Admirals / Heroes / Government leaders? (Full Version)

All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series



Message


alexalexuk -> Admirals / Heroes / Government leaders? (4/7/2010 11:42:36 AM)

Similair to MOO2, i for one would like to see fleet admirals, each with xp, stats etc.

also things like government heads (like treasury, general sec., mining) , giving specific bonuses to certain enconomy stats (such as mining or extra % income) would be great addition too,


thoughts?






kafka -> RE: Admirals / Heroes / Government leaders? (4/7/2010 11:49:04 AM)

Yes, this is an aspect which would really make an already outstanding game even better without adding an unnecessary level of micromanaging. I would love to be able to assign governors to colonies and admirals to fleets, so adding their traits to the colony resp fleet stats




HsojVvad -> RE: Admirals / Heroes / Government leaders? (4/7/2010 2:09:05 PM)

This is a good idea, but I don't want the just 4 leaders and thats it. I say you can have as many as you want, as long as you are willing to pay them.

Also did you put this in the wish list thread? If not please do so.




Sarissofoi -> RE: Admirals / Heroes / Government leaders? (4/7/2010 2:14:17 PM)

That will be nice addition. Especially if you give them personality traits.





HsojVvad -> RE: Admirals / Heroes / Government leaders? (4/7/2010 2:22:42 PM)

It would be great if you could get spies to bribe a leader and see if that leader turns and works for your empire then. This way you can lear some info about the other race.




EisenHammer -> RE: Admirals / Heroes / Government leaders? (4/7/2010 3:36:09 PM)

Assassnating goverment leaders, heroes, and military leaders with spies would be cool. I'm all for it!!![8D]




VarekRaith -> RE: Admirals / Heroes / Government leaders? (4/7/2010 3:54:57 PM)

IIRC, elliot said he would like to go, or attempt to go, in this direction...




Sarissofoi -> RE: Admirals / Heroes / Government leaders? (4/7/2010 4:24:58 PM)

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.




Korvus77 -> RE: Admirals / Heroes / Government leaders? (4/7/2010 4:51:17 PM)


quote:

ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.


I hope they don't change the system it is quite excellent and easy to control as is.




ASHBERY76 -> RE: Admirals / Heroes / Government leaders? (4/7/2010 5:45:03 PM)


quote:

ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.


Really? I do not think there could be a more streamlined version unless you add slider based espionage.




Sarissofoi -> RE: Admirals / Heroes / Government leaders? (4/7/2010 6:46:18 PM)


quote:

ORIGINAL: ASHBERY76


quote:

ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.


Really? I do not think there could be a more streamlined version unless you add slider based espionage.

Exactly.




Gertjan -> RE: Admirals / Heroes / Government leaders? (4/7/2010 9:12:38 PM)

I like the idea, but then link it to the fleets screen. Perhaps just add an admiral for every fleet. Dont make it too micro intensive.




wodin -> RE: Admirals / Heroes / Government leaders? (4/7/2010 11:32:40 PM)

Great idea. If this was implimented it would move up my to buy list.




lancer -> RE: Admirals / Heroes / Government leaders? (4/8/2010 12:56:06 AM)

Goodaye,

I see 'personalities' in some form or another as a natural fit for Distant Worlds. Given that it already creates a 'living world' immersion the logical next step is to add the people side.

Gets my vote.

Cheers,
Lancer




alexalexuk -> RE: Admirals / Heroes / Government leaders? (4/8/2010 9:51:51 AM)


quote:

ORIGINAL: VarekRaith

IIRC, elliot said he would like to go, or attempt to go, in this direction...



thats awesome, i wonder how it will turn out,

MOO2 did this great and it was simple, heroes had xp and levelled etc..

i wonder if ships could have experience too? ie the crews level after every "successfull" engagement which give bonuses to that individual ship




Data -> RE: Admirals / Heroes / Government leaders? (1/5/2011 12:41:43 PM)

+1

have not checked if it's already on the master wishlist but in case it's not it deserves a big bump, especially for all of us MOO2 nostalgics




2guncohen -> RE: Admirals / Heroes / Government leaders? (1/5/2011 1:53:32 PM)

For some days im playing Star wars rebellion on my windows 7 pc ^^ ( it took me some time to run this old game without issiue's ) and the game has a nice feeling with providing a role to recruited characters.

You can assign these to specific tasks Fleet/Science/ectra..
example:

An Admiral increases a fleet's performance in both tactical battles and orbital bombardments.

A General increases the performance of troops and reduce the likelihood of successful enemy missions on a friendly planet.

A Commander increases the combat efficiency of starfighter squadrons.

+ Some of these guys are specialist in a specific field of research, suppresion of rebels, espionage or sabotage ectra.

It would be kick ass to have this in the game distant worlds [&o]

See youtube trailer where you can see some examples
http://www.youtube.com/watch?v=PN-f3SskreE




J HG T -> RE: Admirals / Heroes / Government leaders? (1/5/2011 2:27:52 PM)

Definetly supporting this idea. It was excellent feature in MOO2 and done right it would be great in DW too.




gmot -> RE: Admirals / Heroes / Government leaders? (1/5/2011 2:29:25 PM)

This would really add personality to the game. I'd like to have a recruitment pool to have characters involved in my empire, with both good traits and bad. Something like EU3 would be great.




