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: Distant Worlds 2 Christmas Sneak Peek!

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Coming Soon] >> Distant Worlds 2 >> RE: Distant Worlds 2 Christmas Sneak Peek! Page: <<   < prev  2 3 [4] 5 6   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 2:05:57 PM   
Webbco


Posts: 682
Joined: 2/6/2010
Status: offline

quote:

ORIGINAL: Erik Rutins

In many ways, it has actually been harder but the results should be better in a comparative amount of time.


Well I hope you have a good well-deserved break.

(in reply to Erik Rutins)
Post #: 91
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 2:07:29 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Thrake
What is the difference beetween components and design bays?


A design bay is effectively a "slot" in the ship that accepts a component. Each Design bay has a type and a maximum size. Some design bays are also external, meaning they have a 3D Mesh associated with them and when a component is placed in that design bay, it actually appears on the ship (the ship's 3D model changes to show it). External bays thus also have a specific position. In some cases, such as weapons, these external design bays also have an arc within which they can fire and when that weapon fires, you will see it actually firing from that particular place on the ship where you put it.

Design bays (I also call them component slots) are divided into the following general categories.

Weapons (pretty much everything from point defense to long range heavy weapons)
Defenses (shields, armor and other handy defensive components)
Engines (engines and maneuvering thrusters)
Sensors (small and large and of various kinds)
Hangars (from docking bays to starfighter hangars)
General (pretty much everything else, including your reactors, life support, crew quarters, cargo bays, fuel cells, etc.)

Regards,

- Erik




Erik, Sounds like it will be easier to mod with. Excellent....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Erik Rutins)
Post #: 92
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 2:16:20 PM   
Sparviero

 

Posts: 39
Joined: 5/31/2012
Status: offline

quote:

ORIGINAL: Erik Rutins

I'll mention one other thing as a bonus for you all. Most ship components now also have a fighter/bomber-sized version and in DW2, you not only can design your own ships and stations, but also your own fighters and bombers based on the technologies you have researched. Similar to ships, there are upgradable hulls and in some cases faction-unique hulls for fighters and bombers as well.


That's sound very cool!
Well...
I will spend my Christmas Holidays trying to find something about complain.

(in reply to Erik Rutins)
Post #: 93
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 2:21:55 PM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
Status: offline
One thing that sort of always was strange with DW1 was that a small ship was not faster or more manoeuvrable as engines and thrusters just assumed you could use thrust versus mass as a means to determine that alone. While it is true that thrust and mass equals acceleration it is far from the only important consideration as mass in and of itself has a huge influence in how much thrust you can apply before things simply break apart.

Basically a small mass object can accept far more thrust than a big mass object even if they have the same dimensions and shapes, lets say a perfect sphere. This means a larger more massive object need to use ALOT more mass for just making sure it does not break apart when thrust is applied.

Will the new hull types sort of reflect this or can we still build escorts or destroyers that are as big as battleships?

It would not be a huge thing for me, just something I would like to be changed in DW2 if possible.

(in reply to Erik Rutins)
Post #: 94
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 2:57:03 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Jorgen_CAB
Will the new hull types sort of reflect this or can we still build escorts or destroyers that are as big as battleships?


Yes, I believe this will be better reflected in DW1 and the hulls are part of what allows us to do that. More info on that when we get to talking about ship combat in the future.

Regards,

- Erik



_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Jorgen_CAB)
Post #: 95
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 3:12:36 PM   
Kingah


Posts: 98
Joined: 8/17/2013
From: Teeka
Status: offline
Loving everything so far. Just got one thing that "worries" me.

With the component slots, will it no longer be possible to build completely customized ship.
For example, will I be able to build a station with the bare minimum of components and then fill it with nuclear devastators (just because I can)?




Will infinite sized bases at colonies still be possible?

And now for my big wishlist questions:

Will colonization of barren worlds and asteroids be possible?

