Master Wishlist Thread

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Simulation01
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RE: Master Wishlist Thread

Post by Simulation01 »

ORIGINAL: taltamir

I have played space empires V, it is buggy and barely complete... Space Empires IV is better...
Anyways, Space Empires is a very different games, I noticed a lot of your feature requests are basically "make DW into a space empires clone"... they are two different games that play differently.

Anyways, comparing the difference is cost it is effectively free right now. The cost of research stations is insignificant in DW. You just have to keep research stations from being destroyed (or pay slightly more to have them in every spaceport, and thus distributed across your empire).
The difference in cost is tremendous. And typically games that generate RPs do so by having very expensive buildings OR yearly research "budget" (research stations in DW are super cheap; there is NO yearly research expense)


Well, I always played Space Empires V mods. I really liked a lot of the concepts in that game even if they didn't all work....I thought that if they could get them working they would be awesome. I have really had a lot of fun with that game and in fact DW pulled me away from it. I am not seeking a Clone of Space Empires in DW, however just because a good idea/concept from another game is implemented in DW does not make it a clone. It simply means that it was a good idea and is worthy of being used.

As for the research I guess I just feel more comfortable with having a yearly research expense like you say. It seems more efficient.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: Simulation01
ORIGINAL: taltamir

I have played space empires V, it is buggy and barely complete... Space Empires IV is better...
Anyways, Space Empires is a very different games, I noticed a lot of your feature requests are basically "make DW into a space empires clone"... they are two different games that play differently.

Anyways, comparing the difference is cost it is effectively free right now. The cost of research stations is insignificant in DW. You just have to keep research stations from being destroyed (or pay slightly more to have them in every spaceport, and thus distributed across your empire).
The difference in cost is tremendous. And typically games that generate RPs do so by having very expensive buildings OR yearly research "budget" (research stations in DW are super cheap; there is NO yearly research expense)


Well, I always played Space Empires V mods. I really liked a lot of the concepts in that game even if they didn't all work....I thought that if they could get them working they would be awesome. I have really had a lot of fun with that game and in fact DW pulled me away from it. I am not seeking a Clone of Space Empires in DW, however just because a good idea/concept from another game is implemented in DW does not make it a clone. It simply means that it was a good idea and is worthy of being used.

You are right, it was wrong of me to jump to conclusions in such a manner. A superior feature can be implemented across the board without making the games clones of each other.
As for the research I guess I just feel more comfortable with having a yearly research expense like you say. It seems more efficient.
I admit I am more used to that way of doing things, it took me a while to adjust to the distant worlds method of research. but I grew to like it.
I do not have a superman complex; for I am God, not Superman.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

Enhanced story mode moddability:

I assume that right now all story relevant locations are generated at the start of the game and the messages do nothing but direct the player to one location after another (I never made it past the fifth message or so because I'm only at my 4th game right now; the first one ended in early defeat, the 2nd and 3rd I had to abandon because of bugs, so I'm not really sure how the story mode works).

Anyway, what I would like to see:

- Story mode messages must be moddable

- Introduction of at least one secret faction that does not show up as empire (at least not in the beginning, can found one later in the story). Faction can have ships, bases, spies, even planets, but those are marked uncolonized until the faction presence is discovered (by an exploration ship or a colonization attempt). Faction has no private sector until they form an official empire. Faction has a unique tech tree, in the course of the story certain faction techs can be discovered by the player.

- Some kind of interaction between the faction an the AI empires should be possible, but how exactly that could work I have no clear idea yet.

