Master Wishlist Thread
RE: Assemble on Lead Ship
Some more:
- Show the destination of a selected ship or fleet in the main view as an arrow that connects the current location and the destination.
- Slow down hyperspace travel or increase fuel consumption (or provide a slider for those two). In my eyes the galaxy feels too small from mid game on despite having 1000 systems, because it's no real problem to fly to the other side of the galaxy in a comparatively time.
- Let the AI not choose targets half a galaxy away. In my last game it happened quite often that the AI proposed such targets although there were enough other targets in much shorter distance.
- More special objects (in the sense of variation, not number; but I admit that I may not have seen everything since I played only two games so far). Decrease number of derelict ship fields and let explorers stumble about things like abandoned research stations, hostile robot space stations, alien fleets of another galaxy with varying intentions, secret spy stations of a long gone empire, a planet without sun in deep space, a damaged freight ship without crew, but valuable goods, etc. I would like the possibility to discover a lot of different things, some with very small probabilities so that they are not in every game.
- Show the destination of a selected ship or fleet in the main view as an arrow that connects the current location and the destination.
- Slow down hyperspace travel or increase fuel consumption (or provide a slider for those two). In my eyes the galaxy feels too small from mid game on despite having 1000 systems, because it's no real problem to fly to the other side of the galaxy in a comparatively time.
- Let the AI not choose targets half a galaxy away. In my last game it happened quite often that the AI proposed such targets although there were enough other targets in much shorter distance.
- More special objects (in the sense of variation, not number; but I admit that I may not have seen everything since I played only two games so far). Decrease number of derelict ship fields and let explorers stumble about things like abandoned research stations, hostile robot space stations, alien fleets of another galaxy with varying intentions, secret spy stations of a long gone empire, a planet without sun in deep space, a damaged freight ship without crew, but valuable goods, etc. I would like the possibility to discover a lot of different things, some with very small probabilities so that they are not in every game.
RE: Assemble on Lead Ship
It does need to sort targets smartly; that would increase its war performance.
RE: Assemble on Lead Ship
A Hall of Fame!
Because it is totally useless, it is why we love it!
Because it is totally useless, it is why we love it!
RE: Assemble on Lead Ship
this seems like something that I suspect was already requested, but for the design components list table (the table that shows the components on a ship design), can we please have the option to compress multiple similar items? For example, instead of showing "concussion beam" four times, can it please show "Concussion beam x4" or something like that?
Tks,
AMF
Tks,
AMF
RE: Assemble on Lead Ship
ORIGINAL: AMF
this seems like something that I suspect was already requested, but for the design components list table (the table that shows the components on a ship design), can we please have the option to compress multiple similar items? For example, instead of showing "concussion beam" four times, can it please show "Concussion beam x4" or something like that?
Tks,
AMF
Yea, I requested that several times, its still one of my top priorities.
This will really REALLY help.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
I'd really like to see you guys go through and enable key accelerators on all your modal dialog boxes. Having to use my mouse to clear a flurry of "declare war, break treaty, build this, send agent, etc" dialogs instead of being able to simply hit alt+Y/N is a real pain.
Also, if you could enable searching on all dropdown lists (for instance, the resource dropdown list in the expansion planner) that would allow me to find what I'm looking for much more quickly by pressing the first letter of its name a few times rather then having to scroll through that huge list.
If you guys do that and keep up the good work on squashing the System.NullPointerException bugs that seem to crop up late game I'll be a very happy person.
Also, if you could enable searching on all dropdown lists (for instance, the resource dropdown list in the expansion planner) that would allow me to find what I'm looking for much more quickly by pressing the first letter of its name a few times rather then having to scroll through that huge list.
If you guys do that and keep up the good work on squashing the System.NullPointerException bugs that seem to crop up late game I'll be a very happy person.
RE: Master Wishlist Thread
Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2471761
DW may not be just about war and conquest but it's certainly a major part of the game.
I'd love to see the AI more strategic in this sense or perhaps it's global strategic context to be more visible to player.