Tacit_Exit -> RE: Admirals / Heroes / Government leaders? (1/5/2011 2:46:27 PM)

I'd like to see 'Planetary Governors'. Have a system where colonised planets without a governor have some kind of penalty until you assign a Gov. to it.

New Govs could become available at a limited rate, and would have a range of possible negative and/or positive effects. 'Bad' Govs would still be worth having to avoid the no Gov. malus but would probably be shifted to the crappier planets in your empire as better Govs became available.




WoodMan -> RE: Admirals / Heroes / Government leaders? (1/5/2011 3:33:40 PM)

Didn't at some point either Elliot or Erik say that this was planned for a future expansion?  Or am I just imagining it? [:D]




nammafia -> RE: Admirals / Heroes / Government leaders? (1/5/2011 4:13:01 PM)

Bad governors on bad planets will tend to go independent quicker. Either the Elliot or Erik did mention that they might consider leaders in future expansion.




Data -> RE: Admirals / Heroes / Government leaders? (1/5/2011 4:41:58 PM)

if they say it than it will be so (make it so, number one)
sometimes i think we're asking too much to soon too....
but they decide in the end, we've certainly have our hands full in the meantime :)




lordxorn -> RE: Admirals / Heroes / Government leaders? (1/5/2011 8:00:12 PM)

How about a system where you have Fleet Admirals, and Planetary Leaders that give bonuses ala MOO2, and then for each individual unit give them an experience bonus for ships destroyed. One thing that can make this right is to make sure the level cap is a long grind, I seen other games where units max out too easily.




Data -> RE: Admirals / Heroes / Government leaders? (1/5/2011 8:13:18 PM)

yap, gaining battle experience for ship crews (just as the ground forces also gain experience) is another great ideea; the way moo2 did it was at that time was interesting to say the least
how about saving crews and leaders in case the ship is destroyed to move them to a new ship, conserving the experience? come to think of it, this also comes from moo2
man, moo2 is the father of 4x gaming and DW the only one i've seen so far to be as revolutionary in our times




Data -> RE: Admirals / Heroes / Government leaders? (1/5/2011 8:16:31 PM)

btw, in a battle some of the crew can get killed which should lower the experience level, this way it will really be a long grind to reach the cap....similar to panzer general troop experience where an experienced unit that suffered casualties but replenished it's ranks with new troops would also get an experience hit to reflect the new mix




gmot -> RE: Admirals / Heroes / Government leaders? (1/5/2011 8:30:16 PM)

Having ships gain experience with each battle would be excellent. It would give the player more of an investment in their individual ships and wanting to through the more experienced ones into the tough battles and add another dimension to fleet management. Right now, all cruisers of the same design are essentially interchangeable. Doing for it ship itself should be doable - I think it would be hard to implement for a ships crew that could be moved around from ship to ship.




Data -> RE: Admirals / Heroes / Government leaders? (1/5/2011 9:17:12 PM)

maybe we could have a crew component that could be changed between ships or escape pods component like in moo2...for that matter, maybe we can swap any components between ships
i'm thinking of newly discoverd advanced ships which now you can either use as is or retire for tech advancement....but in theory you can use components that you don't understand yet if you take them from such a ship; maybe the advanced sensors on a scout, the advanced hyperdrive on one of your bb's, etc

i'm just throwing ideas around, don't know how easy or hard to implement they are; i'm perfectly happy with the game as it is now also, elliot should trademark this beautiful brain of his [&o]




Simulation01 -> RE: Admirals / Heroes / Government leaders? (1/5/2011 11:23:45 PM)

I have already laid out my wish for and the concept of Admirals here:

http://www.matrixgames.com/forums/tm.asp?m=2560505


quote:

Ok, what i'm thinking about is the ability to split your empire up into military zones that would be overseen by an one Admiral for each zone. These Admirals would not govern colony's...they would govern all military forces within those zones. The admirals would be able to do things like patrol the borders of your empire and in the event of war could be set to either a defensive stance or an offensive stance. That is to say that you would be able to set up a strategy for the AI Admiral and have him/her/it invade your enemy to the extent to which your strategy has dictated. You would also be able to take command personally, but you would have the option of delegating wars to your Admirals. These admirals would also be given new ships and equipment based on priority's that you are able to set....say the Orion sector is a hot bed of rebellion and discontent, so you give them more resources than say your home system sector which is secure and content...or you want to prepare for an invasion of the weakling state knows as "suckitall"...well you would increase the percentage of ships and supplies that flow to that sector until it has the resources you believe capable of waging your just war. In the event that you form an alliance with multiple Empires...something like NATO...you would then contribute to an integrated command structure and you would send a percentage of ships and supplies to the Grand Admiral of the Alliance!




gmot -> RE: Admirals / Heroes / Government leaders? (1/6/2011 12:09:12 AM)

+1 to that.

What's interesting about your concept Simulation is that it ties into the macro-level automation that is key part of DW. These admirals are like "sector generals" that would look after military responsiblities for a zone (e.g. one sector or multiple ones). And having them automated means you could manually focus your attention on one particular front, while setting an automated policy for your admiral to follow in another.




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
2.3125