Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Master Wishlist Thread

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 3/29/2010 2:37:52 PM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
I agree ShadowB. In particular in the large galaxies games.

(in reply to ShadowB)
Post #: 61
RE: Master Wishlist Thread - 3/29/2010 3:15:21 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline

quote:

ORIGINAL: ShadowB

This might be a complicated suggestion, but the game needs some performance optimization. Zooming and even some window loading feels sluggish when it shouldn't. Sometimes even scrolling is choppy.

On a quad-core CPU (Athlon II X4 620), 4 gigs of RAM and an ATI 5850, everything in this game should be smooth. But at the same time, one shouldn't need a PC of that calibre to run DW smoothly.

Still a great game, but this is something that should be worked on.

Stupid suggestion, since I don't know much about computers. It seems to run smoothly for me, and I don't have a system as good as yours. Then again I am still in the early stages of the game. How much do you have running on your computer? The reason I ask is because maybe because you have such a great system, maybe you have too much running in the back ground without realizing that you have them running.

New idea to add. When making something in the construction screen, say I want to make a ship and it lists the resources. How about in the resourcesit takes, are highlighted as well. Green I have plenty of that resource, yellow I have enough but will run out, red not enough resource to complete.

(in reply to ShadowB)
Post #: 62
RE: Master Wishlist Thread - 3/29/2010 5:07:13 PM   
Webbco


Posts: 682
Joined: 2/6/2010
Status: offline
Please PLEASE make the designing of ships easier to use.

I absolutely love the actual design aspect (I feel like I understand what Elliot was thinking when he put this in place!). This is great.

I just cannot find out which is the latest designs easily (there's a ton of different varieties of each class in the 'Designs' window). Not only this but I don't understand what the AI does to retrofit ships when this feature is automated (I never see my ships going back to a spaceport to be retrofitted, but I see new designs the AI has made in the Designs window), I can't see the point of the 'upgrade' buttom if all it does is create a new design with a totally different name altogether! This is just a few reasons!

(in reply to ShadowB)
Post #: 63
RE: Master Wishlist Thread - 3/29/2010 5:11:00 PM   
malkuth74

 

Posts: 115
Joined: 3/27/2010
Status: offline
1. Need a button to Either Refit a whole group or ships and to Scrap them. It could be name based like it does in Galciv 2. (so far every game I played has made this mistake even Galciv 2 did when it first came out)

2. We need a button to protect a fleet from AI messing with it if we have Auto Fleets on. Currently they destroy your own fleet.

3. We need a button to protect our ship designs. Or the AI needs to leave them alone one or the other.

4. We need a better way of loading troops, easier.

5. The players AI war thing needs a lot of work. Right now its too dumb and if you let it run a war for you, you will lose. Even if the AI is much weaker then you. And this goes with number 2 also. We need an option to shut off a Player made fleet from AI control. For the player can have some control over defenses in case the AI send everything out to attack and the enemy decided to hit your home system. (which it will)

6. Some of the onscreen signals like planet invasion need to be more visual. Right now you have no idea if a planet is under attack unless you click on the planet. You need to have a symbol over the planet in outside view for we have a visual ID if the invasion is on or not.

7. I don't think we have a way of telling how advanced another empire is. Maybe a spy mission to open things up like ship types, numbers and tech level would be a good idea. Since going to war you would need to know if your going to be outclassed or not.

8. When you open up trade with another empire. The option for mutual defense pack is gone.

9. In ship design a button that adds all the needed stuff should be added. No real reason to have the player have to select everything every time when you have to have it.

< Message edited by malkuth74 -- 3/29/2010 5:13:18 PM >

(in reply to Erik Rutins)
Post #: 64
RE: Master Wishlist Thread - 3/29/2010 5:56:31 PM   
davidjruss


Posts: 235
Joined: 5/25/2002
From: Derby, England
Status: offline
Construction Screen

Before one commits to the purchase of a ship of other construction item there should be some sort of visual indication that one has ( or has not ) all the resources needed to produce the item in question. At present the only way seems to be is to write down the list of resources needed and then compare the list to the cargo / resources to hand.

DavidR

(in reply to malkuth74)
Post #: 65
RE: Master Wishlist Thread - 3/29/2010 7:17:05 PM   
incbob


Posts: 727
Joined: 6/23/2004
From: Columbia, Missouri
Status: offline
Retrofitting military ships should take priority over civilian ships.