With this in mind my newest proposal for a DW enhancement is:
Galactic Strategical Warfare Awareness & Visibility
Overview:
Strategic warfare is commonly perceived as being a relatively new (WW1 or Napoleonic Era) concept but it actually as old as war itself.
Being at war and aiming to win demand strategy.
Good strategy demands taking care to know your own Strengths and Weaknesses as well as those of your enemy.
I'd like to see this mirrored in Distant Worlds.
Luckily most if not all of the variables are already present in the game, such as fleet strength, comparisons etc..
Different Strategies & Situations:
- Decisive Battle: Our fleet is stronger; we should seek to end this conflict quickly and smash our enemies space navy in one stroke. This strategy would mean an Empire would actively try to force a confrontation. Options here are attacking very valueable assets that the enemy cannot afford to lose. Assets such as his homeworld or most important colonies / resources. (Pearl Harbor anyone? [:'(]) This strategy seeks pitched battles. This strategy seeks a quick and decisive and to the war. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Imagine Japan vs USA; The enemy knows he doesn't have the industry to maintain a protracted war)
- Battle of Attrition: A direct confrontation is undesirable (outcome unpredictable) and we should there for strive to slowly incapacitate our enemy by picking off valuable lightly protected assets in hit and run attacks (traders / freighters optional but not the main target). This strategy avoids pitched battles. This strategy seeks to increase our industrial strenghts relative to our enemy while also reducing his naval forces if possible. Spies & pirates & efforts to involve other empires may prove prudent. (Think about German submarines seeking to starve Great Britain @ WW1 & 2)
- Space Fortresses: A pitched battle on unfavorable terrain is undesirable but we can exhaust the enemy by building up our defenses and withstanding his onslaught untill the scales are tipped in our favor. We should seek to heavily fortify our worlds and face the enemy there so that the odds are in our favor; backed by a strong space station. This strategy seeks pitched battles in favorable defensive terrain and seeks to avoid them otherwise. Hit and run attacks are possible though; if the enemy lets down his guard we take a jab! This strategy seeks to undermine an enemies industrial superiority & naval numbers.
- Trade Lane War: Pitched battles are unpredictable and a defensive war is costly and unnessicary, instead we shall target the enemy's trade ships and prevent him from supplying his ships & colonies. This strategy seeks to incapacitate an adversaries economy by destroying his private sector. Pitched battles are avoided in favor of raids on commerce & unguarded installations. Freighters & traders are the main targets here. This strategy seeks to undermine an enemes industrial superiority. Spies as well as diplomacy and pirates can be used to disrupt trade routes as well. (Think about german submarines trying to cripple allied supplies to Great Britain! @ WW2)
- Industrial Strength: Our Empire has a strong industrial basis and can replace any naval vessels we lose rapidly. We should there for strive to inflict heavy losses to the enemy taking moderate risks with our forces. Pitched battles are acceptable. Our industry needs to be protected however. Freighters / Traders are an important part of our private sector and must be escorted / convoyed. Outlying resource stations & colonies will need proper defenses as well as a presence from our fleet. This strategy seeks to use and protect industrial superiority. Spies could also be used to weaken an enemies industry & steal inventions. (Industrial Superiorty such as the UK & US in WW2)
UPDATE: ADDITIONAL DOCTRINES & added spy & pirates options to strategy.
- Force Projection: Our ability to project force as opposed to our static and local defenses will determine the course of the war. Our outlying worlds are not an immediate priority nor is our private sector particularly vulnerable. Our strategy to deal with enemies shall therefore focus on highly mobile ranged naval task forces that allow our empire to project force in distant parts of the galaxy. Our fleets with thus primarily use stealth & speed as well as long range warfare in an effort to infiltrate an enemy empire and wreak havoc across their home territories & trade lanes. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Carriers & missiles prefered!)
