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RE: Master Wishlist Thread - 6/12/2010 9:41:30 PM   
tjhkkr


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Wishlist:  Fighters?

(in reply to aprezto)
Post #: 721
RE: Master Wishlist Thread - 6/13/2010 11:17:40 AM   
taltamir

 

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quote:

ORIGINAL: tjhkkr

Wishlist:  Fighters?


Counterwish: NO fighters please.

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(in reply to tjhkkr)
Post #: 722
RE: Master Wishlist Thread - 6/13/2010 4:00:26 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: tjhkkr

Wishlist:  Fighters?


Counterwish: NO fighters please.


If done right they wouldn't be so bad, but they'd need to work like this IMO:

1. A cargo pod that is a fighter bay to help limit the numbers.
2. You get one wave. Once they are destroyed they are consumed and have to be replinished by 'repair and refuel' at a spaceport or planet.
3. They should have a negligible effect on battle, except for a dedicated bomber.

Fighter types:

-Fighter: Basic single pilot vehicle with balanced offense/defense. Unable to engage capital ships.
-Bomber: Heavy fighter with high defense and high offence. Vulnerable to fighters, able to engage capital ships.
-Interceptor: Light fighter with high offense but low defense. Fast, and very effective against fighters and bombers. Unable to engage capital ships.

Usefull, but shouldn't be over-powered.

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(in reply to taltamir)
Post #: 723
RE: Master Wishlist Thread - 6/13/2010 6:23:07 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: tjhkkr

Wishlist:  Fighters?



+1

(in reply to taltamir)
Post #: 724
RE: Master Wishlist Thread - 6/14/2010 10:49:23 PM   
shady8x

 

Posts: 1
Joined: 6/11/2010
Status: offline
New to the game and love it so far but I have a few issues with it. Sorry if these have been mentioned before (or if the real issue is that I don't know how to do something that is already in the game).

My main problem is the lack of the ability to set tax level and give build/recruitment orders to more than one planet and shipyard.

I tend to build tiny spaceports at all my planets. Clicking through 30 planets then a drop down menu to choose the shipyard and purchasing it gets tiring.
Clicking through a hundred worlds and clicking a drop menu to try to find the 5-10 planets that don't currently have a spaceport is not fun at all.
Clicking through all hundred of my space ports when I want to quickly build up a massive fleet is also not fun.

I would like the ability to select multiple planets and set a tax level for all of them at the same time.
I would like the ability to select multiple planets and order the building of a shipyard(or anything else that can be built at planets) on all of those planets where the shipyard can be built, at the same time.
I would like the ability to select multiple planets and recruit troops on all those planets at the same time.
I would like the ability to select multiple shipyards and be able to queue up the production of a certain ship for all of them at the same time.
The drop down menu for the building queue should have the last thing you purchased, be selected from the start.

Also I think that when you tell a fleet to retrofit, it shouldn't just all go to one spaceport. The ships should split up and head to different idle spaceports so that all ships could be upgraded at pretty much the same time. So if I have 50 idle spaceports, the 40 ship fleet does not all head to one spaceport that is closest or biggest or a port that is already building something at its maximum capacity.

Another thing I would like to control is the non stop contact by AI empires. I have had a game where there would be an offer to swap maps being given every minute. I want to be contacted if they want free trade agreement or a mutual defense pact, but I don't want map swaps, I already bought their maps a long time ago. There should be a way to turn off specific diplomatic offers from coming through or better yet an ability to set auto-response to specific offers for all empires or a specific empire. So that your empire could automatically always refuse to swap maps but always accept free trade agreements while still bringing up the diplomatic window for other offers, such as the mutual defense pact.


< Message edited by shady8x -- 6/14/2010 11:06:20 PM >

(in reply to aprezto)
Post #: 725
RE: Master Wishlist Thread - 6/14/2010 11:56:08 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
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Well if there are fighters I would prefer a new ship type to be added to carry them, a Carrier.

So we would have Escort-->Frigate-->Destroyer-->Cruiser-->Carrier-->Capital

Something for a future expansion maybe, it would need new ship graphics for the 3 types of fighter you suggested and also the Carrier, and each race doesn't even have a shipset to itself yet ^^

(in reply to shady8x)
Post #: 726
RE: Master Wishlist Thread - 6/15/2010 9:33:09 AM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
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I would love to see wormholes implemented !!!



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RE: Master Wishlist Thread - 6/15/2010 2:52:07 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
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quote:

ORIGINAL: 2guncohen

I would love to see wormholes implemented !!!




