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RE: Master Wishlist Thread - 5/10/2010 1:45:11 AM   
ceyan

 

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Kind of a re-post of a couple of things I noted in the 1.4 FAQ thread, but since its a wish, I'll post it here.

1) A bit more configuration to the Popup and Scroll notices. Specifically, if nothing else, the ability to set the scale for what constitutes "Under Attack". I hadn't played a large empire game to date and when I finally bit the bullet the amount of alerts coming in made it completely pointless, to where I had to disable it. Even something as simple as setting the alert by target (IE, you could set it only to display if a Planet or Spaceport is under attack instead of everything), number of attackers (only post an alert if say five or more ships are attacking you), or type of attacker (only alert if a troopship or Destroyer/Cruiser/Capital is attacking).

2) Turning off alert sounds.

3) Maybe not necessarily a wish item, but there are still a few critical items I can't figure out why/how they work. For example, I'm assuming the Private Sector income is some representation of the taxes received across your planets, but that makes absolutely no sense, but its the only link I've been able to make. I don't need details but what is it derived from? (I don't care about formula, I just want a simple answer saying something like "Planet Private Income equals your Tax income", or "Planet Private Income is some combination of profit made from your private ships as they conduct their own internal AI missions")

Same with Space Port Income. Also, why is Annual Private Tax Expenses equal to Annual State Tax Revenue? I could understand before, but now shouldn't the Tax Expense be the full amount spent by the Private Sector, and the Tax Revenue be the Tax Expense * Corruption? Or is that not factored in because Corruption is on a planet by planet basis versus the summary in the expense report? And if we leave it as is, can we get some method of determine what corruption is costing us without having to start breaking out the calculator and adding up tax totals? And for the love of god, what is the lightning bolt on the Empire summary screen? I know it has some easy and obvious answer, but it alludes me none-the-less.

(in reply to Farr)
Post #: 601
RE: Master Wishlist Thread - 5/10/2010 10:38:13 AM   
deanco2

 

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Joined: 4/1/2010
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Ship screen: Please, get rid of the drop down menu for the ship filters.  For some reason, this really bugs me.  It's adding a click and a mouse movement that doesn't need (or want) to be there.  The list should be a column down the left hand side, ready to be clicked on.

If this is not feasible, please, at least make the list remember the last filter selected.

(in reply to Farr)
Post #: 602
RE: Master Wishlist Thread - 5/10/2010 11:02:42 AM   
taltamir

 

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quote:

ORIGINAL: ceyan
3) Maybe not necessarily a wish item, but there are still a few critical items I can't figure out why/how they work. For example, I'm assuming the Private Sector income is some representation of the taxes received across your planets, but that makes absolutely no sense, but its the only link I've been able to make. I don't need details but what is it derived from? (I don't care about formula, I just want a simple answer saying something like "Planet Private Income equals your Tax income", or "Planet Private Income is some combination of profit made from your private ships as they conduct their own internal AI missions")


Private sector income = GDP on all your planets.
Tax = a small percentage of private sector income; which comes out of private sector income (Aka, lowering it)

Private sector income has both little and a lot of importance. A lot because it determines whether or not new freighters, passenger ships, and mining bases will be built.
A little because the only time it will not be sufficient is if you went wild with the designs for things like freighters (put 100 shields on each one, or a death ray), passenger ships, or mining bases (arm and shield them to the teeth).

Mostly its just there if you are curious.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to ceyan)
Post #: 603
RE: Master Wishlist Thread - 5/10/2010 12:16:11 PM   
Bartje

 

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I Wish the Galactopedia / Wiki explains the concepts of economics & the relations inherent between the ingame concepts completely.

Many people confuse things currently that should?? be better explained in the galactopedia. I think

Give that codex some love!

This could be somewhat of a community project as well...

I remember that MoO3 had a custom Encyclopedia made by fans.

It would save the dev's some work...

mmmm....

< Message edited by Bartje -- 5/10/2010 12:17:31 PM >

(in reply to taltamir)
Post #: 604
RE: Master Wishlist Thread - 5/10/2010 1:23:53 PM   
HsojVvad

 

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How about when you click on your home planet for information, you get a picture of that planet. Something like when you colonize a planet when you get that pop up from the right hand side, it would be nice. I guess it would make the screen less bland.

Also I would like a screen that gave me a quick over view of all my colonized systems. By that I mean have all the planets listed, but if I want to see what each is making and what not, I have to click on ever single planet by its self. After 20 colonized moons and planets it gets annoying. Maybe have the current screen as the detailed screen but have another one, where it's an overivew of everything. This way I can see what every planet is building all at the same time so I don't have to click each one seperately.

(in reply to Bartje)
Post #: 605
RE: Master Wishlist Thread - 5/10/2010 4:49:42 PM   
jscott991


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Let us mod the various governments and their bonuses.

(in reply to HsojVvad)
Post #: 606
RE: Master Wishlist Thread - 5/10/2010 8:47:14 PM   
taltamir

 

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quote:

ORIGINAL: jscott991

Let us mod the various governments and their bonuses.


neat idea... I am making a Taltatorship... its like a dictatorship, only I am the supreme ruler and as such it gets a bunch of bonuses :)

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to jscott991)
Post #: 607
RE: Master Wishlist Thread - 5/10/2010 9:55:12 PM   
Bartje

 

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From: Netherlands
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Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2464725

A Civilian Presence

Right now the civilan presence in the game is mostly through the abstract private sector and its ships traveling from planet to planet.

An elected official has just about as much to worry from this abstract behemoth as an imperial dictator or emperor.