The time for a retrofit to be completed should be listed when you click on the base or ship.

I think I said it before, but stop the AI from disbanding player fleets.

(in reply to davidjruss)
Post #: 66
RE: Master Wishlist Thread - 3/29/2010 8:15:02 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
1. Slower or Faster Economy Option (Similiar to slower or faster research option) (I love to slow things down to make building individual ships special and not a million ships everywhere and micro management hell)

2. When setting up your opponents have a way to select all to be a certain way. (Such as all distant from you instead of having to click on every single race individually) Too much clicking!

3. The option to have races distant from YOU is great but there should also be an option to have all races distant from EACH OTHER as well! (Its no fun when you are in the center of the galaxy and everyone else is in one big clump in the corner of the map) They should be spread out from each other too!!!

4. If selecting playing random races there should be an option if you want duplicate races or not...

5. When picking your ai opponents government you should also be able to set their government to the race special government as this option is not available!



< Message edited by Tanaka -- 3/30/2010 9:02:58 PM >


_____________________________


(in reply to Erik Rutins)
Post #: 67
RE: Master Wishlist Thread - 3/29/2010 9:10:11 PM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
I just had a great idea!

There are many complaining about large fleet management and fueling idle ships (ships being ready to go at a moments notice). What about creating a fleet docking bay type component (like a troop component) that once a military ship docks with it (the starbase it is built into), it is removed from the map until ordred to exit. This could keep your fleets organized and fueld in one fell swoop. If you build enough of these components into a starbase, it can house an entire fleet (off-map and ready to go fully fueled). If you could order whole fleets in and out of it, that would be perfect. Of course they will need very heavy defenses (or maybe all of ships deploy when the come under attack).

What do you think?

(in reply to Tanaka)
Post #: 68
RE: Master Wishlist Thread - 3/29/2010 9:34:44 PM   
Banquet

 

Posts: 1184
Joined: 8/23/2002
From: England
Status: offline
Can abundance be shown in the expansion planner so we can prioritise targets when short of resources

< Message edited by Banquet -- 3/29/2010 11:59:13 PM >


_____________________________


(in reply to swatter555)
Post #: 69
RE: Master Wishlist Thread - 3/29/2010 10:15:38 PM   
wjthomps

 

Posts: 8
Joined: 6/15/2007
From: California, USA
Status: offline
I'd just like to have the option of holding down the left mouse button to drag and reposition the map for viewing purposes. Zooming while holding down the CTRL key is tricky. Allowing us to adjust our view of the map by dragging it would be a great help. Thanks!

(in reply to Banquet)
Post #: 70
RE: Master Wishlist Thread - 3/29/2010 11:30:30 PM   
Pulas

 

Posts: 5
Joined: 3/29/2010
Status: offline
Hey! I have just a single wish:
When i click a star, and see the available resources, if i click a resource please dont give me the *pedia again, but zoom me to the planet or moon with the resource. I've spent hours looking for resources within a system after getting to know they are there. I know you can check in the galaxy map, but thats another 5-6 really unnecesary clicks away!

(in reply to 4xfan)
Post #: 71
RE: Master Wishlist Thread - 3/29/2010 11:35:33 PM   
darrenl

 

Posts: 18
Joined: 7/29/2009
Status: offline
The only thing I see so far is the need to organize your fleets a bit better. A fleet hierarchy maybe? i.e Army->Corp->Regiment...except in a "spacey" kind of way :)

(in reply to Pulas)
Post #: 72
RE: Master Wishlist Thread - 3/29/2010 11:38:44 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline

quote:

ORIGINAL: Pulas

Hey! I have just a single wish:
When i click a star, and see the available resources, if i click a resource please dont give me the *pedia again, but zoom me to the planet or moon with the resource. I've spent hours looking for resources within a system after getting to know they are there. I know you can check in the galaxy map, but thats another 5-6 really unnecesary clicks away!


The expansion planner does this better anyway.