Even further, will interplanetary population centers be possible?
Something as simple as a spinning station in orbit around a world.
Or a huge ever expanding habitat-stations in a Caslon Nebula, getting power from mining of the cloud for fuel.


Love your game Elliot! I'm in awe of what one man can do.

< Message edited by Kingah -- 12/20/2019 3:14:12 PM >


_____________________________


(in reply to Erik Rutins)
Post #: 96
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 3:28:57 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Kingah
With the component slots, will it no longer be possible to build completely customized ship.
For example, will I be able to build a station with the bare minimum of components and then fill it with nuclear devastators (just because I can)?


You can still do that, but the number of nuclear devastators will be limited by your weapons slots (and your size). With that said, for stations especially there are a lot of design bays and I don't think it's going to realistically limit any design ideas, just perhaps limit the extremes to which you can take it.

quote:

Will infinite sized bases at colonies still be possible?


Infinite size, no. Extremely large as long as you've maximized your research tree, yes.

quote:

Will colonization of barren worlds and asteroids be possible?
Even further, will interplanetary population centers be possible?
Something as simple as a spinning station in orbit around a world.
Or a huge ever expanding habitat-stations in a Caslon Nebula, getting power from mining of the cloud for fuel.


I can't get into any of this yet, but I will say that some of what you describe was simply impossible in DW1, but is theoretically possible in DW2.

Regards,

- Erik



_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Kingah)
Post #: 97
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 4:31:40 PM   
tortugapower

 

Posts: 264
Joined: 12/17/2015
Status: offline
Hi Erik, great information and very exciting to see.

Thank you for fielding questions on ship design.

In DW1 we put on weapons and they all fired in every direction from ship center (IIRC). With the 3-D layout of design slots, will the placement of a specific component affect its usage? For instance:

1. Will component placement matter with considerations for things like firing arcs?

2. How do the armor components work: will there be strong and weak points to the ship (where armor was/wasn't placed), or does adding any armor effectively act like an armor slider, where more armor slots increase armor everywhere? Or is it an internal slot that still takes damage first?

(Sorry if this treads too much into the combat stuff.)

3. How streamlined is the design process: can you just click to add components with a slot selected and the design interface puts them on sensibly, or do you need to specify a location?


I eagerly await the other topics!

Cheers,
Tortuga

< Message edited by tortugapower -- 12/20/2019 4:32:13 PM >


_____________________________

Matrix Games video tutorials:
Distant Worlds Universe
Advanced Tactics Gold

(in reply to Erik Rutins)
Post #: 98
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 4:57:10 PM   
OnePercent

 

Posts: 73
Joined: 12/12/2019
From: Australia
Status: offline
Mind. Officially. Blown.

I'm speechless, distant worlds 2 devs, honestly, I love absolutely everything about this next project you're making...


(in reply to Erik Rutins)
Post #: 99
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 4:58:25 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: tortugapower
In DW1 we put on weapons and they all fired in every direction from ship center (IIRC). With the 3-D layout of design slots, will the placement of a specific component affect its usage? For instance:
1. Will component placement matter with considerations for things like firing arcs?


Yes, we wanted to allow you to see your ships up close and far away, as in DW1, so this necessitated a solution that would work design-wise for gameplay and also visually. Weapon bays are at a specific point on the ship and you can see this in the design screen, along with the arc for that weapon bay. The arcs are usually fairly generous, but you do have a choice now when you design a ship based on which weapons bays you use which directions(s) you want to focus that ship's firepower.

quote:

2. How do the armor components work: will there be strong and weak points to the ship (where armor was/wasn't placed), or does adding any armor effectively act like an armor slider, where more armor slots increase armor everywhere? Or is it an internal slot that still takes damage first?


Armor goes in your defense bays and each armor component could be considered as the equivalent of many DW1 armor components in terms of its strength. Unless a weapon that hits your ship is capable of bypassing armor, the hit will go on the armor first and only if it blows through the reactive rating and the armor rating (or if you have no armor) will it potentially carry over to an internal component. With that said, final armor balance and function is one of the things we're still tinkering with and will continue to do so during testing. Armor bays do not cover only one portion of the ship. Any armor is considered to protect the entire ship.

quote:

3. How streamlined is the design process: can you just click to add components with a slot selected and the design interface puts them on sensibly, or do you need to specify a location?


