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