_____________________________


(in reply to Pulas)
Post #: 73
RE: Master Wishlist Thread - 3/30/2010 1:20:50 AM   
pekbro

 

Posts: 9
Joined: 3/26/2010
Status: offline
.APNG support for customization would be nice :)

(in reply to Erik Rutins)
Post #: 74
RE: Master Wishlist Thread - 3/30/2010 1:28:43 AM   
Darthcaboose

 

Posts: 31
Joined: 3/22/2010
Status: offline
Would be nice if, when the AI offers you some tech in a deal, you can click the name of the tech directly from the diplomacy box to get a Galactopedia listing of the item in question. Many times I've been offered a "X2 Razzamataz-of-sorts" and had no idea what that was until I clicked and searched my way through the Galactopedia to the item in question, on top of comparing the research item with current technology and how close my researchers are to getting that tech.

(in reply to pekbro)
Post #: 75
RE: Master Wishlist Thread - 3/30/2010 2:44:28 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
How about making ships without FTL? I was trying to make just system ships, or planetary defence ships, but coudln't because I needed a FTL device on it. I guess we need the FTL so it can poof out and sol II and poof in in sol VII for example. Without the FTL, I guess you couldn't do this. Is this correct?

(in reply to Darthcaboose)
Post #: 76
RE: Master Wishlist Thread - 3/30/2010 2:57:11 AM   
Tyranicus

 

Posts: 59
Joined: 3/23/2010
Status: offline
When construction ship refuel they should take on any resourses for buildin bases.

(in reply to Gertjan)
Post #: 77
RE: Master Wishlist Thread - 3/30/2010 3:14:46 AM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
Status: offline
quote:

When construction ship refuel they should take on any resourses for buildin bases.


Uhm, I would suggest it the other way around: whenever construction ships pickup resources for base construction, they fill up on fuel.

(in reply to Tyranicus)
Post #: 78
RE: Master Wishlist Thread - 3/30/2010 5:49:37 AM   
Impact1986

 

Posts: 19
Joined: 3/27/2010
Status: offline

quote:

ORIGINAL: impact

quote:

When construction ship refuel they should take on any resourses for buildin bases.


Uhm, I would suggest it the other way around: whenever construction ships pickup resources for base construction, they fill up on fuel.



Hey, you have stolen my name! And you are also from germany! And you love this game!

Are you my evil half twin?

back on topic, some things i would like to be added

Having more personalized crew of the Ships.
- Have a captain with a name (maybe a name randomizer?, and a number for the crew you have on that ship.
- Also add experience points, so i start caring about not losing that old ship, but instead refit it.
- Include a complete Techtree with all the tech description


Btw, how moddable is Distant Worlds?
I would like to add these features by myself, i dont think it would be that difficult, excluding the techtree because i have no clue whats in there

(in reply to impact)
Post #: 79
RE: Master Wishlist Thread - 3/30/2010 6:48:41 AM   
Tyranicus

 

Posts: 59
Joined: 3/23/2010
Status: offline
Probally already been wished for but I want Carriers and Fighters. Just so i can re-name the ship Concordia!

(in reply to Impact1986)
Post #: 80
RE: Master Wishlist Thread - 3/30/2010 9:32:51 AM   
playedabit

 

Posts: 19
Joined: 3/30/2010
Status: offline
I believe this game has lots of potential and some unique features and I'd like to thank the developers for creating such an interesting 4x space strategy. I also think, however, that this program is lacking in thoughtful design in an ergonomic sense. Even after a couple of minutes of play I became fond of this game but with a large number of ships fun deteriorates into tedious micro-management quickly, spending an hour to manually upgrade a 100 or so ships, etc. And while having the AI auto-manage things for you would be great, it just doesn't work well. It has never worked in any game I've ever seen for that matter, therefore it's critical to allow the gamer easy customisation of AI features and adding semi-automated features (such as explorer ships would refuel automatically even if their basic task to explore a sector was assigned manually).

My suggestion would be for the developers to look at other games in the genre: Sword of the Stars, Sins of a Solar Empire, Galactic Civ and Space Empires aren't necessarily better or worse than DW, but I think there're a couple of ideas DW could borrow from them, especially regarding UI ergonomics.

Some of the items on my list were mentioned before in this thread but it'd be confusing to just write +1 many times. Things I consider essential to comfortable gameplay are in blue.