- Deception & Sabotage: Our ability to deal with an adversary directly is questionable but using our stealth & guile we can tip the odds of any engagement in our favor by luring enemies away and striking where they are weak. Our strategy will primarily be the use of stealth & surprise attacks coupled with quick retreats to prevent a costly pitched battle. Spies will actively be used in an effort to destabilize the enemy's war effort. (Cloaking & Sabotage & Hit and Run)
Strategic Visibility:
Having these tactics is one thing but they also need to visible and mallable in the game in order to provide a sense of immersion as well as strategic gameplay.
Spies for example might be able to ascertain the enemies strategic plans which would allow you / Empire AI to formulate a counter strategy accordingly.
If the Idea of PAC's is implemented one day it would also be possible for the Admiralty to suggest targets based on the empire's global strategy.
Political Action Comittee: http://www.matrixgames.com/forums/tm.asp?m=2464725
In Conclusion:
I think it would be neat to implement visible strategic warfare!
Let the player and AI formulate / choose a global strategy and plan attacks / defenses accordingly.
Does the AI already do this?
What is your opinion? Any ideas for more strategies?
Convoy's would be awesome!!
[:D]
DW may not be just about war and conquest but it's certainly a major part of the game.
I'd love to see the AI more strategic in this sense or perhaps it's global strategic context to be more visible to player.
With this in mind my newest proposal for a DW enhancement is:
Galactic Strategical Warfare Awareness & Visibility
Overview:
Strategic warfare is commonly perceived as being a relatively new (WW1 or Napoleonic Era) concept but it actually as old as war itself.
Being at war and aiming to win demand strategy.
Good strategy demands taking care to know your own Strengths and Weaknesses as well as those of your enemy.
I'd like to see this mirrored in Distant Worlds.
Luckily most if not all of the variables are already present in the game, such as fleet strength, comparisons etc..
Different Strategies & Situations:
- Decisive Battle: Our fleet is stronger; we should seek to end this conflict quickly and smash our enemies space navy in one stroke. This strategy would mean an Empire would actively try to force a confrontation. Options here are attacking very valueable assets that the enemy cannot afford to lose. Assets such as his homeworld or most important colonies / resources. (Pearl Harbor anyone? [:'(]) This strategy seeks pitched battles. This strategy seeks a quick and decisive and to the war. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Imagine Japan vs USA; The enemy knows he doesn't have the industry to maintain a protracted war)
- Battle of Attrition: A direct confrontation is undesirable (outcome unpredictable) and we should there for strive to slowly incapacitate our enemy by picking off valuable lightly protected assets in hit and run attacks (traders / freighters optional but not the main target). This strategy avoids pitched battles. This strategy seeks to increase our industrial strenghts relative to our enemy while also reducing his naval forces if possible. Spies & pirates & efforts to involve other empires may prove prudent. (Think about German submarines seeking to starve Great Britain @ WW1 & 2)
- Space Fortresses: A pitched battle on unfavorable terrain is undesirable but we can exhaust the enemy by building up our defenses and withstanding his onslaught untill the scales are tipped in our favor. We should seek to heavily fortify our worlds and face the enemy there so that the odds are in our favor; backed by a strong space station. This strategy seeks pitched battles in favorable defensive terrain and seeks to avoid them otherwise. Hit and run attacks are possible though; if the enemy lets down his guard we take a jab! This strategy seeks to undermine an enemies industrial superiority & naval numbers.
- Trade Lane War: Pitched battles are unpredictable and a defensive war is costly and unnessicary, instead we shall target the enemy's trade ships and prevent him from supplying his ships & colonies. This strategy seeks to incapacitate an adversaries economy by destroying his private sector. Pitched battles are avoided in favor of raids on commerce & unguarded installations. Freighters & traders are the main targets here. This strategy seeks to undermine an enemes industrial superiority. Spies as well as diplomacy and pirates can be used to disrupt trade routes as well. (Think about german submarines trying to cripple allied supplies to Great Britain! @ WW2)
- Industrial Strength: Our Empire has a strong industrial basis and can replace any naval vessels we lose rapidly. We should there for strive to inflict heavy losses to the enemy taking moderate risks with our forces. Pitched battles are acceptable. Our industry needs to be protected however. Freighters / Traders are an important part of our private sector and must be escorted / convoyed. Outlying resource stations & colonies will need proper defenses as well as a presence from our fleet. This strategy seeks to use and protect industrial superiority. Spies could also be used to weaken an enemies industry & steal inventions. (Industrial Superiorty such as the UK & US in WW2)
UPDATE: ADDITIONAL DOCTRINES & added spy & pirates options to strategy.