It would be a very nice touch to put a face on the private sector. This would also play on one of DW's major strenghts. It's ability to simulate not only ship vs ship combat but the possibility of simulating space faring societies in conflict. Conflict over resources and perhaps ideas.

This conflict is not nessicarily external. Many empires have falles due to internal conflicts. (unhappy civilian groups could be an indication of how likely civil war is, for example!)

This also requires strategy.



How would the private sector get a face?

Well the abstract numbers are there already. What would need to happen is to interpret the data and do it in such a way as makes sense for the race, government as well as situational context (war/peace, scarcity/abundance, small/big, threatened/secure)



An example:

The Traders Union:

The Traders Union is a powerful organisation within our empire that is primarily concerned with the expansion of trade & economic growth.

Main points of the Traders Union Agenda are safety on the tradelanes.

This would mean that not only is your (private) economy harmed by pirates / other empires destroying your traders, it will harm the Trader's Union opinion about you. (under given circumstances ofcourse. Less so in War; they're also patriots! Especially if it is a defensive war for example)

In essence the player would thus have to maintain a reputation with the traders league to keep his private sector running smoothly. (they can be a royal pain if upset. Increased corruption, higher prices for goods.... etc..)

This would give the player, as well as perhaps AI empires real concerns for keeping their freighters safe from harm. (Those darned civilians have a voice now!)

They like: Trader safety, good energy tech (speed), free trade agreements

They dislike: Trader deaths, outdated energy tech (bad for competition), war / no free trade




Another example:

The Admiralty:

The Player might be the head honcho but he is by no means alone in the galaxy.

Ships are not just mindless automatons you know; they're flown by actual living beings!

The admiralty is mainly concerned with the relative strenght of your space forces as well as the proper handeling of the navy.

Their agenda is mainly: Maintaining a sufficient defensive space navy, Not losing naval vessels, Upgrades & retrofits.

They like: Strong navy, modern navy, modern weapon tech / energy tech

They dislike: Weak navy, outdated navy, outdated weapon / energy tech

Displeasing the admiralty doesn't impact their will to fight but it does mean the navy won't be run at top efficiency. (a bonus for a happy admiralty; not a malus for an unhappy admiralty. slightly Lower upkeep or new-shipcost for example??)

(Shameless propaganda--> Perhaps the Admiralty of an empire could be housed in a fleet command station @ homeplanet, one of a kind ???)




Another example:

The Nationalist Faction (Humans First!)

The Nationalist faction view <your_race> as the one destined to rule or conquer the galaxy (note: make more eloquent)

They like: Expansion, a strong military, subjugation of other races, Imperial power, weapon research.

They dislike: outdated weapon tech, being subjugated, being threatened by another (unworthy) race, not being a very influential / powerfull empire.




Another example:

The Tourist Insurance front

With the advent of intergalactic exploration tourism soon came to the stars. Resorts have sprung up all over the galaxy, giving the tourism markret a powerful voice in imperial policy making.

Agenda: Peace, secure resorts, high tourism.

boni: more stable tourist income, lower resort maintenetance

The tourist insurance front dislikes resorts being attacked, damaged & destroyed. They also dislike war because it means there will be fewer tourists. Especially war with a nation that sends tourists is unpopular.






The Existential Rights Movement:


The Existential Rights Movement (TERM) is primarily concerned with protecting the fundamental rights of all "conscious" (-recognizes / reasons its own existence) life in the universe.

TERM's agenda is mainly to oppose planetary bombings, wars (unless defensive; survival is natural), To promote growth & change. (colonization etc..)

The Movement is stringently opposed to the extermination or genocide of conscious life. (unhappiness bonus empire wide depending on TERM's strenght in the Empire)

If TERM's agenda is given due attention the citizens of your Empire will feel more content in life and accepting of their place within the Universe. (happiness bonus depending on TERM's strenght in the Empire)





The Intelligence Agency:


The IA is composed of those shrewd and capable members entrusted with running the spying programs of your Empire

Agenda: Proper Domestic Intelligence Defense, Information gathering concerning other empires, (in war) Sabotage / aiding the war effort.

The IA, being a government group always runs at full efficiency and therefore gives no malus if "unhappy" or structurally ignored.

If their advice is heeded however the organization will run just that bit more efficient resulting in a slightly more effective Intelligence operation. (slightly increased spies as well as lower cost)






The Hive (Queen / Collective):


The Hive is the central dominating aspect our Empire. (if Hive government) It's will is law.

Agenda: Empire's prosperity

Being the state (player) ignorning the hive gives no detrimental malus.

Following the Hive's advice / directive may afford a small bonus however (depending on situation??)

comment: The Hive "group" is supposed to represent the unity within the Hive system of government. No other "factions" or "groups" can be present besides this one.

In essence; the player is playing the hive. The "directives" the hive would occasionally give are thus essentialy nothing more than "impulses" from certain branches of the Hive to the central brain. Heeding these impulses can be rewarding.






The Ruling Party:

The Ruling Party is the dominant Political faction within our Government. (perhaps its agenda changes every so many years??)

Agenda: Empire's prosperity

In essence the player represents the ruling party.

Following the advice given by certain branches of government improves the parties standing in the Empire's politics. There is no downside or malus for not doing so. (except missing the bonus)

If their advice is heeded the government runs slightly more efficient resulting in slightly higher morale as well as lower costs within the empire.






The Legalist Party:


The Legalist party is primarily concerned with the legal side of society.

Agenda: Legalism

The LP would like to see an international body governing the legal affairs (perhaps political and diplomatic as well??) of all interstellar races.


The LP does not like it if the Empire does not honour its agreements. (mutual defense / alliance etc..)