- Messages should trigger events, such as (just some examples):
- - direct the player to certain locations (as it is now)
- - confronting the examining ship with a faction fleet (like the pirate fleet in one of the ruin events, but the fleet composition should be moddable also) or a faction explorer that flees when you approach, but leads you into an ambush if you follow it (in game terms: possibility to let appear a fleet of one or more ships with certain orders)
- - appearance of structures on planets or wherever (e.g. the message is "After a lot of effort your computer specialists are finally able to decrypt the data crystal you found in the wreck of the foreign space ship on the moon HX208. You cannot yet make much sense of the foreign language and coordinate system used but as far as you can tell the data speak of a base in the general vicinity of the Firefly Nebula in sector H5. Said base is apparently designed to tap into the sun of the system it is located to generate tremendous amounts of energy for a project unfortunately not further described. You have no choice but to look for that base if we want to find out more about it."
Only then this base is created by the game on a planet in sector H5, exploration that has occured before that therefore didn't and couldn't find it. That is important if certain events have to happen in order to bring the story along.
Those structures can also have a value as such (in the above example the base could server as energy research facility, but other benefits are possible also)
- - faction spies infiltrating your empire
- - destruction of structures, from ships to bases to entire planets (or even suns?)
- - etc.

Goal is to be able to develop a whole new story consisting of messages that trigger events which can have a real gameplay effect (or can be merely descriptive to bring along the plot). I don't know if I made myself clear enough but I hope so [;)]

If such a thing can be made possible with DW and the developers are interested I can flesh out a more detailed example.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

ORIGINAL: taltamir
ORIGINAL: Yarasala
ORIGINAL: taltamir



Well, so would I... although, if shaktur firestorm, megatron Z4, and novacore NX200 were finally fixed not to suck then there would be no NEED to exclude components from auto upgrading...

also, its totally impractical and wrist breaking to do that before implementing component stacks (that is, instead of 40 separate lines each saying "Thunderbolt MX torpedo" have 1 line saying "50x Thunderbolt MX torpedo")
Not true. I like to mix weapons because of their different properties, e. g. weapon range. So Maxos Blaster SL is in every aspect better than Concussion Beam except range where the latter is far superior. So I like to have ships with both weapons on them.
Actually my suggestion with the "fix component" checkbox would be easier to implement without component stacking ... [;)]

Only if you have a ship with 20 maxos XL which you want to change to 10 maxos XL and 10 concussion beam.
But in which case it would still be less clicks with component stacking if it gives you the ability to type a number of components... And if not, the greater ease on anything else would be nice.
With component stacking you wouldn't use upgrade, but copy as, then change the amount of maxos XL from 20 to 10, add a single concussion beam, and then change it to 10 as well (via typing the number in a the box).

Anyways, range is a huge factor.
I just had an idea how the upgrade problem could be mitigated when implementing by checkbox would be too complicated:

Insert a single checkbox at the design screen saying "Upgrade only most recent components to latest version". If it is unchecked (what it may be by default) then the button "Upgrade selected designs" works as it does now. But if it is checked, then the game checks every component in the design: if there is only one of a group, it is updated to the latest available component. But if there are more than one, then only the most advanced component gets updated to the latest available component of that group.
So if e. g. a ship has only Velocity Shard torpedos than all of them get updated to Epsilon Torpedo KTX-5200. But if you have Velocity Shards as well as Epsilon KTX-3000 in your design, only the Epsilon KTX-3000 get updated to Epsilon KTX-5200, while the Velocity Shards remain.

Not the best solution, but easier to implement and it would work at least for how I design my ships [;)]
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

I would like to have the possibility to have more automation options for constructors:

- Automatically build only resort bases

- Automatically build only gas mining stations

- Automatically build only mining stations

- Automatically only repair ships

With one of these commands they still operate under automation, but do nothing else but this one task as long as there is something to do (and refuel as necessary).
Szkeptik
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RE: Master Wishlist Thread

Post by Szkeptik »

I have a problem with the range of the ships. I don't know if it was mentioned before, I haven't read all 23 pages.
So, I hate it that the enemy can just fly right to my main colony, passing by a lot of well armed systems. It sort of defeats the whole idea of a good defence strategy if the enemy can just fly by everything right into te heart of my empire.

It's a big change, but I think the ships should have a maximum range, - depending on tech level - from their colonies. Much like it was in Armada 2526. That allowed for some much deeper strategy, as staging areas and forward military bases were really useful. The enemy fleet couldn't just skip through, they had to take the outlying colonies first.