I'll second that, but only a maximum of 2 per galaxy. I'd like to see the wormholes become important strategic points, but there can't be too many of them.

(in reply to 2guncohen)
Post #: 728
RE: Master Wishlist Thread - 6/15/2010 3:09:03 PM   
2guncohen


Posts: 401
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From: Belguim
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Im already glad with a purely military ships only wormhole 


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Post #: 729
RE: Master Wishlist Thread - 6/15/2010 5:38:01 PM   
Bartje

 

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

ORIGINAL: Shark7


quote:

ORIGINAL: taltamir

quote:

ORIGINAL: tjhkkr

Wishlist:  Fighters?


Counterwish: NO fighters please.


If done right they wouldn't be so bad, but they'd need to work like this IMO:

1. A cargo pod that is a fighter bay to help limit the numbers.
2. You get one wave. Once they are destroyed they are consumed and have to be replinished by 'repair and refuel' at a spaceport or planet.
3. They should have a negligible effect on battle, except for a dedicated bomber.

Fighter types:

-Fighter: Basic single pilot vehicle with balanced offense/defense. Unable to engage capital ships.
-Bomber: Heavy fighter with high defense and high offence. Vulnerable to fighters, able to engage capital ships.
-Interceptor: Light fighter with high offense but low defense. Fast, and very effective against fighters and bombers. Unable to engage capital ships.

Usefull, but shouldn't be over-powered.




I endorse this idea



I would also like to see an arms race between Carrier based fleets & Guns based fleets.
Something like Point defese (for gunbased fleets) vs Fighter ECM, Armor, Shields, range etc (for carrier based fleets)

This way you get to choose if you will specialize or attempt to be a jack of all trades kind of Empire.
It would be even better if the AI plays accordingly using strategies that capitalize on carriers or gunbased fleets. (force projection vs Raw Fire power)

So you'd get Attrion based war for carriers in which the enemy seeks to kill your floating "air" fields
and on the other side you get the Superior Firepower doctrine which seeks to blast everything out of the water.. errr space using nice and shiny explosions.


Got sneaked up on by a lone battleship? Say goodbye to your carrier(s)

(in reply to Shark7)
Post #: 730
RE: Master Wishlist Thread - 6/16/2010 1:20:26 AM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline
Okay, I have a few things I'd like to add and probably reinforce since I haven't read most of this thread . . . .



Races \ Colonization:

1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded). 

2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).

3. Colonization abilities seem to be a little off to me. This would make more sense:

- Ice -> Marsh - > Continental

- Marsh -> Continental -> Desert (or the following depending on Race)
- Marsh -> Continental -> Ice (or above depending on Race)

- Desert -> Continental -> Volcanic (or the following depending on Race)
- Volcanic -> Desert -> Continental (or above depending on Race)



Diplomacy:

4. Ability to ask Empire X to end war with Empire Y.

5. Ability to ask Empire X to help Empire Y against Empire Z.

6. Ability to contract Pirates to stop attacking another Empire.
- This should probably cost double what they would charge to stop attacking you since they'd be not attacking two Empires.

7. Ability to contract Pirates to help Empire X against Empire Y.
- This should probably cost triple since they would not be attacking two Empires and then attacking a third Empire.

8. Pirate Spys that you or AI can purchase trivial/minor info from about another Empire.

9. Contract a Pirate Spy to do a task - probably less success, but harder to trace back to originator.

10. Ability to Trade / Sell / Gift ships to another Empire.
- In this case, if ship is retired the possibility of minor Research points if ship Tech is more advanced than what they currently have.

11. Ability to Trade / Sell / Gift a Planet in a System to another Empire that they currently don't have a presence in.

12. Ability to negotiate / join in some kind of joint Research project, where just Research points are generated (no items).



Trade:

13. Detailed Trade Screen listing what Resource and how much of it you are trading with other Empires.

14. Selectable Resource trade via a Checkbox as to whether or not you're willing to trade item - goes for AI too.

15. "Bulk" trade option.
- For example, if you need to stockpile an item you're low on, you can buy X amount and have Freighters go get it or have it delivered (Pirate / other Empire target?).



Game Mechanics / Miscellaneous:

16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.

17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones 

18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.

19. Ship Tech Research indicator - maybe a "T" or something down by the Auto indicator if this is available.
- Here, I'm talking about if you Retire a ship can you get Research points from it. Sometimes you get a bunch of other ships and you don't know if you'll have a chance to gain anything or not by Retiring them.

