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: The 3 simple things you'd like to see in Distant Worlds

 
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: The 3 simple things you'd like to see in Distant Worlds Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: The 3 simple things you'd like to see in Distant Wo... - 6/18/2012 6:39:12 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
As an asside, hydrogen mines presumably mine deuterium not standard hydrogen. And that certainly is rare, albeit more abundant in gas giants. That probably could be depleted over time with no noticable effect on the gas giant. Likewise helium is presumably helium-3. Caslon and Tyderios are make-believe. HTH, knowing is half the battle, similar platitudes.

(in reply to samspackman)
Post #: 31
RE: The 3 simple things you'd like to see in Distant Wo... - 6/18/2012 12:47:40 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline

quote:

ORIGINAL: V for Vegas

3. Window optimization: The speed of the game is pretty good now, but every time I bring up a window it still loads each element of the window separately, which just looks janky and awkward.



I actually like that, and I thought it was intentional. Gives it a characteristic old-school feel, as the panel forms from its components.

(in reply to samspackman)
Post #: 32
RE: The 3 simple things you'd like to see in Distant Wo... - 6/19/2012 7:59:03 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
I think the recent posts are losing sight of the word "simple"...
That said I wish the game had a proper window mode so I could drag it to my secondary (larger) monitor and resize it. Battle for Wesnoth is done this way.

(in reply to Cauldyth)
Post #: 33
RE: The 3 simple things you'd like to see in Distant Wo... - 6/24/2012 4:30:55 PM   
Rtwfreak

 

Posts: 381
Joined: 12/11/2011
Status: offline
1. More aggressive and better playing AI.

2. Better playing AI that is more aggressive.

3. More challenge out of a better playing AI that is more aggressive.

4. Buttons to increase AI performance to make it more aggressive and challenging.

5. An always at war with AI setup feature like Civilization IV.

(in reply to samspackman)
Post #: 34
RE: The 3 simple things you'd like to see in Distant Wo... - 6/25/2012 2:26:19 AM   
RooksBailey


Posts: 80
Joined: 11/21/2009
Status: offline
1) Meaningful ship/star base classes: Each class should have a distinctive tech tree with unique equipment for that class. For example a destroyer should not be able to use battelship-sized lasers, and while a battleship could use the smaller equipment from a destroyer/cruiser, there should be some sort of efficiency penalty. This change would go a long way in making ship design (and research) far more interesting with meaningful choices.

2) The private sector needs a voice: the AI-controlled private sector is the most fascinating aspect of DW, but it needs more development. For example, I would love to receive missions from various NPC corporations along the lines of designing a special freighter for them, or patrolling a hostile sector to keep cor[ ships safe from pirates, or even a request to go to war with a particular alien empire so as to get access to its luxury resources. Failure to complete these missions would have a negative impact on the players economy, and could even result in a strike or work stoppage, setting off a potential civil war even?

3) When ships are added to fleets, they need to be grouped together into one unit. In other words, I am tired of fleets arriving in combat by drips and drabs. Rather, all ships in a fleet should move as a single unit in a specified formation (with speed set according to the slowest ship class).

Bonus Suggestion 4: see here: http://www.matrixgames.com/forums/tm.asp?m=3130727 for suggestions on creating a more living universe.

_____________________________


(in reply to Rtwfreak)
Post #: 35
RE: The 3 simple things you'd like to see in Distant Wo... - 6/25/2012 3:16:22 AM   
Gelatinous Cube


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

quote:

ORIGINAL: Rtwfreak

1. More aggressive and better playing AI.

2. Better playing AI that is more aggressive.

3. More challenge out of a better playing AI that is more aggressive.

4. Buttons to increase AI performance to make it more aggressive and challenging.

5. An always at war with AI setup feature like Civilization IV.


I see what you did there.

Also I agree.

_____________________________


(in reply to Rtwfreak)
Post #: 36
RE: The 3 simple things you'd like to see in Distant Wo... - 6/25/2012 7:31:35 AM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
quote:

ORIGINAL: Rtwfreak

1. More aggressive and better playing AI.

2. Better playing AI that is more aggressive.

3. More challenge out of a better playing AI that is more aggressive.

4. Buttons to increase AI performance to make it more aggressive and challenging.

5. An always at war with AI setup feature like Civilization IV.


Just want to add - more using of diplomacy by AI to form alliances against the player.

