From: California, USA
http://www.matrixgames.com/forums/tm.asp?m=2391696 ('Distant Worlds:Updates,Expansions,and Sequels.Tell the company your wish list.')
-A continually improving AI that is able to competently use all advances and features.
-To improve game AI, any design that is adpated by players and is very beneficial should be used by opponent AI's also. AI's should adapt to some degree.
-With "Normal" setting the AI should design, act, and plan, intelligently; as close to casual players as possible. Lower and higher settings should adjust based on normal setting, without giving the AI any cheat bonuses.
-High technology to include population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars.
We should have these world destroyer weapons and other super high technologies in the research tree. SOMEONE in the lore past researched them. OH, well, maybe we'll get more technologies in updates.
-Artificial world creation: city components for ships and bases, Ring and Sphere Orbitals bases, Ringworlds and Sphereworlds bases
-further terraforming: gas giants, baren, volcanic, water, and ice
-system warp interdictors
-worm hole/trans warp conduit gates
-more super weapons
-planetary fighter bases
-planetary missile bases
-full invisibility cloaking energy device
-phased cloaking device
-faster engines: warp and then hyperspace travel(We have warp; ships visible warping space(or perhaps they are partially in hyperspace). Hyperspace would allow ships vanished to another level/realm of space.)
-aliens to have a variety of body shapes other than just humanoid(humanoid being 2 arms, 2 legs, and 2 eyes)
-robotic/android races (Family: Robotic)
-cybernetic races(part machine, part biological) (Family: Cybernetic)
-gas giant planet dwelling(squid-like) avian races (The Hunters of Carl Sagan's proposed Sinkers, Floaters, and Hunters) (Family: Floater)
-feathered(bird-like) avian races (Family: Avian or Reptilian)
-mammalian(bat-like) avian races (Family: Avian or mammalian)
-reptilian(Pterosaur-like) avian races (Family: Avian or Reptilian)
-Upon more thought, maybe there needs to be another race "Family" to group mammalian races that do not seem appropriate for Rodent Family and Ursidian Family, such as the feline race. Maybe call the Family...Therians.
Yes, I agree to have carriers and fighters represented in some form.
-Maybe fighter bays as another ship component and the fighters that come with(or are added to) it as another generalized/abstarcted weapon system. That would be great.
-Maybe each fighter bay could launch a group of fighters(5 maybe) that seeks to target like the missile weapon. The graphic, instead of hitting and exploding, would stay/"stick" to the target and fly around close to it shooting it and slowly damaging it.
THUS, a fighter bay "shot" would act as a "damage over time"(DOT) effect.
-These "fighter bays" might also be added to stations and planets.
-There would need to be a point defense component for ships and bases.
-There would need to be a way to have or portray fighters intercepting each other.
Perhaps, if each fighter bay "shot"(group of fighters) pass close by each other then they would stay/"stick" to each other and slowly damage over time(DOT) each other.
These "shot" interceptions, perhaps, could be unlimited in their battles and thus a concentrated mass of fighters could be slowly destroying each other.
-Replenishing the fighter numbers at bases would be good. Also, though, maybe a very advanced component to place on very large ships could produce fighters to replenish them away from bases.
In other cases they are simply fancier, slower-acting missiles that can occasionally double as point-defense against similar "missiles".
And, they are missiles that shoot other targets. I like that description you give. That theme with the fighter/carrier module idea I mention is my desire.
http://www.matrixgames.com/forums/tm.asp?m=2453018&mpage=1&key=? (The future: DW Fighters?)
-I really wish that high terraforming or habitation technology could allow colonization of ALL planet types. Seems like high technology should allow elimination of limitations.
Each race has a native planet type that they can colonize. In addition all races can colonize the most hospitable planet type (Continental planets). As your colonization technology progresses you can then colonize more inhospitable planet types: marshy swamp and desert planets. But some planet types can never be colonized unless A) it is your races native planet type or B) there is a pre-existing independent alien race at the planet. So ocean, ice and volcanic planets require these situations for you to colonize them.
Diplomacy suggestion: please add the option to ask what the other empire wants in return for something. Now it is just a matter of guessing, trial and error, which I find annoying. Look how Civ4 and galciv2 do it. It is very handy!
-Worm holes/trans-warp conduits to be discovered and used and in later research the capability to create or destroy and turn off and on our own worm holes(trans-warp conduits) that are held open via constructed gates than can be attacked and destroyed?
-Bonuses for less diverse populations to balance diverse population bonuses. Maybe like a lowering maintenance cost for the less diverse your empires race population is. This would be due to government and corporate expenses being lower related to not needing biological and habitational accomodation of other races. If you begin adding other races to your population then your maintenace would increase.
This lower or higher maintenance bonus or penalty due to how diverse your race population is should be minimal.
-Also, some minimal penalties in some situations to reflect racial tensions the more diverse your population is.
-Resource quantity or Abundance percentage slowly refilling(like a bombarded planet quality).