Other possibility that comes to mind would be to make a technology that's something like a long range hyper-deny that would extend interstellar distances, but make it so that it could disrupt the warp field of ships passing through, so it could rip them out of hyperspace in addition to just not allowing them to enter. These special HD components could be fitted to bases in different star systems and they would form an inpenetrable net. The enemy would have to destroy at least one base to punch a hole on the barrier.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

ORIGINAL: Szkeptik

I have a problem with the range of the ships. I don't know if it was mentioned before, I haven't read all 23 pages.
So, I hate it that the enemy can just fly right to my main colony, passing by a lot of well armed systems. It sort of defeats the whole idea of a good defence strategy if the enemy can just fly by everything right into te heart of my empire.

It's a big change, but I think the ships should have a maximum range, - depending on tech level - from their colonies. Much like it was in Armada 2526. That allowed for some much deeper strategy, as staging areas and forward military bases were really useful. The enemy fleet couldn't just skip through, they had to take the outlying colonies first.
Ships *have* a maximum range that is dependent on fuel capacity. But it's too big, I stated that elsewhere and made the suggestion to introduce an (game or at least mod) option to divide the maximum range per fuel unit by a factor from 1 (then it's the same as now) up to, say, 20 (20 times the fuel consumption than now).
Other possibility that comes to mind would be to make a technology that's something like a long range hyper-deny that would extend interstellar distances, but make it so that it could disrupt the warp field of ships passing through, so it could rip them out of hyperspace in addition to just not allowing them to enter. These special HD components could be fitted to bases in different star systems and they would form an inpenetrable net. The enemy would have to destroy at least one base to punch a hole on the barrier.
That's also a good idea.
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the1sean
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RE: Master Wishlist Thread

Post by the1sean »

I like these fuel range ideas, and I think a big component is having a moddable tech tree.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: Yarasala

I would like to have the possibility to have more automation options for constructors:

- Automatically build only resort bases

- Automatically build only gas mining stations

- Automatically build only mining stations

- Automatically only repair ships

With one of these commands they still operate under automation, but do nothing else but this one task as long as there is something to do (and refuel as necessary).

+1...

basically, break up the current automation into more fine tuned automation...

Ideally we should have an entire screen dedicated just to automation where it can be fine tuned.
I do not have a superman complex; for I am God, not Superman.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

Give troop transports in the main screen a set of icons that shows how many troops they have loaded and can load (e. g. for a troop transport with capacity 5 that has 3 troops loaded show three green and two red small circles at the upper left position of the ship image).
That way e. g. after an attack one would not have to click on every transport to check which one has how many troops and needs to reload.
Astax
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RE: Master Wishlist Thread

Post by Astax »

Add Recruit Troopx5 to the menu. Also a way to Build Destroyer x5 and such would be nice :)
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Locarnus
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RE: Master Wishlist Thread

Post by Locarnus »

Ave,

I like the "living galaxy" feeling of this game and imho it has great potential.
But it looks like one of the most common roots of inconvinience is not adressed well enough.

That is the emphasis on features itself rather then their interdependencies.

Therefore I will address two of the most game-breaking problems here, because I have a feeling that this game has the support from customers and devs to make it worthwhile (although the modding restrictions are surprisingly self-injurious from the dev side [8|]).

1. Colonization
a: Race specific planet colonization
b: Colonization specific system-ownership

a+b: Race specific system-ownership
=> I cant claim my directly neighboring system with 10 planets while some species from the other end of the galaxy can, just because the system has no continental planet. There goes the Korabbian spice which is just in front of me...

Solution: Races have pop limit of 30mio for "non-colonizable" solid planets (non gas giant).
Result: System claim by sort of a mining biosphere.
ie Still a colony ship needed (which should be 10 times more expansive, as was recommended), still "upkeep" for the mini colony required (as was also asked for, so this would be ruinous to do for every solid planet, but is worthwhile to claim a system). 30 mio means that a later colony by another race is still smaller and may be purchased per diplomacy. transformation from limited to unlimited status when researching appropriate colonization tech (eg marsh, desert for humans)
Additional possibility: increase pop limits per already existing habitation tech-tree, eg to 50, 75 aso.