Heeding the LP means a slight increase in morale (people know that the government is consistent not random) as well a slight bonus to reputation. (The Empire becomes more predictable and reliable to outsiders)






The Industrial Lobby:

The IL is a conglomerate of industries from across the empire.


Agenda: Advancing Industrial Production & Profit

The IL is a purely civilian group that forms a political group to convince politicians to heed its agenda.

The IL likes: new planets & resources, Industrial research.

The IL dislikes: not having acces to resources, outdated Industrial tech.

Pleasing the Industrial Lobby means resource income is slightly higher / cost decrease for building stuff




The Royalists

The Royalists are staunch supporters of the Monarchy.

Agenda: Empire's prosperity

In essence the player is the monarch and these are his loyalist supporters.

Following the advice given by certain branches of government improves the parties standing in the Empire. (staying in contact with the people improves the monarch & loyalists support among the people)
There is no downside or malus for not doing so. (except missing the bonus)

If their advice is heeded the government runs slightly more efficient resulting in slightly higher morale as well as lower costs within the empire.






The Army

The Army represents the voice of the top brass within the government. The army is primarily concerned with planetary forces as opposed to the navy that is space based.

Agenda: Keeping the Empire safe

Likes: Strong Army, modern weapons tech, planetary security, succesfull invasions.

dislikes: weak army, outdated weapons tech, insecure planets, failed invasions.






The Acadamic Lobby

The AL is a collection of the Empires most prestigious academies uniting within one organization to realise their agenda.

Agenda: Scientific advancement

Like: Modern tech, lots of money into research

Dislike: Outdated tech, little research spending






The Explorers Guild

The EG is a group of adventureous people united through their desire to explore the unknown.

Agenda: Explore the unknown

Like: exploration vessels, map trades / updated map

dislike: no exploration, no map trades / outdated map





The Central Bank

Every empire that has some graps of montetary worth has banks. The central bank influences the empire's economy through interest rates.

Low interest rates mean faster economic growth; high interest rates mean slower economic growth.

Agenda: Fiscal responsibility, Empire's economic well being

Likes: Interest rate to match growth preventing inflation. (normal cost)

Dislikes: Growth driving prices. (increased cost)


The central bank would introduce a new mechanic into DW, Inflation.

How would inflation be represented? By higher prices.

Inflation is decreased by slower growth and a higher interest rate.


The inflation mechanic would thus represent the increasing demand of certain items as an empire's population & territory expands. (economic expansion)

Inflation would be decreased by slowing the growth pace or setting a higher interest rate. (which could be automated but also manual or suggested)

A higher interest rate mean slower growth but also the gradual normalization of prices. High interest also increases tax government revenue (lots of foreign money flowing into the banks / stocks & bonds)

Low interest represents the normal government income.

This gives the following rudimentary states (not limited too):

Low Inflation & Low Interest

- Prices are not increased due to inflation.

- Growth is not hampered by inflation or high loan interest (growth is both private & government)

- Government income from stocks & bonds is normal


Normal Inlfation & Normal Interest

- Inflation is slightly increasing costs

- Growth is slightly hampered by increased costs & increased loan interest (growth is both private & government)

- Government income from stocks & bonds is slightly increased

High Inflation & High Interest

- Inflation is noticably increasing costs

- Growth is hampered by increased costs & loand interests (growth is both private & government)

- Government income from stocks & bonds is noticably increased


There is thus a mechanic that allows the player to steer his economy.

Do you focus on cash reserves for immediate spending or will you create the ideal conditions for your private sector to grow.

Keep in mind however that reckless growth can overheat the economy leading to severe inflation!


This is a relatively simple & abstract economic model but I think it would fit right into DW.

Allowing the the empire to excercise somewhat more control over the private sector in a very realistic and immersive way.








And there are many other possibilities



How would this work in game???? This would be a tremendous amount of work!

It would be an addition yes; but it should not be nearly as much work as it sounds if you think about it.

The nessicary values are already present in the game, in the form of the private sector.

All this would do is use that data to make it more "visible" and "alive" to the player. Perhaps it would also make AI behavior more plausible??

I imagine it as an addition that would be in the form of a new diplomatic contact for the given faction / group.

Ocassionally you will get a report or request, sometimes they will make a strong case for some actions (attempted blackmail or temptation)

It would also be clear what the group's agenda is and how it is tied to certain aspects of the "living" galaxy.




Example:

A lone pirate ship has been destroying many freighters going from planet A to planet B.

After several reports a message from the traders union arrives politely informing the player that several traders have perished by pirate attacks in this area and requesting immediate action.

being a sadistic bastard I decide to tell him off and get back to planning an invasion of a neighboring star system.

Several deaths later the Trader's representative is on the horn again yelling at me for not preventing more senseless loss of life.

He somewhat inpolitely informs me of the economic consequences my actions have had (trade slows down; private sector income lower; tax income decreases slightly) and points out that the trader's union is from now on unwilling to make dangerous runs.

This means that ships will start flying in convoy due to to safety concerns. (dammit thats inneficient!)

Also: More dangerous trading runs will see less trade traffic. (outlying systems will develop more slowly)

...

I am now... slightly compelled to take action and get my civilian population in line.






What do you think? Do you like this idea of "sub-factions"

I feel it would provide a more immersive experience as well as improve the plausibility of interstellar conflicts and alliances.

It becomes logical for example for trade driven empires to join forces against pirates / monsters. (this would be awesome to see!)

Or expansionist empires to form alliances against the "weak & unworthy"

Or many other things.

It just goes to show there is far more to running an empire than the player's ego, ideas & ideals.

Ofcourse a system such as this would be somewhat bare-bones initially; growing as the community & developers generate more ideas and get more feedback.