(in reply to Rtwfreak)
Post #: 37
RE: The 3 simple things you'd like to see in Distant Wo... - 6/25/2012 7:40:10 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
Better AI != simple

Jeezus start a new thread. I suggest calling it "three impossible dreams that will never come true"

(in reply to WiZz)
Post #: 38
RE: The 3 simple things you'd like to see in Distant Wo... - 6/25/2012 9:20:20 PM   
onomastikon

 

Posts: 193
Joined: 11/29/2011
Status: offline
OK

1. Nuclear powered starship fellatio.
2. Insta-win sugar-coated martian phaser cereal.
3. Feedback from Elliot.

(in reply to jpwrunyan)
Post #: 39
RE: The 3 simple things you'd like to see in Distant Wo... - 6/26/2012 1:45:30 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
The first two are still, strictly speaking, possible under the right circumstances. The third one, however, is a mathematical impossibilty. Well done!

(in reply to onomastikon)
Post #: 40
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 12:24:25 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
Thanks for the feedback on this thread everyone!

Some really good suggestions here - we'll try and get as many of these as possible into the next expansion. Especially the Difficulty settings and other AI-related improvements.

I may be quiet on here at times, but I do follow what's going on, and we are working hard

Thanks again,
Elliot

(in reply to MartialDoctor)
Post #: 41
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 12:57:40 AM   
adamsolo


Posts: 144
Joined: 12/31/2009
Status: offline
Hi Elliot, great to hear from you again.

Please, don't forget about that "slider for strategic AND luxury resource abundance". Above all else that's what would spice things up for me, and I know I'm not alone :) I know it can be hard to balance such a thing but judging from what I've been watching I'm sure many people wouldn't mind to help you in that balance testing task.

Keep up the good work!

_____________________________

SpaceSector.com
Your source for Space & Sci-Fi Strategy Games

(in reply to elliotg)
Post #: 42
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 4:38:58 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Hi Elliot! Good to hear my favourite 4X game ever made is still going to get lots of love to come.

(in reply to adamsolo)
Post #: 43
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 9:06:10 AM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
1. Better AI - More aggresive / playing according to win conditions
2. Private sector - exactly what RooksBailey suggested
3. Colonization - recently colonized planets (even those 50%+ quality) should have negative impact on player economy until colony is self sufficent. As for now I see colonization too easy and too shallow.

(in reply to Cauldyth)
Post #: 44
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 9:06:14 AM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline

quote:

ORIGINAL: adamsolo

Hi Elliot, great to hear from you again.

Please, don't forget about that "slider for strategic AND luxury resource abundance". Above all else that's what would spice things up for me, and I know I'm not alone :) I know it can be hard to balance such a thing but judging from what I've been watching I'm sure many people wouldn't mind to help you in that balance testing task.

Keep up the good work!


As I've been away a few months, can someone shed some light on this - is there a post outlining what the new expansion is about or is it hush-hush at the moment?

(in reply to adamsolo)
Post #: 45
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 11:49:52 AM   
adamsolo


Posts: 144
Joined: 12/31/2009
Status: offline

quote:

ORIGINAL: Bleek


quote:

ORIGINAL: adamsolo

Hi Elliot, great to hear from you again.

Please, don't forget about that "slider for strategic AND luxury resource abundance". Above all else that's what would spice things up for me, and I know I'm not alone :) I know it can be hard to balance such a thing but judging from what I've been watching I'm sure many people wouldn't mind to help you in that balance testing task.

Keep up the good work!


As I've been away a few months, can someone shed some light on this - is there a post outlining what the new expansion is about or is it hush-hush at the moment?


There's no outline (nothing actually yet) for the next expansion to my knowledge. We're just tossing "simple" things we'de like to see in the game :) The man isn't around much, we have to take advantage.

_____________________________

SpaceSector.com
Your source for Space & Sci-Fi Strategy Games

(in reply to Bleek)
Post #: 46
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 11:50:54 AM   
adamsolo


Posts: 144
Joined: 12/31/2009
Status: offline

quote:

ORIGINAL: dejagore
3. Colonization - recently colonized planets (even those 50%+ quality) should have negative impact on player economy until colony is self sufficent. As for now I see colonization too easy and too shallow.


+1


_____________________________

SpaceSector.com
Your source for Space & Sci-Fi Strategy Games

(in reply to dejagore)
Post #: 47
RE: The 3 simple things you'd like to see in Distant Wo... - 7/12/2012 3:19:07 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline

quote:

ORIGINAL: RooksBailey

1) Meaningful ship/star base classes: Each class should have a distinctive tech tree with unique equipment for that class. For example a destroyer should not be able to use battelship-sized lasers, and while a battleship could use the smaller equipment from a destroyer/cruiser, there should be some sort of efficiency penalty. This change would go a long way in making ship design (and research) far more interesting with meaningful choices.

2) The private sector needs a voice: the AI-controlled private sector is the most fascinating aspect of DW, but it needs more development. For example, I would love to receive missions from various NPC corporations along the lines of designing a special freighter for them, or patrolling a hostile sector to keep cor[ ships safe from pirates, or even a request to go to war with a particular alien empire so as to get access to its luxury resources. Failure to complete these missions would have a negative impact on the players economy, and could even result in a strike or work stoppage, setting off a potential civil war even?