You can do it either way, or add them to a specific slot on the list of design bays or add the component visually to an external slot you can see on the ship model by clicking there.

Regards,

- Erik



_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to tortugapower)
Post #: 100
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 6:10:54 PM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
Status: offline
I already consider Distant Worlds to be one of the ultimate classic space 4x games... all I have heard of DW2 so far just seems like this is going to be the best space 4x game out there on the market.

I will eagerly await more information on the other parts of the game but I think you already exceeded my expectations with what I heard and seen so far... keep up the good work.

(in reply to Erik Rutins)
Post #: 101
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 6:55:57 PM   
jezwhywhy


Posts: 24
Joined: 3/29/2011
Status: offline

quote:



- Erik



Thanks for the reply, Goodluck <3

_____________________________

---;@

(in reply to Erik Rutins)
Post #: 102
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 7:06:38 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
I have a feeling that Erik is having a lot of fun playtesting DW2.......

_____________________________


(in reply to jezwhywhy)
Post #: 103
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 7:11:16 PM   
Drumline2

 

Posts: 66
Joined: 12/10/2018
Status: offline
Hey Erik! Just wanted to say thank you to the best Christmas present, announcing DW2 for all of us to enjoy and fan girl over.

Three quick questions for now. All graphical.

1) In DWU the shield graphics were a nice basic image showing shields were being hit and from what direction. Do you have plans, now that DW2 is running in a 3d engine,
to have the new shield graphic be a little more visually pleasing? I know its really specific but I loves me some nice shield animations. I find myself returning to MOO2
for their tactical combat just because of how pleasing they were to watch.

2) Now that hangars will have a visual place on a ships 3D model, will fighters exiting and entering the ship come from and return to the actual hangar on the vessel?

3) DWU has probably one of my favorite damage indication models in any game i've played. Will DW2 have some kind of iteration of this system that shows at a glance when a ship is starting to be in trouble?


Love your work on this fantastic game!!!

(in reply to jezwhywhy)
Post #: 104
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 7:26:05 PM   
Cauldyth

 

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

quote:

ORIGINAL: Kull

I have a feeling that Erik is having a lot of fun playtesting DW2.......


Time to buy a telephoto lens and find out where Erik lives...

That's not creepy, right?

(in reply to Kull)
Post #: 105
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 7:42:42 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: larrybush
With a 64 bit full 3D engine I suppose that infers the star maps are full 3D the tactical combat area are full 3D. This could be truly immersive.


I can't discuss combat yet, but we tried to strike a balance between allowing ships to move in 3D without causing too much confusion for the player.


Huh, considering how much alive is the DW1 map, how is that even possible ?!?

(in reply to Erik Rutins)
Post #: 106
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 7:45:31 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: tortugapower
In DW1 we put on weapons and they all fired in every direction from ship center (IIRC). With the 3-D layout of design slots, will the placement of a specific component affect its usage? For instance:
1. Will component placement matter with considerations for things like firing arcs?


Yes, we wanted to allow you to see your ships up close and far away, as in DW1, so this necessitated a solution that would work design-wise for gameplay and also visually. Weapon bays are at a specific point on the ship and you can see this in the design screen, along with the arc for that weapon bay. The arcs are usually fairly generous, but you do have a choice now when you design a ship based on which weapons bays you use which directions(s) you want to focus that ship's firepower.

quote:

2. How do the armor components work: will there be strong and weak points to the ship (where armor was/wasn't placed), or does adding any armor effectively act like an armor slider, where more armor slots increase armor everywhere? Or is it an internal slot that still takes damage first?