Please note that I've tried to incorporate a mechanic that would "encourage" the player to heed the advice of his AI automation. (because its the groups that are voicing the advice now)

It would also be neat if the player could "ask" for advice by contacting the faction through the diplomacy screen.

This could replace the popup spam that we occasionally get.

< Message edited by Bartje -- 5/12/2010 12:22:45 PM >

(in reply to taltamir)
Post #: 608
RE: Master Wishlist Thread - 5/10/2010 10:35:21 PM   
mixmaster

 

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Sorry if this has already been mentioned:

1. Have the select nearest available military ship button scroll through the list of ships by order of distance and provide an eta to the selected object. That way if the closest few ships are on missions that I want to preserve, I can keep clicking until I find a ship that I can re-route, and know it can get there in time to be of use.

2. I know this has been mentioned, but an eta for all ships would be nice.

Great game and keep up the good work!

Thanks,
Mike

(in reply to Bartje)
Post #: 609
RE: Master Wishlist Thread - 5/11/2010 12:15:58 AM   
ceyan

 

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On the sub-faction idea, one thought I had while reading through it that might be easier to implement is have your Private Sector act like an AI Empire that uses your worlds, only split it up into multiple factions. Kind of like Corporations. Say for every X number of colonies you'd gain a new private Corp. Then, whenever you colonize a new world, it would randomly be assigned one of those Corps (there would probably have to be logic behind that choice). Then these Corps would build Private ships as usual, but each ship would be associated with an individual Corp. Each corp maintains its own bankroll via the GDP of the planets it is associated with, and expends its own individual expense line. Once you have that setup a working, the sky is the limit. You could have the Corps act like internal pirates against other Corps, or even other Empires. You could setup a system by which a corperation could align itself with another to try and takeover another (through some non-combat mechanism). You could have inter-Corp wars and let a Corperation build Escort/Frigate/Destroyer ships with its bankroll.

You could also tie in some of the faction ideas. You could have events pop-up about Government intervention into some private sector affair, like stopping a war, or preventing piracy, but if you step in you lose the revenue of the Corps involved but prevent them from destroying themselves and costing you everything in the long run. But if you let them run on, you'll recieve a bonus to your cash flow as they bribe you to keep out of their business. It would also be a nice tie-in to a revolt mechanic, a Corp could eventually get big enough that it splits off from your empire and becomes an independent power.

(in reply to mixmaster)
Post #: 610
RE: Master Wishlist Thread - 5/11/2010 9:07:01 AM   
Bartje

 

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That's a nice idea Ceyan but I think its going a little too far for now.

It would suit certain types of government (corporation) to be made up of semi-independent daughter corporations though, I'd love to see it!.

You can discuss the idea here though; http://www.matrixgames.com/forums/tm.asp?m=2464725

< Message edited by Bartje -- 5/11/2010 9:29:09 AM >

(in reply to ceyan)
Post #: 611
RE: Master Wishlist Thread - 5/11/2010 10:49:00 AM   
RSF777

 

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A few things I thought about while playing the game:

1) The game is great now and I love it, but if it was a little more open to user modification it could become epic.

2) Ship combat AI appears to conflict with its energy and weapons management producing a much weaker laser or hybrid type ship, i went into details in this post http://www.matrixgames.com/forums/tm.asp?m=2465225. This could also significantly increase the challenge of the enemy AI, not having ships that would rather look at the scenery than fire their weapons. Or a button I can push to make my ships charge in and use all available energy for weapons

3) Fighters/Bombers/Carriers, whats a 4x space game without strike craft.

4) Possibly be able to make the arrow keys go to the nearest colony/star/spaceport in that direction without changing the selected unit? Easy flipping through star systems while reassigning fleet missions.

5) Diplomatic messages that say "get the f outta my system xxx" on the event ticker open the diplomacy screen, it just strikes me that this should take you to the ship/system in question. Am I right or was this another diplomacy message?

6) More weapons please, more guns to play with is never a bad thing. Death rays, particle beams, ISBMs, shield zappers, bug zappers, assault pods, and anal probes. The latter of which could be a new spy mission.

7) Patrol ships that detect and automatically move to where an incoming enemy will emerge from a jump, would also be very good for enemy AI.

8) groups of ship jump destinations maybe being more linear to the target instead of a random circle around it, or closer together, sometimes I have to jump a fleet a ways out from a large enemy base so I don't unintentionally land a key ship in the middle of a deathtrap. Detailed jump orders would be cool, all jump together, 1 second intervals or smaller ships first etc.

Sorry if thats a lot, I know the game is based a lot on automation, but I think it would be fun to control this a little more.

(in reply to Bartje)
Post #: 612
RE: Master Wishlist Thread - 5/12/2010 12:57:49 AM   
the1sean


Posts: 854
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From: Texas, USA
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This list is post-1.045, I havent played any earlier versions...

-An option for Scrolling/popup messages that inform me when one of my bases is destroyed? A separate setting for private ships, state ships, private bases, and state bases would be extremely helpful, and if the message could include what did the killing too.

-it would be nice if it was easier to tell what planet types a race can colonize by default without any tech unlocks

-custom race design using a points based system

-ability to set whether all races can be found as independents on a case by case basis

-On empire screen it would be nice for ship and base maintenance to be shown separately from each other. Also, If ship upkeep could be broken down by class on that screen or in a scrollable/expandable manner that would be ideal.

-Again, click and drag map movement/scrolling support.

-Collapsible ship building menus; ie i can type the number of each ship component type i want onto a field once I add ONE of that component type to a ship. That way starbases will be much easier to look at. At a glance you can tell how many of each type of component the ship has, and change it without tons of clicking.