- Force Projection: Our ability to project force as opposed to our static and local defenses will determine the course of the war. Our outlying worlds are not an immediate priority nor is our private sector particularly vulnerable. Our strategy to deal with enemies shall therefore focus on highly mobile ranged naval task forces that allow our empire to project force in distant parts of the galaxy. Our fleets with thus primarily use stealth & speed as well as long range warfare in an effort to infiltrate an enemy empire and wreak havoc across their home territories & trade lanes. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Carriers & missiles prefered!)
- Deception & Sabotage: Our ability to deal with an adversary directly is questionable but using our stealth & guile we can tip the odds of any engagement in our favor by luring enemies away and striking where they are weak. Our strategy will primarily be the use of stealth & surprise attacks coupled with quick retreats to prevent a costly pitched battle. Spies will actively be used in an effort to destabilize the enemy's war effort. (Cloaking & Sabotage & Hit and Run)
Strategic Visibility:
Having these tactics is one thing but they also need to visible and mallable in the game in order to provide a sense of immersion as well as strategic gameplay.
Spies for example might be able to ascertain the enemies strategic plans which would allow you / Empire AI to formulate a counter strategy accordingly.
If the Idea of PAC's is implemented one day it would also be possible for the Admiralty to suggest targets based on the empire's global strategy.
Political Action Comittee: http://www.matrixgames.com/forums/tm.asp?m=2464725
In Conclusion:
I think it would be neat to implement visible strategic warfare!
Let the player and AI formulate / choose a global strategy and plan attacks / defenses accordingly.
Does the AI already do this?
What is your opinion? Any ideas for more strategies?
Convoy's would be awesome!!
[:D]
RE: Master Wishlist Thread
Something that can be put in the game:
1:New "Game Modes" like "Trader, Smuggler, Miner, Etc...
2:Make a option on the game like this: "(Confirmation Square) Play with the Private sector"
3:Put all the features back in the Game Editor.
4:Fix a little more bugs. [8D]
This would be awesome imagine controling Freighters, Mining Ships, Mining Stations, Etc...
Awesome idea Seconded!!!
1:New "Game Modes" like "Trader, Smuggler, Miner, Etc...
2:Make a option on the game like this: "(Confirmation Square) Play with the Private sector"
3:Put all the features back in the Game Editor.
4:Fix a little more bugs. [8D]
This would be awesome imagine controling Freighters, Mining Ships, Mining Stations, Etc...
Convoy's would be awesome!!
Awesome idea Seconded!!!
"If anything just cannot go wrong, it will anyway."
One of Murphy Laws.
One of Murphy Laws.
RE: Master Wishlist Thread
Some means of guiding AI behavior even when running automated, things like the "don't allow colonization in other empires systems" is a good start but more features to fine tune behaviors while still leaving it automated would be nice. Things like;
Troop recruiting (and disbanding) when left on automated the AI tends to badly over recruit, and doesn't disband once it becomes clear those troops aren't needed. A min/MAx value in this case would be a wonderful feature telling the AI to never have less than X troops, and never recruit more than Y troops. More intelligent behavior as well, I do not need as many troops on a planet that has a LSP over it for example, but more troops on a planet with no orbital defenses would be more appropriate. At the same token core worlds far from the enemies reach do not need the kind of standing troop strength that a new colony on the front lines will, both their astrographic isolation from combat and their larger base population serve to make them less in need. Simiarly a "war time" toggle would be great, letting us keep low standing troops, but leaving orders so that if war broke out every colony would recruit B number of troops right away, and attempt to recruit back up to C value if that strength was lowered (be in Troop transport pickup or invasion.
