 1362
RE: Master Wishlist Thread - 12/18/2011 7:43:40 PM   
galenhammond


Posts: 11
Joined: 10/6/2011
From: Sylmar (Los Angeles), California, USA
Status: offline

quote:

ORIGINAL: geosch

Base Automatic Retrofitting:

I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.

This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?


I really like this idea.........I tend to put defensive weapons on my private mining bases and would love to have a better option thant "scrap immediately" and then figure out how to rebuild the station.

(in reply to geosch)
Post #: 1363
RE: Master Wishlist Thread - 12/19/2011 6:27:51 AM   
nukkxx5058


Posts: 2932
Joined: 2/3/2005
From: France
Status: offline
Empire comparison screen: I posted this in the main forum and the idea is supported by many so I have been asked to post here. The original thread is here: http://www.matrixgames.com/forums/tm.asp?m=2986423&mpage=1�

The idea is the following:
It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?

Something like this: (for example for "population" but of course it should be for all indicators) >>>




Attachment (1)

< Message edited by nukkxx -- 12/19/2011 6:37:57 AM >

(in reply to galenhammond)
Post #: 1364
RE: Master Wishlist Thread - 12/19/2011 8:02:38 PM   
RooksBailey


Posts: 80
Joined: 11/21/2009
Status: offline

quote:

ORIGINAL: nukkxx

Empire comparison screen: I posted this in the main forum and the idea is supported by many so I have been asked to post here. The original thread is here: http://www.matrixgames.com/forums/tm.asp?m=2986423&mpage=1�

The idea is the following:
It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?

Something like this: (for example for "population" but of course it should be for all indicators) >>>





+1 This is a good idea. Most 4X games uses this type of graph and I would like to see it come to DW, too.

_____________________________


(in reply to nukkxx5058)
Post #: 1365
RE: Master Wishlist Thread - 12/20/2011 9:16:41 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
^+1 on that.

Couple late game tech ideas I though:
Note: These may have come up in the past.

1. Battlestations. Limited to one per empire. Pretty much similar to WDs. Very late game, "Tier 8" tech.
1.b Alternatively, hab-ships. Giant ships capable of sustaining population and generally act as mobile planets. Similar to General Systems Vehicles and Medium systems vehicles in Culture universe.   

2. Warp Gates. Maybe limited to one pair per empire, or no limits and just make them extremely expensive to maintain. Simply connect two points of galaxy for near instant travel. Useful on big maps.


_____________________________

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

(in reply to RooksBailey)
Post #: 1366
RE: Master Wishlist Thread - 12/21/2011 7:57:26 PM   
Vasiliy

 

Posts: 18
Joined: 12/2/2011
Status: offline
I'd like to receive a message when fleet completed a mission.

(in reply to Okim)
Post #: 1367
RE: Master Wishlist Thread - 12/21/2011 8:55:20 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline
ORIGINAL: Supronar

Maybe there's room in the future for a new facility, like an academy, that could raise the odds you get better traits on your leaders.




Indeed,an academy that would allow a positive modifier so leaders might start with less negative penalties or at 0%.

Also the academy would allow a better chance at multiple skills that a character would start with.

Excellent idea I was thinking along these lines myself.

(in reply to Vasiliy)
Post #: 1368
RE: Master Wishlist Thread - 12/21/2011 8:55:47 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline
Looking at this further I would envision implementation along these lines:

1) Put various academies in the tech tree as able to be researched. Naval academy,Military academy,Diplomatic academy and of course the Spy academy.

2) Allow construction of a station with academy modules that a player can build after accomplishing the proper research.

The main goal is not to give large starting bonuses to characters but to limit how poorly their stats start but far more importantly increase the number of skills a player starts with.

(in reply to Tophat1815)
Post #: 1369
RE: Master Wishlist Thread - 12/22/2011 12:01:44 AM   
Mozo

 

Posts: 96
Joined: 7/28/2009
Status: offline
Suggestion: I would really like a slider in the game setup that allows for different overall pop. growth rates (by percentage I guess). I've played four games now and by the time the game is over, my colonies that I started still don't get to be much of a factor for revenue, etc. (except for their resources).