-Separate AI difficulty designators...

-an option to turn the story mode off...

-Some type of ground battle info area/screen so I can see names of units and how the troops are stacking up against each other.

-Again, ships on patrol to automatically refuel when needed. I often put my non-automated fleets to patrol certain systems, and it is a pain to have to tell them to refuel all the time, maybe an autorefuel option popup when i set fleets to patrol.

-Ability to force enemies to surrender planets, money, and techs in peace negotiations.

-When a race subjugates themselves during a war I dont get a choice whether to accept or not. I would also like the option of assigning the tribute percent, and possibly a tribute length to the "reparations". Of course I also want to be able to force them to ending wars with others, ending or starting trade embargoes, etc...

-Have research screen display the research bonuses from decommissioning advanced ships and other special effects like special planets or resources.

-More cool extremely rare resources like Korabbian Spice and Zentabia Fluid. Also have them give different varied effects, like instead of just a +50% developement bonus from Zentabia Fluid, lower or eliminate the development bonus but have it give troops bonuses to organization losses in combat, etc...

-I dont like the context sensitive mouse commands. If they could be avoided by hitting the ctrl key or disabled in the options menu. I have problems with fleets wanting to patrol a system where i want them to refuel.

-Along with the context commands, I would also like to be able to give refuel missions when fuel is full, for long jumps across the galaxy, so i can queue up fuel pit stops on the way to attack a system. Also issues with invading planets that I want to move troop transports to...

-Fonts and artwork larger on higher resolution displays, I keep putting my face RIGHT UP TO THE SCREEN to read things or visually recognize ships.

-Manually resizable info windows, sometimes info is really smooshed because it is displayed in a very small window. (by the way, kudos, I LOVE being able to have multiple windows open at the same time.)

OTHER PEOPLE'S SUGGESTIONS THAT I ENDORSE:

-Fleet Fill Troops button: A command you can give at the fleet level that will have them go off and fill their troop holds at the nearest possible place. Bonus points if they coordinate so as not to step on each others toes. Also have them automatically pick up best troops available so I dont get wimpy nerds with bb-guns

-Fuel tankers: A ship that can be automated so that all it does is deliver fuel to ships in the field. Unlike a resupply ship in that it doesn't actually create it's own fuel, just gets it from elsewhere. Maybe this could be part of the private economy.

-An ability to resupply a fleet with ships, for instance by "locking" a fleet, then the game will keep track of how many and what ships are there at the time, then when you build new ships they should [rendezvous] with the fleet until it's "full" again.

-A "retrofit base" system that queues up the work for construction ships, I hate trashing giant expensive space stations just so that I can swap a hand full of components.

-A way that the "scrap now" command doesnt let resources go to waste, I have a suggestion below for salvage ships, and it would be cool if scrapping advanced bases that I found around the map could net me some research boons!

-Hyperlinks to tech on the diplomacy screen would be convenient, especially on the trade proposal screen. It's difficult to determine whether a trade is fair or not without having to navigate a bunch of screens. also, more info when a race comes to trade you a tech, and you arent in regular diplomacy screen, i hate to miss out on good offers, but gotta know if its a discounted price cuz they are hard up on cash


< Message edited by the1sean -- 5/12/2010 6:58:33 AM >

(in reply to 4xfan)
Post #: 613
RE: Master Wishlist Thread - 5/12/2010 1:04:28 AM   
the1sean


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And for my really big/cool ideas, maybe for the expansion:

-RANDOM TECH TREE web like the one found in sword of the stars. some techs are "core techs" and will be researchable every game, and some "non-core" only have a chance of showing up in each game for each faction (determined as a percentage chance to appear for each race), and you dont know if you have it available until you hit the prerequisite tech. If no races happen to get a tech in one game, then it will change the tactics of that game. If you dont get a tech in your tree one game, but another faction does, you can either trade for it, or reverse engineer it from salvage (see next suggestion). http://sots.rorschach.net/Research

-SALVAGE: Ships usually keep firing on an enemy ship even if it is no longer a viable threat or completely disabled. Make them stop doing that, it wastes resources!!! If you include the ability to salvage resources from ship debris after battles that would be very cool. Have salvage ships (private, state, pirate?) that can go out and salvage resources and even surviving advanced modules from appropriate debris. http://sots.rorschach.net/Special_Projects

-WAR AID in diplomacy, ability to sell, trade or GIVE ships to other races, along with cash. That way I can play like Russia and China in the Korean and Vietnam wars and give the enemy of my enemy some war machines. The AI in Galactic Civilizations 2 is REALLY good at doing this to fight opponents through proxy wars. Often you dont even know exactly who might be causing your demise when some piddly faction's war material balloons like crazy. Also a good way to get rid of old ships without having to refit them if you dont want to; sell them to an ally :)

-ARMS MARKET a galactic bazaar like in Imperium Galactica 2. http://pc.ign.com/dor/objects/11651/imperium-galactica-ii-alliances/images/imperiumgalactica2012.html?page=mediaFull
Basically any empire/faction can sell their already built ships on a market that any galactic power (including pirates and independents) can purchase from after looking at the unit's stats, etc. Of course technologically inferior nations would disassemble those ships so that they can reverse engineer them. Just like the real life arms market :)

-WORMHOLES! Like the ones that are constant in Master of Orion2, Star Control, and Armada 2526. I especially like how armada had different levels of wormholes, and without the right tech other races (or the player!) cant even see them. However, having both standard "stable" wormholes and also "unstable" wormholes that appear and disappear at random intervals would be awesome. Maybe even have star bases that players could build to stabilize or destabilize them, or just research them. Could really give the galaxy topography.