2. Player Challenge (I think I already read something in this direction within this forum)
a: Aggressiveness slider should increase player challenge by decreasing AI diplomatic cooperation
b: # of AI empires should increase challenge by increased competition for resources
c: Pirate activity should increase challenge by increasing threat of hostile ships

a+b: more AIs, each less likely to engage in diplomacy
ie because player can "buy" treaties (trade, alliances) nearly like before, but ai does not -> 2a+2b has an ambigous effect on player (less resources, but more trade partners, more enemies, but more allies and smaller enemies), but a strictly negative effect on AIs (less rescources, and less trade partners, more enemies, and less allies, smaller enemies cancels out here, because both AI empires are smaller)

solution: additional setting for aggressiveness only towards player

a+b+c: Player kills pirates -> higher reputation, because of fixed pirate number and less AI emphasis to kill pirate bases (especially for the now weaker AI empires, see above) -> persistent bases in AI territory -> pirates will harass mainly AI empires later on -> game much easier for player

small solution: pirates concentrate more on richer empires/colonies (most likely the player) and are willing to travel some distance for it, eg korabbian spice mining stations need more permanent protection.


3. Map generation
a: Random ai placement
b: 3 categories to set distance from player
a+b: no control over ai placement in relation to other ai players
=> tendency for clustering of ai starting locations (simple statistics - see "birthday paradox")
ie kind of a multiplication factor for the problems discussed in 2.

solution: settings for minimum distances between empires


Aside from the military incapabilities of the ai these three factors are just game breaking for me. I can not establish some kind of territory because of 1 and because of 2&3 I can not make the game more of a challenge.
I like the game and would recommend it to others, if only those 3 were fixed.


edit: since no one posted after me I just edit in here 2 minors from other threads

4. split tutorials
according to automatisation possibilities
so that after a basic tutorial one can just watch a specific one right before turning off this particular field of automatisation and take over

5. Request refuelling rightclick
so that deep space installations/the resupply ship can request private fuel supply manually and it is afterwards automatically (thus earlier than normally) recognized by private sector
SeattleKCD
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RE: Master Wishlist Thread

Post by SeattleKCD »

The ship list screen has button for commanding selected ships to refuel or refit, how about adding option to retire/scrap?
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Rugby9
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RE: Master Wishlist Thread

Post by Rugby9 »

Several small things I would like to see.

1. Exploration ships continue to explore areas for anomalies when you get a map of an area. They consistently miss planets with ruins and I have to manually assign a ship to go there and find out what it is.

2. Have the lists, like the potential colony list, not reset to the top when you assign a ship to a planet. Also have the ships list rmember where you were so when you open it up you are at the last place you left it.

3. Ships in manual control will stay on patrol. They currently stop after a short period and have to be re-assigned. Patrolling a gas giant (pirate spawn point) while waiting for a contstructor to arrive causes problems.

Thanks -J
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WoodMan
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RE: Master Wishlist Thread

Post by WoodMan »

Hey guys!  New to the game, playing my first Empire at the moment.  Most thingsa are already covered in this thread, but I have one suggestion and I'm not sure if it's already mentioned, sorry if it is.

It would be good to get a notification when an AI Empire declares war on another AI Empire and also a notification when peace is declared between two AI Empires.

In my first game I was fighting an enemy Empire and I asked an Ally to declare war on them too.  They agreed and went to war, but then ended the war without me being notified, so I thought my ally was still helping me and then I notice in the diplomacy screen that they are no longer at war!! [:-]

Something else similar happened aswell, I was fighting a war against a neighbour and all of a sudden another Empire suffered a civil war and broke in half, the new faction then immediately declared war on me saying they had been persuaded by another Empire.  All this was really cool, so much going on in this lively galaxy, then they send a massive fleet to one of my planets and attempt an invasion, I decided I couldn't fight two factions and once and so I negotiated an end to the war with my neighbour so I could concentrate on this new faction that was attacking me, but when I did this my war with the new faction was also ended without any annoucement telling me so, I didn't realise the war was over and was still preparing to attack them!