If I understand the system correctly, maybe this could be an interesting mechanic to enable.
Perhaps you can make the quantity of a resource at a mining site slowly replenish like a bombarded planet does, instead of having the resource quantity reset back to full.
This might help balance late game by giving less advanced empires a chance against empires that have mined much resources. Resources would still be unlimited in game but slowly refill or stay evenas mining continues.
-Alternately, maybe each time the quantity gets to zero and resets then the Abundance percentage drops 1 percentage. When the Abundance percentages reache 0 they slowly refill or stay even as mining continues.
Possibility to give Fleets or Task Forces orders or missions.
You gather 10 Escorts in Task Force. You choose them base planet and give them range of operations(short, medium, long) and give them mission like:
Patroling-they patrol your territory figting enemy raiders.
Escorting-they will escort your Colony ships and constructors or other civilian ships.
AntiPiracy- they will hunt pirates(in small squads) and atack(en masse) pirate bases.
Raiding-they will scout and raid enemy instalations(in small squads). Hunt down weaker sips, blown enemy mines etc.
Defend-they will sit on your base and move only en masse against enemy bigger intrusions)
Attack-Task Force will attack enemy instalation or fleets en masse.
Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.
When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.
I'm so tired of "BDAX27X colonized".
Why not just use our actual irl designation, with letters after the parent planet's number.
Considering that there are almost more moons than planets, these random number-letter names gets old really quick-
-An orders note showing what a unit is doing at any given time; such as when a constructor ship is told to construct but leaves to get materials. That can be confusing to new players.
-I recommend an OPTION to limit saves and editor use at a game start setup like in Civilization 4 to keep a player from being TEMPTED to cheat on himself. It could be used to post as a current game screen shot to show you have not cheated on yourself to prove a screen shot authenticity when showing off screen shots.
*Nevermind, skillful programmer players could also fake a screen shot that shows that authenticity mark.
-A very large fuel tanker/tender ship that has certain components allowing it to fuel/repair far deployed ships would be good. It could act like a freighter by carrying fuel from based resupply ships and bases to far deployed ships and repair them via components such as those in resupply ships and construction ships.
update: Apparently you can have 'resupply ships' and 'resupply fitted capital ships' act as in/at fleet 'resupply tanker/tender ships'. Can such ships be automated to go refill fuel and return to refuel the fleet?
http://www.matrixgames.com/forums/tm.asp?m=2432568 (Whats a good tip of refueling?)
-Unlimited fuel component. Also, a later high technology component like a reactor/generator that greatly lowers or even elimates the need to refuel. It could be very large and only fit on large ships, including tankers/tenders and bases but it gets smaller with further research.
...Also i dont know if the tech allready exist as iv not been too far ingame yet is a nofuel needed tech for later in the game. A reactor that is beyond the need for fuel.
-I agree that, with current rules, the defense bases should target incomming troop transports as a priority.
Overall, I think that bases should remain in the control of the builder after an invasion success. The invader would then have to try to destroy the bases above their new planet or deal with trying to run the planet with them there. Maybe the bases will act like a blockade of the conquered planet. That provides a good strategic decision when invading a planet with bases.
Later, if the developers add ship and base capture via troop transports and teleporters then, during battle, it could be attempted to capture the defense bases.
ORIGINAL: Erik Rutins
I think a better solution, if possible, would be to have the defense stations at least be disabled if they much change hands and require a repair before they are fully functional. It makes no sense that an invading team could so suddenly take control of every defense station and have them fully operational.
Perhaps have the 'defending' player's crew disable the defense platform so that it cannot be used at all until a repair ship can get to it, which would be risky in the middle of a battle.
Perhaps also prioritize defense platforms to fire at incoming troop transports, because if they're shooting at a destroyer or something they will entirely ignore the transports.
Good suggestions, could you also post these in the Master Wishlist thread if you have not already? I think some kind of disablement combined with a chance of self-destruction is probably the best way to tweak this.
That's the best alternative to keeping the bases under the control of the builder. I placed all this in my Master Wishlist post.
More of the great music for even more variety, please.
-Maybe tie more music to more events and actions.
-Please add more of the great epic orchestra music and the relaxing piano music. It's great that the music is similiar to the music of Star Wars and other similiar music and science fiction.
Maybe more piano music like in Carl Sagan's 'Cosmos' series, which as I understand it is a version of 'Heaven and Hell' by Vangelis.
-I wish for some post conquest alien population management options.
2. I'd like some ability to decide the fate of conquered aliens. Maybe I'm conquering them to force them to work the spice mines on Misery IV, or maybe I let them integrate, or I simply purge them from the planet...Options could be 'Form forced labour unit', 'exterminate', exile, welcome, 'farm for soylent green' , etc.
-Vector and ETA indicators. For every ship or fleet on the zoomed out map we could have a little line, triangle or arrow pointing in its general direction of movement. This will help while paused and considering strategic decisions.