< Message edited by the1sean -- 5/12/2010 1:09:14 AM >

(in reply to the1sean)
Post #: 614
RE: Master Wishlist Thread - 5/12/2010 1:41:35 AM   
the1sean


Posts: 854
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From: Texas, USA
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oh yeah, and when I get notified that I have founded a colony, please please please give me a popup where I can name the colony or leave the old designator in the field like in Master of Orion 2, and if I am the first person to colonize a system, a checkbox that can force the entire star system (star and planets) to be renamed to match the name that I give the new colony. Less of this Colony A596 orbiting planet Korabbia in the Talerath system in sector J19, lol.

I actually like the fact that moons and stuff have fun designators, but for the sake of organization and simplicity it would be nice. A game with an average of at least 700 fully fleshed out star systems with up to a dozen stellar bodies in them can be an organizational nightmare. As it is, after a new colony is founded, I have to navigate to the colony list, remember the designator for a possible moon, click in the name box and type in the new name. THEN I have to open up the Game Editor, and find and zoom down to the same system to rename the star to match the name of my new colony!

(in reply to the1sean)
Post #: 615
RE: Master Wishlist Thread - 5/13/2010 1:59:23 PM   
HsojVvad

 

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Joined: 3/24/2010
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How about adding new tabs or mini tabs to the bottom left screen. By that I mean I like how I can scroll through each ship or base or planet singly, one at a time. But what about the far end, where the white arrow is, will scroll to the ship but also center on the ship as well. There has been alot of times I like to cycle through them, but I have to hit the next buton then go the name and click on it to center it. What I like to do, so I have a bearing where my ships are and planets are, and just hit next, and center on it automatically.

This way if we click on the next tab say in the center it will go to next ship, if we click on the arrow part of the tab, it will go to the next ship and center it so we don't have to do two clicks and we can really scroll through are ships and know where they are alot faster.

(in reply to the1sean)
Post #: 616
RE: Master Wishlist Thread - 5/13/2010 5:06:04 PM   
frugaldude

 

Posts: 85
Joined: 3/22/2010
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quote:

ORIGINAL: Davor

How about adding new tabs or mini tabs to the bottom left screen. By that I mean I like how I can scroll through each ship or base or planet singly, one at a time. But what about the far end, where the white arrow is, will scroll to the ship but also center on the ship as well. There has been alot of times I like to cycle through them, but I have to hit the next buton then go the name and click on it to center it. What I like to do, so I have a bearing where my ships are and planets are, and just hit next, and center on it automatically.

This way if we click on the next tab say in the center it will go to next ship, if we click on the arrow part of the tab, it will go to the next ship and center it so we don't have to do two clicks and we can really scroll through are ships and know where they are alot faster.


You can use the locking function('L' key).
Each time you select another item it will center on that item.

(in reply to HsojVvad)
Post #: 617
RE: Master Wishlist Thread - 5/13/2010 10:14:36 PM   
HsojVvad

 

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Thanks frugaldude, I never thought of that. I will try it. Thank you.

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Post #: 618
RE: Master Wishlist Thread - 5/14/2010 10:01:30 AM   
fermionorama

 

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Two suggestions for the Message system, searched through the wishlist thread, didn't find any similar suggestions.

1.  The real time message queue often can't keep up with how fast message-triggering events happen.  Allow the real time message queue to finish displaying messages for events which have already happened when the game is paused.

This way, when a large number of messages come in, you can pause the game, allow the message queue to finish, decide what do to about them, and then unpause.

As it is, to do this you have to open up the message history screen, which is less convenient (the hyperlinks in the always-on-top message queue are quite convenient).

2. More descriptive 'subject' lines for messages in the message history.  Right now, retrofits and new construction show up with the same icon and subject whether they are for a ship, base, spaceport, etc.

Perhaps keep the icons the same (all construction events use the hammer) but have the subjects a bit more descriptive ... i.e. instead of "ship completed" have "[spaceport_class (small,med,lg)] retrofit completed" or "[ship_class (dstr,frig,cap,cru,esc)] completed" or "base completed" ... and instead of "under attack" have "[ship_class] under attack" or "[spaceport_class] under attack"

(in reply to HsojVvad)
Post #: 619
RE: Master Wishlist Thread - 5/14/2010 10:38:59 AM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
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quote:

ORIGINAL: fermionorama

Two suggestions for the Message system, searched through the wishlist thread, didn't find any similar suggestions.

1.  The real time message queue often can't keep up with how fast message-triggering events happen.  Allow the real time message queue to finish displaying messages for events which have already happened when the game is paused.

This way, when a large number of messages come in, you can pause the game, allow the message queue to finish, decide what do to about them, and then unpause.

As it is, to do this you have to open up the message history screen, which is less convenient (the hyperlinks in the always-on-top message queue are quite convenient).

2. More descriptive 'subject' lines for messages in the message history.  Right now, retrofits and new construction show up with the same icon and subject whether they are for a ship, base, spaceport, etc.

Perhaps keep the icons the same (all construction events use the hammer) but have the subjects a bit more descriptive ... i.e. instead of "ship completed" have "[spaceport_class (small,med,lg)] retrofit completed" or "[ship_class (dstr,frig,cap,cru,esc)] completed" or "base completed" ... and instead of "under attack" have "[ship_class] under attack" or "[spaceport_class] under attack"




Seconded!

I find it a nuissance to have to click on the messages screen. I'd much rather use the window like you said!

