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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morelyn
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RE: Master Wishlist Thread

Post by morelyn »

I wish DW was a "well-behaved" Windows app. I.e., that it would minimize properly when you alt-Tab out and not try to jump back into focus at every opportunity. The music should also turn itself off when the app is minimized.

A small thing, but wouldn't take that long to code either.
Build a man a fire and he's warm for the rest of the night.
Set a man on fire and he's warm for the rest of his life.
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Shadow Tiger
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RE: Master Wishlist Thread

Post by Shadow Tiger »

Research Focus could use one or two focus choices for each category (W/E/H). As it is now I could have both choices in one category. Rail guns & armor, shields & hyperdrive.
onomastikon
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RE: Master Wishlist Thread

Post by onomastikon »

Speaking of research, I would like to see the race-specific versions of most techs count as a prerequisite for further cross-tech research in other branches. That is: currently, a race will have to research its poorer, suboptimal equivalent of its special tech in order to continue research in another branch; the special tech should count as a prerequisite.
icedude94
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RE: Master Wishlist Thread

Post by icedude94 »

I would like the option of semi-automating troop recruitment just like we can with ship designs.

I want to be able to set a minimum number of troops and a maximum number either on a per planet basis(from the planets summary screen)and/or a global setting from the empire policy window where I can set default troop garrison levels on a population basis.

With that, we can have troop transports obey those minimum and maximum rules so that transports will not pick up troops that would reduce a planet below its minimum garrison. It will only pick up the excess troops and the maximum limit will stop the AI from over recruiting and draining your budget.

Another idea, being able to flag certain battalions in the troop summary screen as like "invasion force only" so that troop transports will prioritize picking these troops up first because they are more experienced, of a certain racial type, etc. Maybe there's the possibility of assigning troops to specific transport fleets?

So the troop transports, when given the general order to just load available troops from nearby colonies will first take the ones flagged for invasion force, then take the excess units trained up on planets.

Furthermore, another great thing to add to this is that automated troop transports will move troops from worlds who have more than their minimum number of troops, to worlds that have below the minimum.

Falokis
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RE: Master Wishlist Thread

Post by Falokis »

I would simply like more race specific weapons and technology. Even if it's just the same weapon with different resource requirements and beam effect, it would be a good step. I just don't like the idea of every race have ships which are 90% the same weapons, shields, armor, engines, reactors, etc in late stage games. Right now, late game fleets are just reskinned with all the same components. I think an easy fix would be adding race specific beam colors, torpedo color, etc and add more technology later.
King Doom
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RE: Master Wishlist Thread

Post by King Doom »

I'd like to see the terraforming facility actually able to terraform. I'd ideally like to see it get its own branch somewhere in the relevant tech tree, either five or ten research topics long that offer increasing levels of terraforming ability, allowing the facility to improve the quality of a planet it is built on by either 10% or 20% per each of the ten (or five) topics completed.

I'd also like to see orbital or space based wonders, potentially one off super projects along the line of the two planet killers available already. A mobile terraforming engine that can slowly improve the quality of any planet it is parked over would be a nice one to include, And I always wished I had access to a supergun that could blow enemy planets up. It'd be immobile, and to counter the 'can attack anywhere' issue I'd give it a horrendously long recharge time between shots and make it chew up masses of resources to fire as well. Ring worlds and Dyson spheres have to have been mentioned elsewhere so I wont go over them, but another thing I'd like to see is the ability to construct point to point gates that take masses of resources to build but allow instant transmission between them. Titanic world engines that can consume asteroids or dead worlds for one off bonuses of huge amounts of whatever resource is present could also be added. Possibly they can deliver the resources elsewhere, possibly they have to use them themselves, if you make them a sort of mobile star base. Really what I want is an option to really make my mark on the galaxy when I get enough research done.