Armor goes in your defense bays and each armor component could be considered as the equivalent of many DW1 armor components in terms of its strength. Unless a weapon that hits your ship is capable of bypassing armor, the hit will go on the armor first and only if it blows through the reactive rating and the armor rating (or if you have no armor) will it potentially carry over to an internal component. With that said, final armor balance and function is one of the things we're still tinkering with and will continue to do so during testing. Armor bays do not cover only one portion of the ship. Any armor is considered to protect the entire ship.

Wait, I assumed from your previous answer that there was no such thing as firing arcs (tied to weapon position on the ship) ?!?
So, weapons are directional, but shields/armor(/components/hull) aren't ?

< Message edited by BlueTemplar -- 12/20/2019 7:46:32 PM >

(in reply to Erik Rutins)
Post #: 107
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 8:34:32 PM   
Hanekem

 

Posts: 90
Joined: 5/22/2010
Status: offline
That sounds extremely disappointing Erik, I think the max hull size limitation was one of the best things of Distant worlds, now having hulls we have to research? Its incredibly bad, it is what all other games have always done and it is *restrictive*
Admittedly the interface needed rework, but this? sounds like going in the wrong direction

Same goes for the cheap 3D, I prefer a more pleasing 2D than something that looks out of, dunno 2005? that wouldn't have been out of place from Space Empires 5


(in reply to Erik Rutins)
Post #: 108
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 8:53:20 PM   
Webbco


Posts: 682
Joined: 2/6/2010
Status: offline
"...the max hull size limitation was one of the best things of Distant worlds."

Out of all the things about DW1, you would seriously say this is one of the best things?

(in reply to Hanekem)
Post #: 109
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:05:56 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Kull
I have a feeling that Erik is having a lot of fun playtesting DW2.......


There's far less time for playing than you might think.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Kull)
Post #: 110
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:08:38 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Drumline2
1) In DWU the shield graphics were a nice basic image showing shields were being hit and from what direction. Do you have plans, now that DW2 is running in a 3d engine,
to have the new shield graphic be a little more visually pleasing? I know its really specific but I loves me some nice shield animations. I find myself returning to MOO2
for their tactical combat just because of how pleasing they were to watch.


The new shield effects effectively show a portion of the shield "sphere" around the ship when it takes a hit, in the location where the hit comes in, so I think it looks pretty cool. Effects are not final yet though, so you'll have to wait until we are ready to show some combat with non-placeholder effects to see all that stuff.

quote:

2) Now that hangars will have a visual place on a ships 3D model, will fighters exiting and entering the ship come from and return to the actual hangar on the vessel?


Yes indeed and with the new ship design system, if you don't put anything in the hangar design bay, the ship looks like there was never meant to be a hangar there. If you add it in, suddenly there's a nice hangar for your starfighters to enter and exit.

quote:

3) DWU has probably one of my favorite damage indication models in any game i've played. Will DW2 have some kind of iteration of this system that shows at a glance when a ship is starting to be in trouble?


Yes, but again we can't show any of that yet.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Drumline2)
Post #: 111
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:09:10 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Cauldyth
Time to buy a telephoto lens and find out where Erik lives...
That's not creepy, right?


Arming my Titan Beam defenses...

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Cauldyth)
Post #: 112
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:09:51 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: BlueTemplar
Huh, considering how much alive is the DW1 map, how is that even possible ?!?


You're going to have to wait until we're ready to show it for me to elaborate further unfortunately.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to BlueTemplar)
Post #: 113
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:13:57 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
quote:

ORIGINAL: Hanekem
That sounds extremely disappointing Erik, I think the max hull size limitation was one of the best things of Distant worlds, now having hulls we have to research? Its incredibly bad, it is what all other games have always done and it is *restrictive*
Admittedly the interface needed rework, but this? sounds like going in the wrong direction


I have to respectfully disagree, but you are certainly entitled to your opinion. I'm pretty sure that if you actually give it a try you will like it though. DW1 still had max size limitations, they just weren't connected to hulls. As I explained above, it's not actually that different in practice, you just can't call a Frigate-sized vessel a Battleship.