(in reply to fermionorama)
Post #: 620
RE: Master Wishlist Thread - 5/14/2010 1:52:24 PM   
deanco2

 

Posts: 75
Joined: 4/1/2010
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These suggestions should be pretty far down on the list, but here goes:

1. Please consider changing the default 'alert' sound.  Incredibly annoying, goes on too long, way too loud.  Did I mention annoying?  A simple beep will do.

2. The game is missing death animations and sounds when a space monster dies.  As it is, the space monster just disappears.  Not very satisfying.  You could probably just make a general 'bloody splat' animation and a 'splat' sound, and assign it to every monster.

3. Is it possible to skin the Windows-style popups?  Make them look more like part of the game?  I must admit, it's jarring, and reduces the immersion, to see a message in the game that looks just like I'm emptying the Recycle Bin.

(in reply to Bartje)
Post #: 621
RE: Master Wishlist Thread - 5/14/2010 4:25:00 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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Ship Design Proposal for AI Use...Player Defined Design Templates.

The Concept:

The idea is to make an easy to use, out of game editor that allows a player to define ship designs at each size and role level for each species. This allows for 2 things, Modders and Players can ensure that AI ship designs are competative with their own designs, thus making the game more challenging and it allows players to better define the differences between species and design philisophy by allowing them to define in detail how each automatic ship design should look for a species.

The Execution:

This would require the use of a standalone editor that has access to the games database and allows the player to design similar to what is seen with the in game ship designer. The difference here is that one the design is saved, it is sent out as a simple template which the game accesses through the Customization folder. Each Race in game would have it's own folder with every design template the player/modder creates.

Key to this is allowing the player access to the componants, so they can be sure that the design template is buildable at the appropriate build level. While the output itself would be in a simpler form that simply tells the AI to build a ship with X number of Y componant, etc. (I will give an example further down).

There are two ways to output the designs. One as a template, the other as a defined ship design where the player's componant choices are exactly the way the AI will build it.

The Templates:

Example 1: Simple Guide Template

I'm going from memory here, so I might miss some things.

-Design Name: Example 1
-Design Role: Escort
-Maximum Size: 200
-Against More Powerful: Standoff
-Against Weaker Opponent: Standoff
-Invade: Never
-Retreat When: Shields at 20%
Components: (this is the actual number the AI will use when designing)
-Beam Weapons: 6
-Torpedo Weapons: 1
-Shields: 2
-Armor: 4
-ECM: 1
-***Continue with Each component used***

The AI would necessarily need to be smart enough to adjust the designs to fit within the Maximum Size allowed. Consider the component numbers listed here as the Maximum allowed, with the AI making the changes needed to keep the design under the 200 Size limit.

Another possibility with the template system is that you could define that Example 1 must reach a non-hyperspace speed of 40, and a minimum hyperspace speed of 20000. Or going even farther, that Firepower must be >60 and shields >200 rather than specifying a set number of each weapon/shield type.


Example 2: Player defined Design (non-Template)

This one is even simpler, but harder for the AI to implement. The player designs the ship the AI will use. The AI makes no modifications. This works great for the base designs, but not for late game designs. In this case, the AI will simply have to upgrade the defined base designs. That also means that the AI might not be able to build newer designs due to size restrictions. In this case, the AI must be able to recognize the inability to build the upgraded design, and elect to continue building the older, smaller design.

*********************

These are just a couple of ideas that allow players and modders more control over how the AI builds its ships and gives us a chance to make sure that AI designs are competative against player defined designs.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to deanco2)
Post #: 622
RE: Master Wishlist Thread - 5/14/2010 4:29:13 PM   
Bartje

 

Posts: 308
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From: Netherlands
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Projectile Weapons & Energy Weapons

Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2457473&mpage=6&key=

An ammunition Collier / supply ship is nothing more than a refeuling point essentially.

If the computer understands refueling it could easily be made to understand reloading. (with a higher safety margin probably)


Aurora is the only "game" / "VB-spreadsheet" that has this functionality as far as I know but it would be great to see in DW as well.


This could for example show the distinct difference between ammunition based and energy based weapons (if introduced)

-Ammunition based weaponry relies on supply delivery of ammo. (collier ships)

-Energy based weaponry rely on fuel / energy and thus delivery of fuel. (refueling / tanker ships)


It would add strategy as well as racial / tech path distinction to the Universe.

Do you focus on ammunition or energy based weaponry?






Distinctions could be:


- - - - - - - - -Ammuntion - - - - - - - Energy
Fire-Rate + (-) - (+) :Rate of Fire is usually an ammunition based advantage; some weapon forms differ. (pules, rail gun etc..)
req-ammo + - :Ammo requirement to fight
req-fuel - + :Energy / fuel requirement to fight
Range - (+) + (-) :Range is usually an energy based advantage; though some weapons differ. (rail gun +, pulse laser (-))
Speed - + :Projectile / Beam Speed is (? usually?) an Energy based advantage.
Damage + (-) - (+) :Overal Damage per second is usually a projectile based advantage. Some weapons differ. (rail gun +, pulse laser (-))
Accuracy - (+) + (-) :Accuracy over vast distances is an Energy based advantage. Some weapons differ. (Missiles, guided ammunition +, pulse laser (-))



How would the AI handle this?
Well there would be several weapon types & strategies that the AI would have to incorporate in its ship design and strategic / tactical decisions.
- An energy based combat vessel is by default (long) ranged and thus prefers to keep its distance.
- A Projectile based combat vessel is by default medium ranged and prefers to close in because close distances vastly increase accuracy when using Projectile based weapons.
- Guided Projectiles negate accuracy & range malus on guns.
- Energy based warfare is fuel / power intensive. Fuel for maneuvering & fighting is limited. Refueling ships a nessesity. (tankers?)
- Projectile based warfare is ammunition intensive. Ammunition must be supplied
- Projectile storage is more efficient that fuel storage for weapons consumption.
Thus this would allow us to conclude:
Energy based weaponry is more Expensive but (usually) confers a range and accuracy advantage.
Projectile based weaponry is cheap but (usually) confers a Rate of Fire and damage advantage.
Which also implies that if Fighters are introduced:
- Energy based bombers are very effective if they can keep range.
- Projectile based fighters / interceptors are very effecive because they have RoF & damage. (need to get close though)
- Energy based point defense is not as effective as projectile based point defense versus many fighters / swarms of missiles. (Rate of Fire & medium range VS slow, accurate & high range)



I'd love to see the combat system deepened somehow.
Just giving an idea!