Fleet balance, my empire tends to over produce troop transports, and light units while neglecting heavier units.
Fleet Tactics (though somebody else already brought this up) Being able to set behaviors like, commerce raiding vs direct military action would be nice. If a war breaks out I want every ship I own to hit every undefended station and base we know about right away. S&D missions on enemy transports, that kind of thing. Or all out combat seek out any combat assets they have and blow them to bits (but not invade). Also being able to specify RoE would be nice. My military ships have this nasty habit of taking pot shots at people who we have poor diplomatic relations with but aren't actually at war with. It makes it unreasonably difficult to attempt to repair that relationship. Standing orders not to enter other empire's system, so I'm not shuffling some idiot escort out of random systems every two minutes. That kind of thing.
More aggressive exploitation of natural bonuses. One of my construction ships will wander over to a black hole or super nova and build one base. I have to turn him around my self and tell him to build 6 more.
Also more intelligent exploitation, my construction ships absolutely love to build mining stations over top of worlds I have the capacity to colonize. Or they will do something like repair one cruiser out of a field, then wander off to do something else instead of remaining until the entire field has been claimed for my empire.
Finally, the game creation sliders, can we get options for NO pirates and NO space creatures?
Troop recruiting (and disbanding) when left on automated the AI tends to badly over recruit, and doesn't disband once it becomes clear those troops aren't needed. A min/MAx value in this case would be a wonderful feature telling the AI to never have less than X troops, and never recruit more than Y troops. More intelligent behavior as well, I do not need as many troops on a planet that has a LSP over it for example, but more troops on a planet with no orbital defenses would be more appropriate. At the same token core worlds far from the enemies reach do not need the kind of standing troop strength that a new colony on the front lines will, both their astrographic isolation from combat and their larger base population serve to make them less in need. Simiarly a "war time" toggle would be great, letting us keep low standing troops, but leaving orders so that if war broke out every colony would recruit B number of troops right away, and attempt to recruit back up to C value if that strength was lowered (be in Troop transport pickup or invasion.
Fleet balance, my empire tends to over produce troop transports, and light units while neglecting heavier units.
Fleet Tactics (though somebody else already brought this up) Being able to set behaviors like, commerce raiding vs direct military action would be nice. If a war breaks out I want every ship I own to hit every undefended station and base we know about right away. S&D missions on enemy transports, that kind of thing. Or all out combat seek out any combat assets they have and blow them to bits (but not invade). Also being able to specify RoE would be nice. My military ships have this nasty habit of taking pot shots at people who we have poor diplomatic relations with but aren't actually at war with. It makes it unreasonably difficult to attempt to repair that relationship. Standing orders not to enter other empire's system, so I'm not shuffling some idiot escort out of random systems every two minutes. That kind of thing.
More aggressive exploitation of natural bonuses. One of my construction ships will wander over to a black hole or super nova and build one base. I have to turn him around my self and tell him to build 6 more.
Also more intelligent exploitation, my construction ships absolutely love to build mining stations over top of worlds I have the capacity to colonize. Or they will do something like repair one cruiser out of a field, then wander off to do something else instead of remaining until the entire field has been claimed for my empire.
Finally, the game creation sliders, can we get options for NO pirates and NO space creatures?
A man once asked me the difference between Ignorance and Apathy. I told him "I don't know and I don't care"
RE: Master Wishlist Thread
1. space ports should assist in building themselves / upgrading themselves once the facilities are available and online.
example, if I build a small space port in a planet, then queue 10 colony ships in it, then set the spaceport to retrofit from small to large. The spaceport sits at "retrofitting" but doesn't actually build anything, it is on the planet's build queue, where it is last and will not be worked on until everything else is finished
2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
3. an option to retire ships from the F7 menu
4. show which level spaceport each colony has in the F4 screen, with level 0 being no spaceport, level 1 being a small, level 2 being medium, and level 3 being large.