So my suggestion is a notification of all wars between AI races you have discovered and also of course a notification of when an enemy stops a war with YOU.  I guess the reason the war with them ended is because they had been bribed to fight me by the other empire I was at war with, but some kind of notification that both Empires were no longer at war with me would have been helpful.

Good game guys!  and great to see a developer who is actually interested in supporting their product and communicating with the players, that's exceptionally rare these days!
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
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Locarnus
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RE: Master Wishlist Thread

Post by Locarnus »

@Woodman

This may be asked for already, but some diplomacy addition springs to mind here:
I want to be able to ask an empire to end a war with another empire.

Kind of british strategy to balance the rest.
So to stop the attacks on a neighbor, who is a really good buyer of my z-fluids,
whereas the attacker is a really bad trade partner.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

Since Erik stated that wishes are only save to be remebembered when in this thread I copied together all my suggestions from all my posts other than this one. I apologize for the resulting long and difficult to read post [;)]

- Ability to set a maximum and minimum number of troops per planet. Troops are automatically recruited until the maximum is reached. When a troop transport fetches troops the minimum number is left at the planet so as to not strip it of all ground defenses. Of course the AI should be able to uses that system also.

- Troop transports keep the "load troops" order until they are full. For that they stay at the planet where they began loading troops although that may last longer than going somewhere else but prevents them from scattering and moving far away in search of troops. Or even better, make it two separate commands so that the player (and the AI) can decide according to the situation at hand.

- Ideally there should be an option whether the most or the least experienced troops should go on board of troop carriers.

- 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.

I like the idea that not only the highest tech can be traded but all lower techs as well. Would it be so difficult to just list them together with all current techs the empires trading which each other don't have yet?

I have another idea which I fear is much harder to implement but which models "real life" behaviour much better in my opinion: make it possible to trade *components* instead of the tech itself! How would it be to approach another empire and ask them: "Please give me 10 death ray cannons in exchange for x"? Those cannons would then have to be produced by the giving empire and actually shipped to the receiver's next starbase (and are prone to pirate attacks and whatever on the way ...).
The receiver could then use those components to build ships or bases, or he/she could decide to disassemble one or more of them to boost his/her own knowledge of that tech a bit (but not too much; I think, the more advanced the tech is the smaller the gain should be. Imagine you give a tank to a tribe of barbarians running around with bow and arrows, what could they do with it?).

And one suggestion as well: if we have an agent in deep cover within an empire, give us information about the number of enemy counterintelligence agents.

About colony spamming: I suggested in the wishlist thread to increase the distances between the systems or at least the fuel consumption. Right now the galaxy feels really small because you can travel from one end to the other pretty soon in a relatively short time. Apart from making the game feel bigger, more epic, greater distances (or strongly increased fuel consumption) could also help avoiding colony spamming, because when there are only a handful of colonies in range as opposed to now, when there are dozens and dozens, there would be nothing to spam to ...

Edit: even better: make fuel consumption an option so that every player can adjust that to his/her liking. That would be a very minor change in my opinion with the potential to vary the game tremendously. It would be a very big difference if distances take ten times as much time to cover than now, the game would develop much slower and in another way, also resupply ships would gain a lot of strategic importance. And again, make it an option with a slider where you can adjust fuel consumption for travel (not for weapon usage!) between 1 (the current consumption) and, say, 20 (use 20 times as much fuel).

Edit #2: Or make fuel consumption at least moddable!

I just managed for the first time to destroy an enemy empire. But: is it normal that there is no message whatsoever about that fact? I just received all their remaining ships and the empire disappeared silently from the diplomacy screen, but nothing else happened ... feels a bit disappointing

I don't know the solution, but have the problem myself: how can I retrofit (privately owned) mining stations at all? I mean, I don't want them to have the ability to self-retrofit like Astax, but do it with a constructor, but I seem not to be able to find a possibility to do so ...