Mozo

(in reply to Tophat1815)
Post #: 1370
RE: Master Wishlist Thread - 12/22/2011 6:51:19 AM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
An indicator about how much fuel selected ships/fleet needs if ordered to refuel. Would be helpful in searching for right refuelling spot, especially when fuel situation in an empire happens to be not so good.

_____________________________

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

(in reply to Mozo)
Post #: 1371
RE: Master Wishlist Thread - 12/23/2011 9:55:08 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
Status: offline
Construction Yard Screen:

In addition to having the buttons "Move Up" and "Move Down", also have the buttons "Move to Top" and "Move to Bottom".

And alllow more than 1 ship to be selected for the move.

(in reply to Erik Rutins)
Post #: 1372
RE: Master Wishlist Thread - 12/23/2011 11:52:02 PM   
Heliot

 

Posts: 14
Joined: 12/15/2011
Status: offline
I would like it if you could make it so that I can give new ship orders In the fleet information screen and the ships would then be automatically integrated in the fleet. And something like build lost ships of fleet X automatically.

And could you put in a automation for planetary construktions, like the ion cannons or bunkers etc. When I have enough money the AI can build all of them on all my planets would be fine with me

Oh and an controlled autotaxation like planets over 1000k population get 20% rest 5% would be cool.

Thanks great game

(in reply to geosch)
Post #: 1373
RE: Master Wishlist Thread - 12/23/2011 11:54:35 PM   
feelotraveller


Posts: 1040
Joined: 9/12/2011
Status: offline
+1 for 'move to top', 'move to bottom'

(in reply to geosch)
Post #: 1374
RE: Master Wishlist Thread - 12/24/2011 6:00:50 AM   
colberki

 

Posts: 201
Joined: 6/16/2007
Status: offline
Has anyone asked for crew experience, fleet formation and firing arcs yet?

(in reply to feelotraveller)
Post #: 1375
RE: Master Wishlist Thread - 12/24/2011 7:16:55 PM   
jezwhywhy


Posts: 24
Joined: 3/29/2011
Status: offline
im sure its been asked before but i feel compelled to say; set expansion limits on civilian ships  ie dont expand past selected radius or ly or set celestial object(s). 




< Message edited by jezwhywhy -- 12/24/2011 7:18:54 PM >


_____________________________

---;@

(in reply to colberki)
Post #: 1376
RE: Master Wishlist Thread - 12/24/2011 8:09:48 PM   
noego

 

Posts: 6
Joined: 12/3/2011
Status: offline
One idea is some sort of fleet formations. Right now I'm trying to conquer a homeworld with a fleet of 50 destroyers. They warp in a circle around it and of course get creamed. However, if they could be made to attack from one side, fire concentration would definitely let me break them.

(in reply to 4xfan)
Post #: 1377
RE: Master Wishlist Thread - 12/25/2011 7:16:09 AM   
nukkxx5058


Posts: 2932
Joined: 2/3/2005
From: France
Status: offline
Another two wishes here:

1-Possibility to start from scratch with a blank sheet ie. just a colony, no ships, no mining stations, noting.
2-Possibility to start in a pre-warp world (tech warp to be developed). Exploration would be limited to own system until warp is developed.

PS: These topics already are discussed here:
http://www.matrixgames.com/forums/tm.asp?m=2991917


< Message edited by nukkxx -- 12/25/2011 7:20:07 AM >

(in reply to noego)
Post #: 1378
RE: Master Wishlist Thread - 12/25/2011 8:58:47 AM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
That would be pretty cool, having to build up your own system from nothing, feverishly trying to solve the problem of Interstellar travel.

_____________________________


(in reply to nukkxx5058)
Post #: 1379
RE: Master Wishlist Thread - 12/25/2011 9:55:05 PM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
Too much space creature alarms
Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.

Space Creature Colony
Some system could be housing a nest of space creature.
Some colony could even have some kind of central mind and do actions against sentient empires/entities.

(in reply to Gelatinous Cube)
Post #: 1380
Page:   <<   < prev  44 45 [46] 47 48   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  44 45 [46] 47 48   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.733