3) When ships are added to fleets, they need to be grouped together into one unit. In other words, I am tired of fleets arriving in combat by drips and drabs. Rather, all ships in a fleet should move as a single unit in a specified formation (with speed set according to the slowest ship class).

Bonus Suggestion 4: see here: http://www.matrixgames.com/forums/tm.asp?m=3130727 for suggestions on creating a more living universe.



These three suggestions sound perfect. Private sector missions would be a great addition, but as long as we can toggle them on and off.

I mentioned long time ago fleet formations. I would love to have them in this game since large scale battles become such a mess.

Maybe they could introduce custom formations in which you could assign positions to ships: eg. keep carriers in the back with large, slow but long range capitals; then in middle have damage soaking, heavily shielded/armoured tanks; and up front have smaller, fast hit and run ships which would harras enemies.
Of course you could make up number of other formations to suit your playstyle.

Also, I don't know if this would be too difficult, but maybe Elliot could make more use of firing arcs on weapons. This way flanking and turning cirlces would have more importance.


(in reply to RooksBailey)
Post #: 48
RE: The 3 simple things you'd like to see in Distant Wo... - 7/13/2012 3:37:01 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline

quote:

ORIGINAL: RooksBailey

1) Meaningful ship/star base classes: Each class should have a distinctive tech tree with unique equipment for that class. For example a destroyer should not be able to use battelship-sized lasers, and while a battleship could use the smaller equipment from a destroyer/cruiser, there should be some sort of efficiency penalty. This change would go a long way in making ship design (and research) far more interesting with meaningful choices.

2) The private sector needs a voice: the AI-controlled private sector is the most fascinating aspect of DW, but it needs more development. For example, I would love to receive missions from various NPC corporations along the lines of designing a special freighter for them, or patrolling a hostile sector to keep cor[ ships safe from pirates, or even a request to go to war with a particular alien empire so as to get access to its luxury resources. Failure to complete these missions would have a negative impact on the players economy, and could even result in a strike or work stoppage, setting off a potential civil war even?

3) When ships are added to fleets, they need to be grouped together into one unit. In other words, I am tired of fleets arriving in combat by drips and drabs. Rather, all ships in a fleet should move as a single unit in a specified formation (with speed set according to the slowest ship class).

Bonus Suggestion 4: see here: http://www.matrixgames.com/forums/tm.asp?m=3130727 for suggestions on creating a more living universe.



I like these suggestions myself!

On number 3 though, with fleets arriving in "drips and drabs", that happens I always thought due to the inaccuracies of hyperdrive. Be nice to see tech and components that allow you to increase the fleet cohesion when jumping from point to point. Or even the ability to order them to jump to a specific location, form up, than move with in the solar system to another point in formation to attack.

(in reply to RooksBailey)
Post #: 49
RE: The 3 simple things you'd like to see in Distant Wo... - 7/13/2012 3:56:01 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
My list:

1. More in depth diplomacy options.

2. More complex manufacturing system (IE Raw Materials to refined materials to widgets).

3. Farming/food production system.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Fideach)
Post #: 50
RE: The 3 simple things you'd like to see in Distant Wo... - 7/13/2012 5:26:05 PM   
scotten_usa

 

Posts: 196
Joined: 12/9/2005
Status: offline
quote:

ORIGINAL: onomastikon

OK

1. Nuclear powered starship fellatio.
2. Insta-win sugar-coated martian phaser cereal.
3. Feedback from Elliot.


We just got #3, I'd like #1 next!

(in reply to onomastikon)
Post #: 51
RE: The 3 simple things you'd like to see in Distant Wo... - 7/13/2012 8:10:59 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Simple things....ok....

1) Externalise more stuff so themes/mods can include stuff like weapon graphics, sounds, flag shapes. It can't be a big ask...

2) Subtle diplomacy changes could really improve the game and the challenge the AI poses. Some examples:
Start trading techs to AI (A), then AI (X), (Y) and (Z) dislike you more because you are making their enemy stronger. If you start trading techs the AI who hate you but don't dislike each other should start trading techs.
Every action like imposing trade sanctions as part of a trade or going to war due to MDP should cause a massive reputation hit if you pull out quickly. Each should have it's own timer.