4a. Allow the player to set a target, which would be maintained. (meaning, automatically downgrade / upgrade... if destroyed, rebuild...)
4b. have a countdown before rebuilding... to prevent a loop that drains all your money on build attempts that get insta-destroyed due to one reason or another.
4c. have a delay where it does not start building at all while there are hostiles within firing range of where it would be built.
5. the ability to select a design from the F11 menu, and order all ships of that design to be retired at nearest spaceport.
5a. the ability to order all ships of that design to be retrofitted to another design from the same menu
example, if I build a small space port in a planet, then queue 10 colony ships in it, then set the spaceport to retrofit from small to large. The spaceport sits at "retrofitting" but doesn't actually build anything, it is on the planet's build queue, where it is last and will not be worked on until everything else is finished
2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
3. an option to retire ships from the F7 menu
4. show which level spaceport each colony has in the F4 screen, with level 0 being no spaceport, level 1 being a small, level 2 being medium, and level 3 being large.
4a. Allow the player to set a target, which would be maintained. (meaning, automatically downgrade / upgrade... if destroyed, rebuild...)
4b. have a countdown before rebuilding... to prevent a loop that drains all your money on build attempts that get insta-destroyed due to one reason or another.
4c. have a delay where it does not start building at all while there are hostiles within firing range of where it would be built.
5. the ability to select a design from the F11 menu, and order all ships of that design to be retired at nearest spaceport.
5a. the ability to order all ships of that design to be retrofitted to another design from the same menu
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Only if they're automated! I keep colony ships on standby just in case I find a good planet, I don't want them running off colonizing some random crap planet, leaving me with no one to colonize Korabbia.ORIGINAL: taltamir
2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
RE: Master Wishlist Thread
About modding for translating the game to another language:
It will be great if we could have the strings of the user interface in a external resource file that is easily editable. For now, we can only translate the tutorials and the diplomacy dialogs (txt files) but there is nothing for the user interface probably because the strings are compiled in the main executable file. I do not know if it is possible to do that at this development stage but maybe it could be implemented for a future extension.
It will be great if we could have the strings of the user interface in a external resource file that is easily editable. For now, we can only translate the tutorials and the diplomacy dialogs (txt files) but there is nothing for the user interface probably because the strings are compiled in the main executable file. I do not know if it is possible to do that at this development stage but maybe it could be implemented for a future extension.
RE: Master Wishlist Thread
ORIGINAL: Fishman
Only if they're automated! I keep colony ships on standby just in case I find a good planet, I don't want them running off colonizing some random crap planet, leaving me with no one to colonize Korabbia.ORIGINAL: taltamir
2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
certainly, only if they are automated.
Also, for the AI as well... HIS colony ships ALSO sit there right next to planets they can colonize, but they don't, they sit idle.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Flesh out the pirates some more!
Right now they are only there to annoy players by demanding money or destroying a ship now and then.
But what do pirates do in reality? They must live from something, so they not only destroy ships, but must be able to recover at least parts of the cargo and perhaps sift through the debris to find some usable parts as well. The they carry their loot off to some black market to sell (or use part of it themselves).
So:
- Give ships the ability to recover goods from destroyed ships (by means of a new line of components which get more effective through research).
- Implement black markets as real space stations which the player can elect to destroy (for a bonus with the empires on the "good" side - but perhaps a hit to those that are collaborating with the pirates) or use to trade resources and components that are possibly of a higher tech level than he/she has him-/herself.
For what can be done with components of a higher tech level see here: http://www.matrixgames.com/forums/tm.asp?m=2472573&mpage=2, Post #37
Right now they are only there to annoy players by demanding money or destroying a ship now and then.