20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use

21. Terraforming options - via Research optimally.

22. Ability to set a "Happiness" level in regards to Taxation.
- Sometimes my Colonies get overtaxed out of contentment, or aren't taxed enough. This would set the tax to target a certain level of "Happiness", and in times of war or peace would help reduce some micro management.



I'm probably forgetting a few things, and I'm sure some of these have probably been brought up on here already, but these are what's popped in mind so far playing up to 1.04.9







(in reply to Bartje)
Post #: 731
RE: Master Wishlist Thread - 6/16/2010 2:49:18 AM   
taltamir

 

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

1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).

Dinosaur LIKE in APPEARANCE.
an FYI, avians (birds, penguins) are direct descendants of the dinosaurs (so are modern reptiles btw). They developed warm blood and a 4 chambered heart in parallel and independently of mammals on earth.
And the Yeti, aka Bigfoot, are a mythological creature.

quote:

2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).

There are already some races that don't get along with anyone, and the story shows them to have originally been invaders from another galaxy, which shattered the peaceful coalition of all races and drove them to the brink, until they released a bioweapon that went out of control and devastated all but the most remote of outposts.

As for assimilation... its a cool but waaaaay overpowered ability. unless it is arbitrarily made to not be nearly as good as it should be, in which case it is just disappointing.

quote:

3. Colonization abilities seem to be a little off to me. This would make more sense:

- Ice -> Marsh - > Continental

- Marsh -> Continental -> Desert (or the following depending on Race)
- Marsh -> Continental -> Ice (or above depending on Race)

- Desert -> Continental -> Volcanic (or the following depending on Race)
- Volcanic -> Desert -> Continental (or above depending on Race)

I do not understand your notation... what are you suggesting here exactly?

quote:

Diplomacy:

4. Ability to ask Empire X to end war with Empire Y.

5. Ability to ask Empire X to help Empire Y against Empire Z.

6. Ability to contract Pirates to stop attacking another Empire.
- This should probably cost double what they would charge to stop attacking you since they'd be not attacking two Empires.

+1, all are excellent suggestions.

quote:

7. Ability to contract Pirates to help Empire X against Empire Y.
- This should probably cost triple since they would not be attacking two Empires and then attacking a third Empire.

How is that different then simply paying the pirates to attack empire Y?

quote:

8. Pirate Spys that you or AI can purchase trivial/minor info from about another Empire.

9. Contract a Pirate Spy to do a task - probably less success, but harder to trace back to originator.

10. Ability to Trade / Sell / Gift ships to another Empire.
- In this case, if ship is retired the possibility of minor Research points if ship Tech is more advanced than what they currently have.

11. Ability to Trade / Sell / Gift a Planet in a System to another Empire that they currently don't have a presence in.

12. Ability to negotiate / join in some kind of joint Research project, where just Research points are generated (no items).



Trade:

13. Detailed Trade Screen listing what Resource and how much of it you are trading with other Empires.

14. Selectable Resource trade via a Checkbox as to whether or not you're willing to trade item - goes for AI too.

15. "Bulk" trade option.
- For example, if you need to stockpile an item you're low on, you can buy X amount and have Freighters go get it or have it delivered (Pirate / other Empire target?).

Good ideas.

quote:

16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.

Those exist, they are just not built automatically by the AI... I add them to my small space port design and it pretty much blankets the galaxy with my sensors.

quote:

17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones

This is scheduled for patch 1.05 already. :)

quote:

18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.

Yes please, we need this.

quote:

19. Ship Tech Research indicator - maybe a "T" or something down by the Auto indicator if this is available.
- Here, I'm talking about if you Retire a ship can you get Research points from it. Sometimes you get a bunch of other ships and you don't know if you'll have a chance to gain anything or not by Retiring them.

We very much need this! Also it should show up in ships screen and let you batch retire them all from there.

quote:

20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use

Just as long as it doesn't get overwhelming.

quote:

21. Terraforming options - via Research optimally.

While I am normally a fan of those, it doesn't seem to match the style of DW

quote:

22. Ability to set a "Happiness" level in regards to Taxation.
- Sometimes my Colonies get overtaxed out of contentment, or aren't taxed enough. This would set the tax to target a certain level of "Happiness", and in times of war or peace would help reduce some micro management.

Agreed... basically we should have a slider for how opressive we want our taxes to be (when set by the AI)... maybe give it 5 levels: very low, low, average, high, very high. AFAIK the AI currently already adjusts taxes to account for happiness... it would be nice if we could control the AI at the macro level on this though.