General
1. Expand the manual on hidden things currently not described well. E.g. when creating a game empires can be quite advanced if not created manually, if multiple commercial centres (trading centre or whatever they're called) have an additive effect, etc etc all those things we can only guess about now.
2. Jump to / search option for names. If I've got an ship heading to, say, KV445, currently I've got no easy way for finding it's destination if I don't remember where I sent it or if it's automated.
3. Clicking on the destination field in a ship's info panel should take me to the indicated location, this could be an alternative/additional solution to #2.
4. Visible paths for ships: a thin line showing where they're heading. Ideally an option to show all paths or just for selected ships.
5. Sometimes it's impossibly difficult to find a position where I can open the right click menu for selected ship(s). Zooming out might help, clicking on many different locations also helps sometimes. Generally there should be either a toolbar/panel with the same options appearing if ships are selected even without a right click, or a keyboard shortcut to force the menu to pop up.
6. Seamless zooming, or zooming with less levels. Currently I use the keyboard shortcuts for quick zooming because the mouse-wheel is too unpredictable and it's visually unpleasant to see how the screen jumps between zoom level.
7. More filters for ship types on the ship listing screen:
- Ship classes (escort, frigate, ... - there're to many in the "military" category)
- Ships under construction
- The option to exclude or make more visible ships under construction in other lists: different colour or an extra column indicating that. It's difficult to tell them from the others.
8. The ship list screen, colony screen and galaxy map (maybe others) should be more interactive with the normal game view, as in if I select a ship in the ships screen then that selection should be applied to the normal view and maintained if I close the ship list, or I could just interact in the normal view while the list is open. This would require either the list screens windows to be moveable and non-modal (I believe they're not) or just move them to one side by default.
9. Meaningful names for stellar bodies - how do I know what KV445 is? Include planet names into moon names or if you prefer to have cryptic names then add extra info or a pop-up box that indicates location: sector, solar system and planet. A search tool (#2) would alleviate this problem at least.
10. Solar system information showed in one location: either when I click on the star, or in a separate screen, I'd like to see hierarchical (tree) list of planets and moons, bases on them, ships present in the system, indicated in a visual way whether these are assigned for patrol or just passing through. For the latter the ships could be listed along the planets/bases they patrol, whereas fleets and other ships should have their individual branches. A windows explorer like tree would be nice solution.
11. A way to tell whether a planet has bases (preferably a list of bases) from the colony view screen. I'd like to see where to build where not.
12. A way to tell what happiness/development/etc bonuses from buildings a certain planet has or will have if these are under construction. Would help greatly to see where I should build them.
13. Quick links to ongoing battles.
14. Warning issued for stuck production - either indicating that there aren't enough resources when the production starts or after a while if there was no progress.
15. An option to select whether state-owned ships should start automated or not. Ideally this could be specified individually when purchasing a ship for production, e.g. through a checkbox beside the "purchase" button.

Ship Design and Editing
1. An option to stop this silly naming for ships - I prefer a <class name><id> naming scheme, such as frigate mk.2 001, explorer ship 001. It's difficult to remember ship class names (Windsor and alike), and it gets especially confusing in the case of completely unique names for explorer and constructor ships.
2. The design upgrade tool should keep the name I gave to the class and just append/increase a tailing number. Currently if I have, say 'research base', upgrading it will reset the name to the meaningless 'star base', whereas I'd prefer 'research base 2' or 'mk 2'. It works for already numbered class names (LSP-1 becomes LSP-2) but not for custom names and not for military class ships.
3. Filters for component classes in the design editing screen. Now all the available components are in one list making it difficult to see what's what. Filtering both available component and ship components lists to categories like engines, power, command and life support, research, manufacturing, etc would make manual editing tremendously easier and quicker, especially when a ship has a large number of components.
4. Give more screen space to available and ship component lists larger. With hundreds of components these tiny little confined windows are difficult to navigate.
5. (or #15, preferably both) Group identical components together and just indicate how many of them are present on the ship. This would make the component list much shorter and easier to handle.
6. The checkbox to list only recent designs should remember whether I selected it or not. Currently it always turns on if save a design (not if I cancel) and it's very annoying to have to press it again and again. Generally windows should keep a better track of how I use them and remain in that condition.
7. Upgradable off-planet bases. Just drop the upgraded components, rename the class and let the base be repaired by a constructor. Ideally constructors should be able to be assigned to retrofitting duty, performing retrofitting repair on bases that need them.
8. An easy way to retrofit a large number of ships: the possibility to select a group of ships belonging to the same build class (identical retrofit targets) and issue a retrofit command for all of them. Should work from the right-click menu and from the ship listing screen.