Edit: Oooooh, while I remember, what I really, really want is a colonise/construct improvements/explore by sector drag and mark option to restrict any automated ships to one or more map areas of my choosing, so that they only work in areas I've chosen till the area is fully developed/explored/colonised, rather than spreading across the map in some nightmarish spiderweb of mining stations, colonies and unexplored systems.
Modest
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RE: Master Wishlist Thread

Post by Modest »

I would like to second King Doom's idea of being able to really terraform planets. Howewer I would like to propose diffrent system - let's say that building terraform facility would be able to improve planet quality by 5% on it's own. But if You want to improve it more than mere 5% You need to supply it with certian resources. Some of already existing resources would be used for this, or new ones would be created for this purpose (biological resources for example). And so for every resources which take part in terraforming system planet quality would rise by another 5% - of course this process should be really slow. Also if one of resources would stop coming for some reasons (and it's planet storages would be lacking of it) planet quality should start droping by 5%, and if terraforming facility would be blown up - planet quality also dropps but to the starting conditions.

Another thing which I would like to propose is to give players ability to control and breed space liveforms, or even creating new ones is some laboratories. Unleashing such creatures in an enemy planetary system could be interesting new strategy. If those creatures could spread to the others star systems they could be really dangerous even for it's creator. Oh, and by saying "give players ability to control [...] space liveforms..." I ment only the ones which players would create in theirs labolatories, and only to the point when players decides to unleash them. From this point it should be dangerous for everybody.

I know that my ideas are not the ones which could be added by simple patch - it is propably something that would need another expansion, but I am still thinking that it is worth to post them here. Maybe somebody will find them interesting, maybe some players will second them. Or maybe some others will convince me that they are not so great ;)
King Doom
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RE: Master Wishlist Thread

Post by King Doom »

I do like the living space creatures idea, and yeah, to really do it justice it'd probably need to be a new expansion, one based on the ability to create organic technology. It'd be tricky to balance it and make it unique at the same time.

I'd have it so that instead of building ships based on what the player orders you begin with a living space station or space port that works as a hive and randomly spawns ships based on your tech level and the stations size, with optional facilities increasing the chance that it spawns different ship types.

Being that the ships and bases are living things they need to use more resources than non living ships and bases, essentially eating them to stay alive, though the bigger warships would probably be able to take chunks out of enemy ships and bases if they get close enough. the increased amount of resources needed would be balanced out by the fact the ships would spawn randomly, and since this would mean the player with organic tech would have a much smaller fleet than races with non organic tech the organic ships would have to be far more powerful than their counterparts to balance out, creating a much different play experience.

To make the organic ships more powerful the obvious thing to do would give the ships an automatic healing ability, since living things do tend to do that. To increase damage recovery they can be ordered to consume wreckage or harvest materials from planets or asteroids, essentially feeding on them. Different types of material can provide different bonuses, crystals giving more powerful beam weapons, metals giving increased armor, diferent luxury resources proving other benefits based on what the ship type is. The longer a ship lives the bigger it gets and the more powerful it becomes, growing from escort to frigate to destroyer to capital ship (or whatever the size ranking is, I forget) till it can be deployed as a stationary base that spawns more ships for your empire. Battle can increase the rate of growth, and as the ship grows and learns it can gain better defences based on what the opponents ships use. That would have the secondary effect of making it important for opponents to vary their ship loadouts since the same ship type over and over would eventually become far far less effective than the numbers suggest.
Lonck
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RE: Master Wishlist Thread

Post by Lonck »

Ability to close border to foreign ships(civies and state). If they enter we should be able to shoot them w/o much drop in relation or rep because they were warned.

Raiding enemy colonies for resources and pop(for their bonuses or slaves).

Build pirate or other empire's looking ships to harass and raid enemy but also to frame other empires.

Make patrolling of planets and bases not move ship but instead park it in orbit. This way smaller ships won't waste fuel and bigger ships with fuel creating components will produce fuel.
Shig
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Joined: Sat Mar 24, 2012 12:12 pm

RE: Master Wishlist Thread

Post by Shig »

Distant worlds ideas

- assign an area for defence/operational area (drag box)
- if tell auto fleet to refit it remains on auto after refit all ships from fleet screen. 
- on mission complete pop up/top message window, tell me what that mission was.
- tell me when manually controlled fleets complete orders. 
- queue ship/fleet orders
- new column in construction summary window/s called 'sources'. This your empire mining operations for that material. 
- I would like a save game to be auto paused when loaded. 
- when troops unloading/loading at enemy or own colony, have a screen appear so u can control how many troops are loaded/unloaded. 
ergie
Posts: 22
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RE: Master Wishlist Thread

Post by ergie »

First of all thanks for this great game
ORIGINAL: Shig
- I would like a save game to be auto paused when loaded. 