< Message edited by taltamir -- 6/16/2010 2:53:18 AM >


_____________________________

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

(in reply to Spacecadet)
Post #: 732
RE: Master Wishlist Thread - 6/16/2010 3:18:55 AM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline

quote:

ORIGINAL: taltamir

quote:

1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).

Dinosaur LIKE in APPEARANCE.
an FYI, avians (birds, penguins) are direct descendants of the dinosaurs (so are modern reptiles btw). They developed warm blood and a 4 chambered heart in parallel and independently of mammals on earth.
And the Yeti, aka Bigfoot, are a mythological creature.


Well, they look like T-Rex's to me - just too Reptilian for frigid climates.
The Yeti suggestion is just an example for Modeling purposes. Keep the name, just change the picture or make them habitable for a different climate set.

quote:

quote:

2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).

There are already some races that don't get along with anyone, and the story shows them to have originally been invaders from another galaxy, which shattered the peaceful coalition of all races and drove them to the brink, until they released a bioweapon that went out of control and devastated all but the most remote of outposts.

As for assimilation... its a cool but waaaaay overpowered ability. unless it is arbitrarily made to not be nearly as good as it should be, in which case it is just disappointing.


I'm thinking more AI controlled only on this - non playable for the player.
They don't necessarily have to have top of the line Tech either, this could be set like the other AI's at game setup.

quote:

quote:

3. Colonization abilities seem to be a little off to me. This would make more sense:

- Ice -> Marsh - > Continental

- Marsh -> Continental -> Desert (or the following depending on Race)
- Marsh -> Continental -> Ice (or above depending on Race)

- Desert -> Continental -> Volcanic (or the following depending on Race)
- Volcanic -> Desert -> Continental (or above depending on Race)

I do not understand your notation... what are you suggesting here exactly?


Here I'm looking at a Race's native habit and then the progression of habitable planets through Tech advances.

Example: Shandar
Start out at Volcanic.
Tech one colonization lets them colonize Desert.
Tech two colonization lets them colonize Continental.


quote:

quote:

Diplomacy:

4. Ability to ask Empire X to end war with Empire Y.

5. Ability to ask Empire X to help Empire Y against Empire Z.

6. Ability to contract Pirates to stop attacking another Empire.
- This should probably cost double what they would charge to stop attacking you since they'd be not attacking two Empires.

+1, all are excellent suggestions.

quote:

7. Ability to contract Pirates to help Empire X against Empire Y.
- This should probably cost triple since they would not be attacking two Empires and then attacking a third Empire.

How is that different then simply paying the pirates to attack empire Y?


If they are at war with more than one AI.


quote:

quote:

8. Pirate Spys that you or AI can purchase trivial/minor info from about another Empire.

9. Contract a Pirate Spy to do a task - probably less success, but harder to trace back to originator.

10. Ability to Trade / Sell / Gift ships to another Empire.
- In this case, if ship is retired the possibility of minor Research points if ship Tech is more advanced than what they currently have.

11. Ability to Trade / Sell / Gift a Planet in a System to another Empire that they currently don't have a presence in.

12. Ability to negotiate / join in some kind of joint Research project, where just Research points are generated (no items).



Trade:

13. Detailed Trade Screen listing what Resource and how much of it you are trading with other Empires.

14. Selectable Resource trade via a Checkbox as to whether or not you're willing to trade item - goes for AI too.

15. "Bulk" trade option.
- For example, if you need to stockpile an item you're low on, you can buy X amount and have Freighters go get it or have it delivered (Pirate / other Empire target?).

Good ideas.

quote:

quote:

16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.

Those exist, they are just not built automatically by the AI... I add them to my small space port design and it pretty much blankets the galaxy with my sensors.


I have the Ultra Long Range Sensors, they just don't seem to reach out all that far.

quote:

quote:

17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones

This is scheduled for patch 1.05 already. :)

quote:

18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.

Yes please, we need this.

quote:

19. Ship Tech Research indicator - maybe a "T" or something down by the Auto indicator if this is available.
- Here, I'm talking about if you Retire a ship can you get Research points from it. Sometimes you get a bunch of other ships and you don't know if you'll have a chance to gain anything or not by Retiring them.