There should be a better way to do it:

- Provide constructors with a respective command

* and / or *

- Make the private sector update their assets regularly (and provide the player with some feedback about that, because I don't like when I don't know what's going on in my empire; it's ok when I elect to not micromanage, but there should be the possiblilty to find out what happens when I choose to do so)

About the tech tree: I'm definitely for expanding it a lot!

Perhaps this would then also solve two current issues? They are:

- Messages appearing very shortly after one another so that the first message gets auto-replied with the default answer

- Game not really pausing when the AI "does" diplomacy. It happens very often to me that I pause the game and 30 seconds after that the AI begins nagging me with several diplomatic messages with on top of that un-pause the game on answering ...

If there is a scrolling list as suggested then I suppose it should function in the way that as long as a message is in the list the offer is valid, and it clicked on, the normal diplomatic screen appears and the game is paused until the screen is closed. But then the game is only un-paused when it was running before the message was opened, otherwise it stays in pause mode.

I'm against detailling more and more specific resources, that wouldn't bring any new strategic elements into the game imo (perhaps apart from food, but to simulate that adequately a lot of work would be needed).

But I'm all for making more of the resources already in the game. I too experienced no special difficulties from lack of certain resources. A game concept you never need to care about is unnecessary, so change the resource handling to make it important again.

First step could be to increase resource costs for certain components *or* reduce the abundance of certain resources. I would prefer the latter, then I would again *enjoy* finding planets with those resources. As it is now, one planets looks like every other and the resources on it don't really matter. I miss the sense of wonder I had when finding a Gaia planet in MoO2 or a quality 20 planet or one with a 7 x research tile in GalCiv2. I want something similar in DW, either by making some resources scarce and / or decreasing ruin abundance and make their bonuses more varied and / or ...

Second step could be to introduce new resources that are not raw materials but semi-finished products that have to be generated in specialized factories (which need new components and a new branch in the tech tree) out of raw materials (e. g. 10 steel + 3 gold + 1 nekros stone = <insert fancy name here> alloy). Would be more work than step one but still less than introducing a food system i think.

ORIGINAL: taltamir
the safest method would be to make the chances of each resource to appear on a plaent 1/A what it is now, but increase the production by a factor of A, with A being probably 5 to 10 (except for the three 3 super resources, korbebian spice, loros fruit, and zentabia fluid which remain the same)? overall the same amount produced AND consumed in the entire galaxy, but they are concentrated to individual planets, making said planets valuable and most planets are consumers only. Thus there are actual "strategic planets" instead of "how many ocean planets I own" its "do I own one of the few ocean planets that exports dilithium crystals?)

This would be interesting... it would be a drastic change though... not sure how well it would work. Not sure if I am for it or against (I have mixed feelings about the idea)..

this would certainly make mining bases less useless. (in fact, they would become very useful!)
That's quite good an idea and along the lines of my first step. And to mitigate any unpredictable game changes coming from that: make your "A" a moddable variable

ORIGINAL: Astax


ORIGINAL: Yarasala

- Make colony spamming impossible


I wouldn't go that far. There are some races/governments that should still have the option. It makes the game more diverse.

That's why I wish they make the mechanism moddable

Edit: better still, make it moddable on a per race base


ORIGINAL: Barleyman

ORIGINAL: taltamir
10x the cost for a colony ship with 10x the pop when you require that it REMOVE said pop from the planet that built it makes NO SENSE!
If colony ships stop producing colonists out of thin air, then there is no reason to EVER pay more for a colony ship... because passenger ships could and would easily make up any deficit by moving people around.
It also makes the loss of a colony ship devastating, its very expensive AND carries many precious citizens...


You're talking like colonizing another planet shouldn't be expensive undertaking with failure being devastating? That's how it is in most 4X games and it seems to work pretty good too.

Let's say the aim is to slow down colony spam - Making the ships expensive and fresh colonies resource/money sinks would force you to consider your options instead of spreading through the map like a proverbial locusts. Cf sword of the stars how this can work.