This one is implemented in options I think. At least in the last beta

Some suggestions:

-Be able to see in the expansion planner the planets / resource locations in other empires territory. Maybe with a checkbox
-I know this is big, but...A proper map editor or at least a tool to export the map from a savegame so we (users) can make a map editor. Of course this means that a new game would have the possibility of start with a custom map.

Thanks
onomastikon
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RE: Master Wishlist Thread

Post by onomastikon »

I wish for some form of comment from Elliott.
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JSBoomer
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Location: Edmonton Alberta

RE: Master Wishlist Thread

Post by JSBoomer »

I like the idea of Terraforming as well, however does it really fit into the time frame of the game? I find that populations on planets grow slowly as it is and I have to wonder if there is enough time to warrant terraforming more planets.

My wishes are twofold.

I would like to see more to the ground combat element of the game by adding different types of troops. IE Armour, Infantry, Mechs, or some race specific types of troops.

If possible I would like to have to have more control over what my policy is towards other races on my planets; for example I would like to have the choice to keep the rodents/humaniods yet remove the insects... Or even keep one humanoid but remove another...

Just my wishes...
Jordan S. Bujtas
Deas Gu Cath

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uberknight72
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Troop-based research options

Post by uberknight72 »

One of the major things I find missing out of this brilliant game is research options to improve troops. You can research new weapons and defenses for ships and stations but it seems like everyone is on a level playing field when it comes to troops.

Yes you can research droid/mech troops that offer some bonuses to troop development meaning an increased troop output at the cost of combat efficiency but I want to be able to research improvements to troop weapons or tactics so that the only thing influencing invasion or defense victory isn't just how much troops you have compared to the opposing force and/or your commanding general's skill that is leading the battle.

To make things a little bit simpler and maybe easier for the AI to manage would be to make it that if you research a new weapon type it immediately adds an attack bonus to your troops depending on level of tech and type of weapon, while research in defensive technologies would in turn improve troop defense. Or to just go all out have technologies that is exclusive to troops that require certain technologies in order to research, like if you research new beam weapons a new tech will be unlocked that you will have to research to allow your troops to utilize the technology. That at least sounds like the least half-ass way to implement troop improving technologies and to add more strategy so you will have to plan ahead so you can keep your armies technologically competitive. But both methods will be very much welcomed.

I just want more strategy when it comes to ground combat. Also I am still waiting for boarding options to disable or capture ships and stations using ships that have troops, requiring appropriate techs of course. And so that capturing a planet won't immediately give attacking forces control of its orbital stations, requiring them either to be destroyed or boarded first. This could give a legitimate reason to have troops on stations to provide boarding defenses or support to the planet.

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uberknight72
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RE: Master Wishlist Thread

Post by uberknight72 »

ORIGINAL: J Boomer

I would like to see more to the ground combat element of the game by adding different types of troops. IE Armour, Infantry, Mechs, or some race specific types of troops.

I second this as it complements my post above very nicely. Being able to have different troop types would significantly increase the strategy elements of troop combat as well. Having techs that you can research to improve the different troop types too.
Registered55
Posts: 52
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RE: Master Wishlist Thread

Post by Registered55 »

having a ship maintance penalty option, some players have commented they don't like having to much money in mid to late stages of the game, and perhaps a ship maintinence cost setting in the race files would help,

for example

we have
'Ship Maintenance Savings: percentage rate of savings on maintenance costs for ships and bases +20
ShipMaintenanceSavings ;40

i tried doing

'Ship Maintenance Savings: percentage rate of savings on maintenance costs for ships and bases +20
ShipMaintenanceSavings ;-40

but game didn't accept it, it would be nice if we can have this ability so those who want to can increase the cost of there ships maintenance to help alleviate the situation where players have far too much money, and hundreds if not thousands of ships at there disposal....

in other words a way to make ships more expensive to keep.