< Message edited by Bartje -- 5/14/2010 4:30:49 PM >

(in reply to Shark7)
Post #: 623
RE: Master Wishlist Thread - 5/14/2010 5:31:57 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
Inteligent UI Improvement:
- When you change the race, the other pulldown menu's reset, they need to stay at the one you select before.
- When you select a Mission, there should be a mission time selected automaticly, 1 year or 1 month.

- Counter inteligent need to give some expierience when they catch a spy.

- reassign the Agent to the last mission he did instead to do counter intel at default.

- Increase the difficult of Sabotage missions, lower the difficult of Territory/Galaxy Map a bit.


(in reply to Bartje)
Post #: 624
RE: Master Wishlist Thread - 5/15/2010 2:53:05 PM   
Wenla


Posts: 83
Joined: 4/14/2010
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It would be nice if there would be 'a forced peace time' (half an year? An year?) after making peace with other empire. It's frustrating to get "War Circle" (= 1. Other Empire: "I hate you! DOW! 2. War 3. OE: "I'm hoping to make a peace" 4. I: "OK" 5. Both: Peace 6. One minute later: OE: "I hate you! DOW! etc etc).

< Message edited by Wenla -- 5/15/2010 2:55:13 PM >


_____________________________

Before you can define your strategy, you have to have a vision

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Post #: 625
RE: Master Wishlist Thread - 5/15/2010 8:19:34 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline
Hello everyone,

after playing a couple of days here are the things I would like to have in the game:

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target

- derelict ships:
- - option to disable them or at least to limit their size (or both :))
- - make their tech level random (so you can also find ships of lower tech than you have)

- tech from retiring ships: the more advanced the tech of the ship the greater the chance to just get nothing out of it because our scientists simply lack the skill ...

- selection panel in the lower left:
- - display maximum troop capacity of ships
- - display armour value
- - display current location of object!! (system / planet rather than coordinates)

- Economy screen: show in detail how space port and resort base income is calculated (the single numbers that on top of that fluctuate a lot are no good for plannig anything)

- When trading or stealing maps show a list of all interesting places that are newly discovered thereby

- Show a message when ships and bases are destroyed!

- The ship list (F7) should remember the last filter selection (e. g. "military ships") and if possible even the last scoll position

More to come ... :)

< Message edited by Yarasala -- 5/15/2010 10:53:22 PM >

(in reply to Erik Rutins)
Post #: 626
RE: Master Wishlist Thread - 5/16/2010 4:40:53 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
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quote:

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target

On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.

quote:

- derelict ships:
- - option to disable them or at least to limit their size (or both :))

Agreed.

quote:

- - make their tech level random (so you can also find ships of lower tech than you have)

AFAIK this is already the case

quote:

- selection panel in the lower left:
- - display maximum troop capacity of ships
- - display armour value
- - display current location of object!! (system / planet rather than coordinates)

- Economy screen: show in detail how space port and resort base income is calculated (the single numbers that on top of that fluctuate a lot are no good for plannig anything)

- When trading or stealing maps show a list of all interesting places that are newly discovered thereby

- Show a message when ships and bases are destroyed!

- The ship list (F7) should remember the last filter selection (e. g. "military ships") and if possible even the last scoll position

Excellent ideas, I concur with all of them

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Yarasala)
Post #: 627
RE: Master Wishlist Thread - 5/16/2010 4:49:09 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
quote:

ORIGINAL: taltamir

neat idea... I am making a Taltatorship... its like a dictatorship, only I am the supreme ruler and as such it gets a bunch of bonuses :)
I vote for a Chucktatorship: Rule by Chuck Norris. Cannot be overthrown, because, you know, Chuck Norris.

(in reply to taltamir)
Post #: 628
RE: Master Wishlist Thread - 5/16/2010 5:04:05 AM   
Arnir


Posts: 482
Joined: 10/12/2002
From: Alberta. In Texas.
Status: offline
This has probably already been mentioned, but a mothball option would be nice.  Put your ships or stations into mothballs and then have greatly reduced maintenance costs.  Then a fee to bring them up to spec again.   I was thinking it would be especially nice to do this with research stations that I would like to have stop working due to budget issues.  I don't want to scrap them and rebuild them.

_____________________________


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Post #: 629
RE: Master Wishlist Thread - 5/16/2010 9:25:18 AM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline

quote:

ORIGINAL: taltamir

quote:

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target

On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.


Then make it an autocompleting combobox where you have to type at least two letters and the list generated will consist of all system names beginning with that letter.

The problem I face quite often: how can I send a couple of ships scattered throughout my empire to one common location (e. g. the colony next to the enemy I want to attack or the colony attacked by an enemy fleet) without having to find every ship, select it, look up the colony in the F5 map or main view, zoom in sufficiently to get the "move to planet" cursor and right click ...

(in reply to taltamir)
Post #: 630
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