quote:

Same goes for the cheap 3D, I prefer a more pleasing 2D than something that looks out of, dunno 2005? that wouldn't have been out of place from Space Empires 5


Certainly, bad 3D can be much worse than good 2D, but that's not the case here at all in my opinion. To each his own but I find DW2 much more visually pleasing and informative than DW1. I'd just ask you to take a second look and give it a try hopefully. I understand the information you have is limited to what we've put out, but I hope we have also earned some benefit of the doubt on this and it is its own game. When all the graphical work is done, I'm also pretty darn sure it will look better than any sci-fi 4x games from 2005.

Regards,

- Erik



< Message edited by Erik Rutins -- 12/20/2019 9:14:54 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Hanekem)
Post #: 114
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 9:36:30 PM   
tomassus

 

Posts: 3
Joined: 4/5/2014
Status: offline
Awsome work guys!! Can't wait for release - you have my money already :D

(in reply to Webbco)
Post #: 115
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 10:25:56 PM   
Hanekem

 

Posts: 90
Joined: 5/22/2010
Status: offline

quote:

ORIGINAL: Erik Rutins

quote:

ORIGINAL: Hanekem
That sounds extremely disappointing Erik, I think the max hull size limitation was one of the best things of Distant worlds, now having hulls we have to research? Its incredibly bad, it is what all other games have always done and it is *restrictive*
Admittedly the interface needed rework, but this? sounds like going in the wrong direction


I have to respectfully disagree, but you are certainly entitled to your opinion. I'm pretty sure that if you actually give it a try you will like it though. DW1 still had max size limitations, they just weren't connected to hulls. As I explained above, it's not actually that different in practice, you just can't call a Frigate-sized vessel a Battleship.

quote:

Same goes for the cheap 3D, I prefer a more pleasing 2D than something that looks out of, dunno 2005? that wouldn't have been out of place from Space Empires 5


Certainly, bad 3D can be much worse than good 2D, but that's not the case here at all in my opinion. To each his own but I find DW2 much more visually pleasing and informative than DW1. I'd just ask you to take a second look and give it a try hopefully. I understand the information you have is limited to what we've put out, but I hope we have also earned some benefit of the doubt on this and it is its own game. When all the graphical work is done, I'm also pretty darn sure it will look better than any sci-fi 4x games from 2005.

Regards,

- Erik




Why not? a frigate is a hull with a type of mission, as a game changes the mission might change, look at irw derstroyers! if we use rigid definitions those things are somewhere in the land of Cruisers by displacement if not by mission

I mean hull classification is something that *changes* and being able to do that in game was one of the joys of the game for me.
So a frigate could be for me a cheap patrol boat to be built in truly ridiculous numbers, but over time I could decide I could use the slot for a heavier type of combatant, maybe one for deep range raiding.

HEll, maybe my destroyers start balooning and end up eating up the cruisers or end up with two clases of ships of similar size but very different mission profiles (one heavy capital escort designed with point defense and EW warfare in mind to serve as escorts to my battlewagons and another that is more flexible generalist that isn't really meant for the battleline but in the direst of circumstances)

I mean that is how I used the five slots in the game.
I understand that having hulls might actually make easier, specially for the AI designer, and I could accept that but I at least hope we won't be having "fleet destroyer" or "escort destroyer" as hull names, at the most I 'd prefer "light ship type-a" or something as generic as that

As for the 3d, what I've seen hasn't wow me away, tbh doesn't look good, it might be better than something circa 2005, but feels inferior to the 2ds. but that is mostly my subjective interpretation I could very well be in a minority

(in reply to Erik Rutins)
Post #: 116
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 10:51:37 PM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
Status: offline
quote:

ORIGINAL: Hanekem

Why not? a frigate is a hull with a type of mission, as a game changes the mission might change, look at irw derstroyers! if we use rigid definitions those things are somewhere in the land of Cruisers by displacement if not by mission

I mean hull classification is something that *changes* and being able to do that in game was one of the joys of the game for me.
So a frigate could be for me a cheap patrol boat to be built in truly ridiculous numbers, but over time I could decide I could use the slot for a heavier type of combatant, maybe one for deep range raiding.