We very much need this! Also it should show up in ships screen and let you batch retire them all from there.

quote:

20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use

Just as long as it doesn't get overwhelming.

quote:

21. Terraforming options - via Research optimally.

While I am normally a fan of those, it doesn't seem to match the style of DW

quote:

22. Ability to set a "Happiness" level in regards to Taxation.
- Sometimes my Colonies get overtaxed out of contentment, or aren't taxed enough. This would set the tax to target a certain level of "Happiness", and in times of war or peace would help reduce some micro management.

Agreed... basically we should have a slider for how opressive we want our taxes to be (when set by the AI)... maybe give it 5 levels: very low, low, average, high, very high. AFAIK the AI currently already adjusts taxes to account for happiness... it would be nice if we could control the AI at the macro level on this though.


(in reply to taltamir)
Post #: 733
RE: Master Wishlist Thread - 6/16/2010 12:32:51 PM   
taltamir

 

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

Here I'm looking at a Race's native habit and then the progression of habitable planets through Tech advances.

Example: Shandar
Start out at Volcanic.
Tech one colonization lets them colonize Desert.
Tech two colonization lets them colonize Continental.

I get it now... I like the idea. Not sure how well it would work in execution or if I would go with the exact suggestions you made, but overall it sounds pretty cool.

_____________________________

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

(in reply to Spacecadet)
Post #: 734
RE: Master Wishlist Thread - 6/16/2010 1:05:09 PM   
Vanguard_DW

 

Posts: 22
Joined: 6/10/2010
Status: offline
Pretty sure I've seen this mentioned but I'd like the ability to choose which race can migrate to a specific world.
For instance as a Human empire I'd be fine with the Ackdarians moving to a newly colonized planet, but I wouldn't want rapidly reproducing giant insects moving there to eventually be the dominant race.

Basically I'd like to keep conquered races confined to their original planets and the odd ones I allow them.

Also a vote here for terraforming, albeit expensive and time consuming.

(in reply to taltamir)
Post #: 735
RE: Master Wishlist Thread - 6/16/2010 1:14:10 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline
I was thinking about pirates they realy need a counterpart.

I see it like this  "the private sector or human controlled governement" could make or pay "bounty hunters" or "security compagny's" who are paid to protect or hunt down pirates ?

Would make the game very very intresting



_____________________________


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Post #: 736
RE: Master Wishlist Thread - 6/16/2010 1:48:17 PM   
taltamir

 

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

ORIGINAL: Vanguard_DW

Pretty sure I've seen this mentioned but I'd like the ability to choose which race can migrate to a specific world.
For instance as a Human empire I'd be fine with the Ackdarians moving to a newly colonized planet, but I wouldn't want rapidly reproducing giant insects moving there to eventually be the dominant race.


Yes... nor do I wish to allow any aliens to my home world (or if I decide to move the capital, I want aliens in it to be forcibly moved to other planets)

_____________________________

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

(in reply to Vanguard_DW)
Post #: 737
RE: Master Wishlist Thread - 6/16/2010 2:52:52 PM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline
Forgot a couple:

23. Honoring a Mutual Defense pact should not cause a reputation hit.

24. Bounty board - certain Pirates or clearing monsters out of an area, etc.




(in reply to taltamir)
Post #: 738
RE: Master Wishlist Thread - 6/16/2010 4:04:04 PM   
Icesavage

 

Posts: 23
Joined: 6/10/2010
Status: offline
I would like to have the ability when creating a new game that I select the type of hull style that my empire will have initially.  Yes the work around is to change it as time goes by, but that is really a hassle.

(in reply to Spacecadet)
Post #: 739
RE: Master Wishlist Thread - 6/16/2010 4:07:33 PM   
taltamir

 

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

ORIGINAL: Spacecadet

Forgot a couple:

23. Honoring a Mutual Defense pact should not cause a reputation hit.


According the devs themselves, honoring a mutual defense pack increases your reputation.
If it decreases it under some circumstances it is a bug and should be reported.


_____________________________

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

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Post #: 740
RE: Master Wishlist Thread - 6/16/2010 4:42:32 PM   
Bartje

 

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

ORIGINAL: 2guncohen

I was thinking about pirates they realy need a counterpart.

I see it like this  "the private sector or human controlled governement" could make or pay "bounty hunters" or "security compagny's" who are paid to protect or hunt down pirates ?

Would make the game very very intresting




YES!

I'd love to see privately owned Escorts as well as Bounty Hunters. It makes no sense that the private sector doesn't keep its own pool of escorts to deal with pirates specifically.
Sure the occasional pirate base is a task for the navy as is protecting the Empire from other Empires but even tankers sailing by Somalia these days carry security not to mention the Dutch Merchantmen vessels or English East India company.