3) Make locations strategic. Right now it's only the very rare resources which mean anything. This was attempted in closed beta builds but there needs to be an overhaul in the resources management for this to work. A bottle neck is too hard to spot and to remedy. I would suggest the ability to buy key strategic resources off the pirates for double the Galaxy price (independent freighters hang around Pirate bases meant to be smugglers or something) and then a slider to ramp down the amount of resources in the Galaxy. Then as long as we could get a good picture of where resources are needed and what each build is waiting for things would be more interesting. Of course buying off the black market would fund and encourage piracy too ;)

_____________________________


(in reply to scotten_usa)
Post #: 52
RE: The 3 simple things you'd like to see in Distant Wo... - 7/14/2012 11:21:36 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
Yep, the resources on a planet should range 1-100% on a geometric scale or something (eg 1% iron worlds should be 10 times more common than 10% which are 10 times more common than 100% or something similar).

Also asteroids should be depletable. Its an asteroid.

(in reply to Haree78)
Post #: 53
RE: The 3 simple things you'd like to see in Distant Wo... - 7/14/2012 12:52:36 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
quote:

ORIGINAL: jpwrunyan
Also asteroids should be depletable. Its an asteroid.


All resource sources must be depletable.

(in reply to jpwrunyan)
Post #: 54
RE: The 3 simple things you'd like to see in Distant Wo... - 7/14/2012 3:44:26 PM   
Noble713


Posts: 53
Joined: 1/11/2011
From: Japan (US expat)
Status: offline

quote:

ORIGINAL: RooksBailey

1) Meaningful ship/star base classes: Each class should have a distinctive tech tree with unique equipment for that class. For example a destroyer should not be able to use battelship-sized lasers, and while a battleship could use the smaller equipment from a destroyer/cruiser, there should be some sort of efficiency penalty. This change would go a long way in making ship design (and research) far more interesting with meaningful choices.


I am always totally opposed to any sort of class-based restrictions on research and component employment. Maybe I like my destroyers to have one gigantic weapon system similar to a "spinal mount". Or maybe I like having a battleship design armed with small point-defense weapons that you would normally find on an escort. Right now we have the design freedom to do so.

That said, I will agree that we need a larger variety of weapon systems. All of the current beam weapons are 4-5 spaces with reload times of roughly 1 second. Where's the "big gun" that takes up 10+ spaces, has a 2-3second recharge, but does massive damage? Or has twice the "normal" range? It's a unique tech so you might not ever get to use it. Likewise, there aren't enough checks & balances between the different components. There's very little reason to use Maxos Blasters or Shatterforce Lasers on a ship of *ANY* size once you've got Titan Beams, for example.

(in reply to RooksBailey)
Post #: 55
RE: The 3 simple things you'd like to see in Distant Wo... - 7/14/2012 6:42:51 PM   
Beag

 

Posts: 90
Joined: 5/23/2012
Status: offline
There are good suggestions here, but people should think about one thing - what about the scale if complexity is increased?

Yes, resources and ship/fleet building could use some complexity, but is it worth it if the extra complexity means more things on automatic management? I think to some players the appeal of the game is being able to play on galaxies with 1000 or more stars, and increasing the management would overwhelm some people. And if a feature is in the background and only the AI "plays" with it, that doesn´t mean a better game. It only increases lag, chance of bugs etc.

IMO any increase in complexity requires a smaller galaxy size to serve as a basis for balance.

(in reply to Noble713)
Post #: 56
RE: The 3 simple things you'd like to see in Distant Wo... - 7/15/2012 9:54:04 AM   
feelotraveller


Posts: 1040
Joined: 9/12/2011
Status: offline

quote:

ORIGINAL: WiZz

quote:

ORIGINAL: jpwrunyan
Also asteroids should be depletable. Its an asteroid.


All resource sources must be depletable.


I disagree.

A gas giant running out of hydrogen? Remember that game takes place over a few years/decades. If asteroids were easily depletable we would have mobile mining bases.

(in reply to WiZz)
Post #: 57
RE: The 3 simple things you'd like to see in Distant Wo... - 7/15/2012 12:07:59 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
Forgot about gas giants

(in reply to feelotraveller)
Post #: 58
RE: The 3 simple things you'd like to see in Distant Wo... - 7/15/2012 1:07:53 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Mining bases that deplete would be rather annoying. I'd like to see a change to the way resources work in the game because at the moment Loros, Spice and Zentabia Fluid are the only things that have any real value due to everything else being so readily available, but I think depletion isn't the way to go.

_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to WiZz)
Post #: 59
RE: The 3 simple things you'd like to see in Distant Wo... - 7/15/2012 1:31:52 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Agreed, I wouldn't like depleting resources either. If a game runs long enough, you could find it grinding to a halt as the entire galaxy runs out of resources.

Having fleets consume resources as maintenance is sufficient to make it necessary that you always have sources for them. The resources just need to be made rare enough that those sources become a strategic consideration.

(in reply to WoodMan)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: The 3 simple things you'd like to see in Distant Worlds Page: <<   < prev  1 [2] 3   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

2.531