Agreed, like stated in another thread. Obviously that is an important point that a lot of players (at least of those who write in this forum ) want to see changed. And again I vote for a (moddable / optional) possibilty to reduce the range of ships drastically.

But I also like the possibility to (optionally) increase the price of colony ships. To make them take their pop from the planet instead of from thin air would be preferable, but surely harder to implement.

Btw, independent colonies *do* benefit you because the pop is higher and the colony gives you more profit faster.

I would also like an option to increase unrest the more different species are at the same planet (what may be further influenced by a tolerance setting per race and / or government type), but along with a possibility to somehow control which species goes where. This control doesn't need to be absolute, just a setting like "prefer colonists of race X" per planet would do if then passenger ships try to gradually ship race X to the planet and ship all other races away.

And, about the problem that you need certain races to colonize certain planet types: introduce terraforming tech like in so many other 4x space games (whatever terraforming is for a specific race ).

Point defence!

IMO the best solution to that would be if the AI just maintained a common list of explorable locations and every explorer would just pick the next unassigned location from there and mark it as assigned. Of course then the AI must keep track of explorers not fulfilling their assignment because of pirates / space monsters / enemy ships etc.

ORIGINAL: taltamir

ORIGINAL: Yarasala

ORIGINAL: taltamir




I agree, I don't like it either... but it the only passable way of having a system where "newer" components are not better/the same in all metrics, instead having a "next gen" tech sacrifice one area of performance for another.
Either you go with the multiple windows and very complex but robust system... or just drop that nod towards "realism" and just have it where every component is in every way shape or form superior to the previous generation component (which is how I prefer GAMES to play)

If newer componenets are better in every respect than older ones, you take away a decision from the players what would not be a good thing. I prefer the current system but the handling of components of different tech levels in a design needs to be much better, to that I agree fully.


It IS a good thing to take away that decision... Too much "decisions" means cumbersome micromanagement...
There are lots of design decisions you can and should be making, using obsolete tech because its in some way better means having to deeply analyze and understand every single tech component, and then calculate which one to use... it is a PITA and it is VERY frustrating when you try to implement an "upgrading" system (click a button to upgrade all components on the ship), a working AI (normally the AI would just use the latest gen tech), or just play the game without having to understand it to that level.

Tech X > Tech X-1 is one of the most fundamental things for a game. We don't need this kind of "choice" where tech X might or might not be better than tech X-1 (because it might be a trap) thank you very much.

By "we" you mean "you" ...
Obviously we have a different opinion about that matter, we'll see what route the game will take.
Anyway, I would like those decisions that are in no way cumbersome to me.
And about the AI and upgrading, yes, it would be more difficult for it to find the best solution, but I don't find it too hard to implement. Just give the AI some "focus" attributes per component area, e. g. "speed" for hyperdrives so it will always upgrade to the fastest drive.
I described elsewhere how the upgrade button could work: if pressed, check the design(s) and upgrade only those components that are most advanced and leave all others alone. But if the player could also specify "focus" like the AI, then the upgrade button could follow the same logic.

ORIGINAL: taltamir
Now, if you want to implement different "types" of components, thats where differentiation comes into play... you could have it as different types of weapons (aka, lasers, mass drivers, missiles)... or you could have some other sort of categorization... such as "long range lasers" vs "short range lasers"... but its better to have those as "modifiers" like in MOO2 (maybe somewhat improved)...
ideally you would want them both to work off of the same tech and be a design choice the player applies; such as bigger mount or small mount. And each weapon tech should be better then the previous one (something that sadly was not the case with moo2... i just finished a game of it this very second...)

I could live with those modifications but I think that would need to much alteration of the current system to be viable (but of course I may be wrong). Furthermore I do not see the difference in AI decision finding and upgrading per button with those modifications compared to the system with components that are not better everywhere than their predecessors, it seems even more complicated to me ...
Yarasala
Posts: 185
Joined: Mon May 10, 2010 4:35 pm

RE: Master Wishlist Thread

Post by Yarasala »

And another very small but very helpful wish:

- Make drop down lists of comboboxes long enough so that you don't have to scroll to access the items at the bottom of the list (examples: type selection in "Ships & Bases" screen; view selection in galaxy map).
DarthPrincey
Posts: 10
Joined: Wed May 02, 2007 2:47 pm
Location: England

RE: Master Wishlist Thread

Post by DarthPrincey »

(Re-posting this in Wish List as requested by Erik)

Hi,

One improvement I has hoping for was increased control for the Popup message filters, specifically the "Under Attack" checkbox.