Those guys were private sector and owned bigger heavily armed navies then most countries in the world darn it!

(in reply to 2guncohen)
Post #: 741
RE: Master Wishlist Thread - 6/17/2010 12:44:44 PM   
Goddsch

 

Posts: 5
Joined: 6/11/2010
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well isnt that just the same as paying pirates to protect you? when you do that they exactly do as you say they escort your ships and attack other empires/pirates no?

(in reply to Bartje)
Post #: 742
RE: Master Wishlist Thread - 6/17/2010 1:59:59 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I wish the slider for corruption went all the way down to "none" instead of stopping at "low"
Also, a none option should be available for independent colonies.

_____________________________

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

(in reply to Goddsch)
Post #: 743
RE: Master Wishlist Thread - 6/17/2010 2:04:49 PM   
hidden_asbestos

 

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I have some UI suggestions after playing the 1.0.5.6 beta - please focus on this area for 1.0.6 because such a big and passive game needs a really nice UI to engage and empower the user!

* Allow holding the middle mouse button to pan the view around, and/or holding <ALT> or right-click drag on empty space.  Pushing to the edges to scroll is really horrible - especially on a big monitor! Using the cursor keys is not smooth, and because it's just using the default keyboard repeat rate, and not fast enough.

* Run in a window!  Even if it's 1024x768 it would really help performance on older computers with big monitors, and allow you to write a Word doc or browse the web to the side of your screen while still seeing the whole game view.

* Can you add an option to make the insert/home/delete/end keys jump to the selected object as well as setting zoom. The backspace key is nice, but that only works at 100% which isn't great for strategic play and you never want to see a star that close.

< Message edited by hidden_asbestos -- 6/17/2010 2:05:28 PM >

(in reply to Goddsch)
Post #: 744
RE: Master Wishlist Thread - 6/17/2010 2:15:30 PM   
taltamir

 

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quote:

ORIGINAL: hidden_asbestos
* Run in a window!  Even if it's 1024x768 it would really help performance on older computers with big monitors, and allow you to write a Word doc or browse the web to the side of your screen while still seeing the whole game view.


1, The game ALWAYS runs in a borderless window that is sized to your desktop, it does not have a full screen mode.
2. The game also uses fairly minimalist graphics and as such will not run faster at a lower resolution, as it is CPU limited not GPU limited.

< Message edited by taltamir -- 6/17/2010 2:16:33 PM >


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(in reply to hidden_asbestos)
Post #: 745
RE: Master Wishlist Thread - 6/17/2010 2:48:25 PM   
hidden_asbestos

 

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quote:

ORIGINAL: taltamir
2. The game also uses fairly minimalist graphics and as such will not run faster at a lower resolution, as it is CPU limited not GPU limited.


I'm not convinced, but as I've never run the game at a lower resolution I can't argue with you. I am seeing the update taking way long than a frame on this 6200 when you scroll around the galaxy map, and surely drawing the objects you can fit within 1024x768 pixels is less work than all the things you can see in 1920x1200? even if it's not by a lot.

(in reply to taltamir)
Post #: 746
RE: Master Wishlist Thread - 6/17/2010 4:01:52 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Proposal: Unique techs should be truly Unique.

- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs are obtainable via espionage missions
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).

Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.

< Message edited by Shark7 -- 6/17/2010 4:31:56 PM >


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(in reply to hidden_asbestos)
Post #: 747
RE: Master Wishlist Thread - 6/17/2010 4:22:29 PM   
taltamir

 

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

ORIGINAL: Shark7

Proposal: Unique techs should be truly Unique.

- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).

Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.


I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...

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(in reply to Shark7)
Post #: 748
RE: Master Wishlist Thread - 6/17/2010 4:31:11 PM   
Shark7


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

quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Shark7

Proposal: Unique techs should be truly Unique.

- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).

Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.


I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...



OK, I forgot about stealing, that was on oversight, not intentional. I'll fix that in my above post to add it.

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(in reply to taltamir)
Post #: 749
RE: Master Wishlist Thread - 6/17/2010 4:35:11 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline

quote:

ORIGINAL: Shark7


quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Shark7

Proposal: Unique techs should be truly Unique.

- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).

Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.


I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...



OK, I forgot about stealing, that was on oversight, not intentional. I'll fix that in my above post to add it.


you know what, actually having it impossible to research but possible to steal does work out now that I think about it.

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

(in reply to Shark7)
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