But what do pirates do in reality? They must live from something, so they not only destroy ships, but must be able to recover at least parts of the cargo and perhaps sift through the debris to find some usable parts as well. The they carry their loot off to some black market to sell (or use part of it themselves).
So:
- Give ships the ability to recover goods from destroyed ships (by means of a new line of components which get more effective through research).
- Implement black markets as real space stations which the player can elect to destroy (for a bonus with the empires on the "good" side - but perhaps a hit to those that are collaborating with the pirates) or use to trade resources and components that are possibly of a higher tech level than he/she has him-/herself.
For what can be done with components of a higher tech level see here: http://www.matrixgames.com/forums/tm.asp?m=2472573&mpage=2, Post #37
- Gareth_Bryne
- Posts: 234
- Joined: Sun May 16, 2010 3:33 pm
RE: Master Wishlist Thread
Ok, an idea from Space Rangers series:
Diplomatic ships!!!
USES:
Diplomatic ships!!!
USES:
- Any spy on a foreign mission should generally take the nearest freighter/D-ship to a planet, and from there route using real ships and waypoints to intended target. James Bond takes American Airlines sometimes, not only private super-jet infiltrators.
- A diplomatic ship in a system with shared planets should move around these planets, resulting in a lessening of relations penalty for sharing a system. Ditto for military ships "just visiting".
- A diplomatic ship can conclude mission:local treaties for a small research\trade\happiness bonus to the participating sides(skewed to the advantage of the owner of the D-ship)
- A D-ship can do passive espionage and "my sweet empire" promotion missions, leading to the message "We are in awe of -empire's- colonies reputation", & increasing chances of a peaceful switch to your empire.
- Other nice\nasty things to be done more interestingly than with the generic, raceless, invisible-on-map-and-in-life-until-captured spy.
"Only an idiot fights a war on two fronts. Only the heir to the throne of the Kingdom of Idiots would fight a war on twelve fronts," - Londo Mollari
RE: Master Wishlist Thread
Prevent the auto AI from selecting refuel points that belong to empires which are angry with you. It happens all the time to me that some empires demand that I withdraw my military ships from their territory, but when some ship need refueling it goes to a base belonging to those empires what is surely not beneficial for the relations with them. I may order such things manually, but don't want the AI to do so, especially on fully automated ships where I'm not even aware that it happens until the next demand to remove my ships from their territory arrives ...
RE: Master Wishlist Thread
Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...
RE: Master Wishlist Thread
ORIGINAL: Gareth_Bryne
Ok, an idea from Space Rangers series:
Diplomatic ships!!!
USES:
- Any spy on a foreign mission should generally take the nearest freighter/D-ship to a planet, and from there route using real ships and waypoints to intended target. James Bond takes American Airlines sometimes, not only private super-jet infiltrators.
- A diplomatic ship in a system with shared planets should move around these planets, resulting in a lessening of relations penalty for sharing a system. Ditto for military ships "just visiting".
- A diplomatic ship can conclude mission:local treaties for a small research\trade\happiness bonus to the participating sides(skewed to the advantage of the owner of the D-ship)
- A D-ship can do passive espionage and "my sweet empire" promotion missions, leading to the message "We are in awe of -empire's- colonies reputation", & increasing chances of a peaceful switch to your empire.
- Other nice\nasty things to be done more interestingly than with the generic, raceless, invisible-on-map-and-in-life-until-captured spy.
I love this idea!
I'm always in for more visible ship types darting around the screen going about their lives!
A good way to tie into the mechanics as well; plus it gives the possibility of shooting spies down!
RE: Master Wishlist Thread
ORIGINAL: Yarasala
Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...
Or just add a 100,000 and a 1,000,000 option. Would that work just as well?
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Master Wishlist Thread
Would be better than now, but I would prefer a direct input possibility. Sometimes I just overpay because I'm not willing to enter the desired amount by clicking on all those power of ten values ... [;)]ORIGINAL: Shark7
ORIGINAL: Yarasala
Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...
Or just add a 100,000 and a 1,000,000 option. Would that work just as well?