Ship behaviour and control
1. "Go to location and engage enemies" command for ships to attack a group of enemies instead of having to click on each enemy individually for non-automated ships.
2. Non-automated ships should also auto-engage nearby enemies (seem to do it very reluctantly now). In addition to the "when to flee" option there should be an aggressiveness option too: actively engage, defend if attacked, etc.
3. Better way for organising escorts / patrols. I've got loads of automated frigates and escorts yet many of my mines have never seen a single patrolling ship. I believe patrolling should be moved to a system level, meaning a group (numbers preferably dynamically scaled to local threat level) of patrol ships should be assigned to a system and respond as a group to threats. There's really no need to have ships at individual stations, rather have a group per system. Also a group is much stronger than stray individuals. I believe the AI could do a very good job at keeping a number of patrol ships per system and direct them to deal with incoming threats. You can, of course, do all of this manually even now, but the program doesn't offer you any help at all for managing this and it gets very complicated to handle with a large number of systems.
4. A screen where I could see and customise how the AI organises patrols would be grand. I'm thinking along the lines of seeing how many ships are assigned to which system (with system based patrolling) and possibly assigning priority levels to areas/systems. Ideally I should be able to assign ships to systems from a pool of ships assigned to patrol duty.
5. 'Explore this sector' option when right clicking on a sector other than the ship is in for explorer ships. Currently there's an option only for the sector they're located in.
6. Explorer ships should approach distant planets to discover available resources within the system they're assigned to explore. Automated explorers do that while manually commanded explorers only travel to the star.
7. Ships that should flee when an enemy is sighted should really do that, not just when the slow space slug has already munched off some if its components. Explorer ships should be able to outrun scorpions easily but they fall prey to them too often. (this might be a "bug" instead of a feature request?)
8. New command: repair damaged ships and refuel all ships at nearest yard. Currently only damaged ships go to shipyard, and I have to send the rest of the fleet after them with a separate command.

Fuel
1. Idling ships run out of fuel very fast. Decreasing idle energy need could help, for example by allowing solar panels to decrease/eliminate fuel consumption for idling ships, or a researchable energy-management component. The idea to have docking bay components to park ships is also very appealing, but this would only work in your own systems. Parked ships, of course, would be refuelled and would not consume energy. I believe both (solar panels AND docking bays) solutions would have a place in the game: ships that don't need to travel out of system (patrols) would just dock whereas other ships would have less issues with idling by design (with solar panels added). Idling ships should NOT have to return to base frequently for refuelling.
2. A checkbox for auto-refuel for manually controlled ships. E.g. patrol ships or explorers assigned to explore a sector would refuel when needed. This behaviour, if non-selectable, would disrupt combat manoeuvres so make it an option.

I do NOT think general fuel consumption (apart from idle) should be decreased from current levels. In other threads some describe that the AI can't plan for longer distance attacks properly, but it is the AI should be adjusted not the game. If overall consumption levels were decreased it'd make it too easy to conquer distant systems and the game would lose on complexity.


< Message edited by playedabit -- 3/30/2010 9:44:03 AM >

(in reply to Impact1986)
Post #: 81
RE: Master Wishlist Thread - 3/30/2010 10:55:58 AM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
Diplomacy suggestion: please add the option to ask what the other empire wants in return for something. Now it is just a matter of guessing, trial and error, which I find annoying. Look how Civ4 and galciv2 do it. It is very handy!

(in reply to playedabit)
Post #: 82
RE: Master Wishlist Thread - 3/30/2010 11:18:26 AM   
Krasny

 

Posts: 315
Joined: 7/3/2003
Status: offline
1. The ability to scrap fleets and entire classes of ship.

2. Accelerated scrolling.

3. Slower than light options either within systems or generally.

4. Blue Danube would be nice.

_____________________________


(in reply to Gertjan)
Post #: 83
RE: Master Wishlist Thread - 3/30/2010 12:26:19 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
New player here, really enjoying the game..
My biggest wish currently, is more control the private sector.
Not much control, just some control that as a government, I should have. Especially if I'm an evil dictator or something.
As to the private sector.. seriously; I understand the whole them being the private sector and not following orders.. but as the state, I could be able to black list certain solar systems, or even entire sectors as off limits for whatever reason.
It is annoying that the private sector thinks it is a smart investment to build a base orbiting the same planet as space monsters and a pirate base..
At the very least, I should be able to make bases like that black listed, illegal, etc to the state's point of view. So my ships don't go get themselves killed trying to protect such a stupid business investment by some private company. (If it isn't just some evil scheme by a foreign government to weaken me)
Would be interesting to see such bases have the chance of becoming a pirate base, or some black market space port.
I wouldn't mind actually seeing the private sector have actually companies forming that you have to deal with for internal politics. Maybe even seeing some of the larger ones become there own empire entity.