HEll, maybe my destroyers start balooning and end up eating up the cruisers or end up with two clases of ships of similar size but very different mission profiles (one heavy capital escort designed with point defense and EW warfare in mind to serve as escorts to my battlewagons and another that is more flexible generalist that isn't really meant for the battleline but in the direst of circumstances)

I mean that is how I used the five slots in the game.
I understand that having hulls might actually make easier, specially for the AI designer, and I could accept that but I at least hope we won't be having "fleet destroyer" or "escort destroyer" as hull names, at the most I 'd prefer "light ship type-a" or something as generic as that

As for the 3d, what I've seen hasn't wow me away, tbh doesn't look good, it might be better than something circa 2005, but feels inferior to the 2ds. but that is mostly my subjective interpretation I could very well be in a minority


I think we are all entitled to our opinion but I would also completely disagree with your viewpoint on this. First of we don't know how the mission system will be designed yet... you might very well be able to use a battleship hull as escorts for example. You might just going to be restricted on the hull type on what type of component you can put on them and in what ratios. You also have not yet seen the battle system, how it works and how smaller sized ships perhaps actually can be tactically effective now.

For example a small frigate probably can fit more engine components than a battleship in relation to its size. Making Frigates potentially faster and more manoeuvrable than a battleship hull.

Those are the kind of things I really are looking forward to.

In my opinion restriction is good because it actually give you more options not less, too many options is too difficult to balance and will usually reduce your "optimal" solutions to a few choices.

I mean... did you really build much of anything smaller than max size ships in DW1 (outside Bacon mod that is), if you did it was not really optimal. Perhaps somewhat smaller ships for escorts if you had them running all over the place escorting civilian ships.


< Message edited by Jorgen_CAB -- 12/20/2019 10:52:02 PM >

(in reply to Hanekem)
Post #: 117
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 11:16:22 PM   
Hanekem

 

Posts: 90
Joined: 5/22/2010
Status: offline

quote:

ORIGINAL: Jorgen_CAB

quote:

ORIGINAL: Hanekem

Why not? a frigate is a hull with a type of mission, as a game changes the mission might change, look at irw derstroyers! if we use rigid definitions those things are somewhere in the land of Cruisers by displacement if not by mission

I mean hull classification is something that *changes* and being able to do that in game was one of the joys of the game for me.
So a frigate could be for me a cheap patrol boat to be built in truly ridiculous numbers, but over time I could decide I could use the slot for a heavier type of combatant, maybe one for deep range raiding.

HEll, maybe my destroyers start balooning and end up eating up the cruisers or end up with two clases of ships of similar size but very different mission profiles (one heavy capital escort designed with point defense and EW warfare in mind to serve as escorts to my battlewagons and another that is more flexible generalist that isn't really meant for the battleline but in the direst of circumstances)

I mean that is how I used the five slots in the game.
I understand that having hulls might actually make easier, specially for the AI designer, and I could accept that but I at least hope we won't be having "fleet destroyer" or "escort destroyer" as hull names, at the most I 'd prefer "light ship type-a" or something as generic as that

As for the 3d, what I've seen hasn't wow me away, tbh doesn't look good, it might be better than something circa 2005, but feels inferior to the 2ds. but that is mostly my subjective interpretation I could very well be in a minority


I think we are all entitled to our opinion but I would also completely disagree with your viewpoint on this. First of we don't know how the mission system will be designed yet... you might very well be able to use a battleship hull as escorts for example. You might just going to be restricted on the hull type on what type of component you can put on them and in what ratios. You also have not yet seen the battle system, how it works and how smaller sized ships perhaps actually can be tactically effective now.