Let me explain my reasons, once my empire gets to a certain size I start getting spammed with these messages. 95% of them are a waste of time as it is a freighter under attack from a pirate escort or one of my exploration ships under attack from an enemy frigate. This effectively makes this feature useless as I find I ignore all messages or when it gets really bad I have to uncheck the checkbox and not get any. And I'm sure that is what many people will do and forget it. But I really do want to know if a pirate of destroyer or above is wiping out my freight lines or an enemy capital ship is attacking something as this could be much more serious.

There are many ways I can see this being fixed. A fairly simple one would be to include a sub menu with ship class checkboxes that you want to receive "Under Attack" messages about.

So for example I could check Escorts, Frigates, Exploration ships, Small, Medium and Large Freighters.

The attack messages are in two parts, the first being the ship that is under attack and the second being the ship that is performing the attack. I would see this working as, if both ships in the "Under Attack" popup message are checked then the message would be filtered out and not displayed.

some examples...
- Escort or Frigate attacks your Freighter - message is filtered out
- Escort or Frigate attacks your Exploration ship - message is filtered out
- Capital Ship attacks your Escort or Frigate - you get message
- Escort or Frigate attacks your Escort or Frigate - message is filtered out
- Escort or Frigate (or any ship) attacks you Colony Ship - you get message

This is not perfect and I can think of other ways such as create rules but I expect this would take much more work to put in and require more user knowledge to use. The above would provide a basic way to filter out many of the unwanted attack messages. The game encourages you to build and automate your small Escort and Frigate class ships to patrol and defend against other small threats yet I cannot filter out this activity from the popups so I can focus on the important issues such as a Pirate Destroyer/Cruiser wiping out my freight lines and mining bases.

Also one final note on "Under Attack" popups, it would be really helpful if you put the class in the working as well, e.g. "Exploration ship “Evil Eye” is under attack from Destroyer “Enemy of the State”. As at the moment i have to go through all my ships and add tags to them so I know what is under attack, for example EXP - Exploration ship, CST - Construction ship, COL - Colony Ship, etc. and yes it does get very time consuming as my empire grows!!

Apologies for the large post, I read all these forums but never get round to posting as I seem to be unable to make small posts, once I start they just snowball into essays.
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Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Master Wishlist Thread

Post by Shark7 »

Wouldn't mind having a few more filters for the ships list, or even a way to pull up a specific type of ships list without having to open the entire list first (it eventually gets to be a very long, very slow loading list)

List Filters:

-Escorts
-Frigates
-Destroyers
-Cruisers
-Capital Ships
-Troop ships
-Expoleration Ships
-Construction Ships
-Colony Ships
-Starports

Why this? It would make it much easier to retrofit when you make new designs if I could simply pull up 'escorts only' and then a nice 'retrofit all' button would be useful here as well.

Another useful item, automatic retrofitting when designs are upgraded. That is the AI will carry out the upgrades as money and needs permit once I update a design. A way for this to work would be:

-A check box to 'Automatically Upgrade Ships to new designs'
-A slider that sets a percentage of yearly income that the AI can spend on upgrading ships. IE I can set it so it never spends more than 20% of my tax income on automatically upgrading ships.
-As with all things, can be over-ridden by direct player input.

This would take a measure of micro-management out of the game that revolves around constant updates to ships. After all, if most players are like me after 2-3 new componants are available, I'll upgrade my designs making my entire fleet obsolete and forcing me to go into the shiplist to retrofit since using the fleet screen to control it turns off the automation of my patrol ships.
Distant Worlds Fan

'When in doubt...attack!'
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