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JSBoomer
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RE: Master Wishlist Thread

Post by JSBoomer »

Uberknight 72, I like how you think.
Jordan S. Bujtas
Deas Gu Cath

ParachuteProne
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RE: Master Wishlist Thread

Post by ParachuteProne »

Since an Admirals traits can be positive or negative, I think every "Fleet" should have an Admiral.
If he is killed he should be replaced right away. It seems a bit odd to have 5 large fleets and only 1 or two Admirals.
Same thing for Generals.
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uberknight72
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RE: Master Wishlist Thread

Post by uberknight72 »

ORIGINAL: ParachuteProne

Since an Admirals traits can be positive or negative, I think every "Fleet" should have an Admiral.
If he is killed he should be replaced right away. It seems a bit odd to have 5 large fleets and only 1 or two Admirals.
Same thing for Generals.

I agree, they treat characters like random and hard to obtain heroes or people of extraordinary skill when they are given titles that are just top ranking personnel in a military force that are trained, risen through the ranks, and promoted accordingly to fill in a position.

They don't just randomly appear in real life and is hard to find. If a fleet is in need of an admiral and they don't have an available admiral and the others are leading different forces they will promote the next most capable and deserving person to fill in the required position, no matter if the most capable isn't exactly the most capable but the best they got or recognize. Like a better than average ship captain or something, and with thousands of qualified personal within a military force it's not that hard to find people like this and are promoted/demoted/fired/hired like any staff at wal-mart is all the time.

You should be able to hire Generals, Admirals, Colony Governors, Ambassadors, Scientists, and Agents at will and as many as you want (you will have to pay expensive wages though and there can only be as many governors as there are colonies and you can only hire an Admiral if you have a leaderless fleet with at least 6 ships and Agents will have a hard limit of 8 but maybe could be increased through research and of course there can only be one leader.), but getting an extraordinarily skilled and high bonus giving one would be the rare and randomly generated part. This will make losing a leader or governor through elections (if democracy/republic) every 4-8 years logical since average/poorly skilled leaders will be very common but revolutionary/ingenious leaders rare and once every decade or two type deal and will stay in office much longer because of their good relationship and standing with the people of the nation.

This all shouldn't be that hard to implement in a later patch. It combined with troop-specific research and maybe a new character type or two, (Like Ship Captains, which won't necessarily be like the other character types in the sense they come with EVERY ship automatically and don't appear on the character tab since they will show up next to their ship name in the ship tab instead being select-able and able to be moved around between ships like other characters. This would allow ships to actually gain experience and gain a personality to them like in our favorite space exploration fiction universes [*cough*Star Trek*cough*]) it will make a very lovely and deep game allowing for an enormous amount of Role-playing possibilities hardly seen in any other Space Opera game allowing us to live out stories as colorful and deep as any Star-Trek and Star Wars level movie/series script without making the game all that much more complex and shouldn't increase the learning curve much more either.


Also, on a somewhat different subject... Why aren't my military ships getting their own names? I have construction ships, colony ships, exploration ships, and private ships that have their own randomly generated ship names but my military ships are named after their ship model with an appropriately increasing number following afterwards being the only thing showing any difference between ships. I find this annoying and my miltary ships above all is what I find myself becoming most attached to and develop a personality with the most. It's kinda hard to develop a personal connection and personality with "Envoker 003" and "Envoker 028" :/
Univeraakh HG7
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RE: Master Wishlist Thread

Post by Univeraakh HG7 »

One Question:
Since i've no longer played DW for at least 2-3 months(the truth is that i don't exactly remember when i had stopped playing DW),Did the creators of the game made possible the custom planet and star importing thing by modding?
if not someone PM me or post here the answer please... (and the same if they did (i mean reply me))
Thanks[;)]
I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)
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