(in reply to Erik Rutins)
Post #: 84
RE: Master Wishlist Thread - 3/30/2010 12:30:19 PM   
pndrev

 

Posts: 42
Joined: 3/10/2008
Status: offline
- Smooth zooming, the current zoom function is really jerky
- Update ships mission display etc. while paused: Currently, a ship waits for the game to be unpaused until it shows the new mission. That makes it hard to find out which orders you've already given.

(in reply to 4xfan)
Post #: 85
RE: Master Wishlist Thread - 3/30/2010 1:36:04 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
Don't know if this has been suggested yet or not but being able to learn new technology from enemy ships that are defeated in combat would be a nice feature.  Perhaps you would need a salvage component on one of your ships to have a chance at discovering the new tech.

_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to pndrev)
Post #: 86
RE: Master Wishlist Thread - 3/30/2010 1:42:28 PM   
Mark Weston

 

Posts: 188
Joined: 2/5/2005
Status: offline
My experience from my first two games was that this was a really good game made difficult by a user interface that's sometimes hard to operate. There are some great UI improvement suggestions in this thread and my plea would be for you to work on that side of things as a priority.

One specific one that hasn't been mentioned;

There are a couple of pick-lists that reset or reload every time you pick an item. One example is the components list in ship design. It's frustrating that if you want to add, say, six of the same weapon you have to click then scroll back to the item before you can click again, instead of simply clicking six times. The "planets with useful resources" list in the expansion planning screen does the same thing.

(in reply to elmo3)
Post #: 87
RE: Master Wishlist Thread - 3/30/2010 1:48:00 PM   
rhohltjr


Posts: 536
Joined: 4/27/2000
From: When I play pacific wargames, I expect smarter AI.
Status: offline
quote:

ORIGINAL: Hyfrydle

quote:

I would love to see a over all "War Room" for you to be able to give orders, assign objectives, etc to pool of ships. Instead of the AI just doing whatever it wants with automated ships.
For example, have different organizations that you could name. Each organization would have different responsibilities and objectives. One would be the internal patrol group, one the boarder patrol, etc.
Internal patrol would escort and protect ships inside the empire.
The boarder patrol would take care of defending the fringes.
Then have another organization that handles the assaults on other empire\pirate bases.

This is a fantastic idea I think a major problem in DW is not knowing what the automated ships are actually doing and with a large empire this gets a serious problem.


Don't stop there. If you could have a "War Department" you could have specialized departments for other areas in your empire. That opens the door for individual advisors which you could hire or fire. They would add special expertise to whatever department they are assigned according to their abilities.

(in reply to Erik Rutins)
Post #: 88
RE: Master Wishlist Thread - 3/30/2010 2:13:38 PM   
tgb

 

Posts: 766
Joined: 7/8/2005
Status: offline
I haven't read the whole thread, so others may have mentioned these,but:

An option to keep the game running when windows are open.

The ability to have more than one window open at a time (particularly helpful to have the galaxy map and the expansion planner opened side by side).

Different automation "personalities". If expansion is automated, for example, I would like a couple of different styles from conservative to hog-wild. Like wise for military automation, you could have a range from hawk to dove.

(in reply to 4xfan)
Post #: 89
RE: Master Wishlist Thread - 3/30/2010 2:25:43 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
I like how the game pauses when a window is open. So please make this an option then. Pause the game when a window is open or have the game run when the window is open. But if this happens that means more work has to be done, since for example, the construction screen will have to be updated as the game runs then.

Another wish I would like, is when I want to make a large space station or even a small explorer vessel, I would like to know, how long it would take to be made. In one game, when I erased everthing and I tried to make a construction ship, it took over 2 or 3 years to make, while a large star base takes about a few months. I thought the price of how much something costs is considered how long it takes to make, but that is not the case at all. So an indicator how long something takes to make would be great as well.

This way, if making a military ship, if I add more how much more time will it take to make, or if I leave this out, I can get this ship out sooner to defend myself agaisnt the upcoming invasion force.

(in reply to tgb)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.859