For example a small frigate probably can fit more engine components than a battleship in relation to its size. Making Frigates potentially faster and more manoeuvrable than a battleship hull.

Those are the kind of things I really are looking forward to.

In my opinion restriction is good because it actually give you more options not less, too many options is too difficult to balance and will usually reduce your "optimal" solutions to a few choices.

I mean... did you really build much of anything smaller than max size ships in DW1 (outside Bacon mod that is), if you did it was not really optimal. Perhaps somewhat smaller ships for escorts if you had them running all over the place escorting civilian ships.



Given Erik's reply? I mean I invite you to read the part of "not being able to call a frigate sized ship a battleship"

I did use extensively light, cheap combatants to serve as patrol assets they were meant to be everywhere and take the edge of pirate attacks and also a point defense heavy ship for escorting max size battlewagons carriers and troopships

so, yeas I built a few designs well below the max size mostly looking at my bottom line and my needs, hell the idea of a long range raider type ship I also did from time to time, fast long legged and with boarding pods, meant to take stations or destroy them, those ships tended to pay for themsleves

Hell, I could have used some different heavy ship classes, maybe some sort of short ranged coastal battleship/monitor type for core world defense, but given the AI it was difficult to not have those ships half way to nowhere, sometihng I hope DW2 will improve, letting us have more control on patrol areas and what not

Because again, ship type names are flexible in the real world, look at the destroyer it was born as a "torpedo boat" destroyer (hence the name) to intercept fast boats that had torpedoes and could ruin a capital ships's day, then it started action as a torpedo boat of sorts, then they added the ASW mission to it and of course AA and now you have ships that we call destroyers, are as big as WWII cruisers and can do a wide array of missions, from anti sub, anti air, anti ship to shore bombardment


That is why I am asking not being limited to having frigates are between size x-y not only because as the game progresses the size of my "fleet escort" might balloon (and make it feel I am progressing) but because it opens options to what I want to field

(in reply to Jorgen_CAB)
Post #: 118
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/20/2019 11:20:53 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi Hanekem,

I understand how you did things in DW1. I can only say that I don't think you will find the new ship design system in DW2 quite as limiting as you think. The name of the ship hull also does not define what you decide to name the design, it's just the name for research purposes. How you design a ship and what size you choose for it to be, within the bounds of your construction research and how you use it are still going to be up to you.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Hanekem)
Post #: 119
RE: Distant Worlds 2 Christmas Sneak Peek! - 12/21/2019 5:04:29 AM   
Katarkus87

 

Posts: 10
Joined: 4/21/2018
From: Switzerland
Status: offline
As a long time Player of DW1 (2013) i must say that im very pleased with these Screenshots i saw. Still would i like to ask some Questions about this potential Masterpiece in the Making.


- Will there be new Components to increase Empire Influence over nearby Systems? (for Starbases)

- Any Plans for an Ammunition System (Railguns,Torpedoes,Missiles) to increase importance of Resupply Ships and Ammo Storage Components for Ships and Starbases?

- Will it be possible for Colonies to Revolt against Player or AI because of Government Type? (f.E Colony X wants a Socialist Revolution instead of living under a Monarchy of the Player/AI)

- Can Player/AI charge Fee for Trade with other Empires to steer Relations in a Economic Way? (f.E as Ackdarian set 5% on Humans and 20% on Gizurean in Empire Policies)

- Can Player/AI enslave Minorities (or worse) in the Empire to Boost Construction Speed in General or field cheap Slave Armies? (Would be a nice Mechanic for a Evil Race like Dhayut or Boskara)

< Message edited by Katarkus87 -- 12/21/2019 5:05:46 AM >

(in reply to Erik Rutins)
Post #: 120
Page:   <<   < prev  2 3 [4] 5 6   next >   >>
All Forums >> [Coming Soon] >> Distant Worlds 2 >> RE: Distant Worlds 2 Christmas Sneak Peek! Page: <<   < prev  2 3 [4] 5 6   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

2.219