Then, when we select a ship or fleet a line will show to it's destination and the estimated time of arrival.
-With a feature of endless technology there would be no final technology with no counter to it. It would be a continual evolution of technology. Each "Future Technology" could provide small bonuses to items and increase each research by 50% to 100%.
A warp interdictor component. It will stop or slow enemy ships attemting to warp into a system which you have it in. It should be high/later technology, large, and expensive; maybe placed usually on star bases. It could operate on secret frequencies that your engines and friends' engines are set to via codes to allow travel. These frequency codes could be traded or stolen from you. Through, endless research new engines can counter it and new warp interdictors could counter those engines, back and forth.
http://www.matrixgames.com/forums/tm.asp?m=2427119&mpage=1&key=? (Hyperspace Void Component)
21. Troop battles
-One way to allow control of troop invasions and multiple simultaneous battles would be an update to treat them as "mini games" done in turn like in turn based games. As multiple battles begin they queue up in list on right side of screen and the main game pauses.
BUT, MAYBE, it wouldn't make sense or work in Distant Worlds because as you play one mini game battle then all the other mini game battles would be paused, waiting for your attention. Maybe that could be acceptable IF only a CERTAIN number of mini game battles were allowed to queue every day/tick.
But, then I'm not sure how it could be managed with ships leaving and entering battles at any time with similiar happenings at other simultaneous battles. Maybe you could choose to leave any mini game battle at any point. The AI would continue it and the AI would tie up any links as a result of the mini games.
-Maybe a pop up window in the corner that shows a planetary map and/or fighting representation of the troop battles taking place.
http://www.matrixgames.com/forums/tm.asp?m=2429285&mpage=1&key=? (Planetary combat revisited)
22. AI empires not offended by armed private/civillian ships.
I agree with Forsaken1111. The opponent AIs should not be offended/threatened by armed private/civilllian ships. I'm very much against many types of artificial limitations. We can not even control such ships.
Military ships of certain small numbers should not offend/threaten them either if the destination is a refueling station that is protected.
http://www.matrixgames.com/forums/tm.asp?m=2429940&mpage=1&key=? (Another Diplomacy Exploit)
23. Select ship to build\select fleet to merge to
-Maybe when we select a ship to build we also could select which fleet it goes to and merges with. AI opponents or Automation should do this also. It's like Thiosk states about waypoints; fleets as moving waypoints instead of traditional stationary wayponts...or I suppose both would not hurt.
If a fleet is destroyed then the first newly constructed ship that was assigned to the destroyed fleet might form a NEW fleet and wait at construction site for orders. All other newly constructed ships that were assigned to join the destroyed fleet would then form to the new fleet. Alternatively, for ease of programming, that first ship constructed after its assigned fleet is destroyed could form a fleet with the SAME fleet name.
http://www.matrixgames.com/forums/tm.asp?m=2433837&mpage=1&key=? (Fleets... as institutions)
24. Internal Reputation
Could maybe some update adjustments be made then for reputation? Empires should not easily break aprat from revolution due to trying to take part in war.
-Maybe nerf/reduce the overall penalties on reputation and war weariness.
-Maybe nerf/reduce internal reputation and war weariness negative penalties to aggressive empires, especailly ruled by a hive mind race, as they are at war and bombarding
-Maybe nerf/reduce internal reputation penalties and war weariness to their populace of empires that are having successes in a war and bombarding.
-Of course, external reputation may/will still lower due to certain actions.
25. "...place station..."... or mine, or whatever.
3. Micromanagement.. This is where my forum nick comes from.. For a game that advertises the automation this is way beyond acceptable.. So If I want to build a station somewhere this is what i have to do:
I have to find a constructor ship (yes i know there is a menu for this).. Leave the selection menu.. send it to its destination to build. (maybe even have to zoom in to set it exactly where it should go)... wait for it to get half there.. learn that it has run out of fuel... tell it to refuel at the next refueling station watch it IGNORE the resupply station that is right next to it and zoom off to some other system.. refuel... tell it to go build that damn station... repeat. All the while im being attacked constantly by pirates and whatnot :rolleyes: Also when this retard of a constructor is finished with its cue it is no longer set to automatic. So if i should forget about it (while doing the same with some other constructor) well.. too bad.. Its a waste of a ship/maintenance
Let me show you an alternative method that a sane game would use:
Select location for station, select space station from list, place station, "Automation" takes over the rest.
"...place station..."... or mine, or whatever. This would be GREAT! like in many ground based RTS games, like Starcraft 2.
There could be like a shaded or faded "ghost" image of what is being "placed" on the main screen and then it vanishes. A constructor then arrives to begin the construction.
26. Ship order queues balanced/shared in an empire-wide to do list.
Maybe ship order queues, like for construction ships, need to be balanced/shared to all construction ships in an empire-wide to do list.. Thus, one construction ship at the nearest to the specified locations will not aquire a huge list of backlog orders for constructions.
quote:Well, in order to use this functionality, even under optimal conditions, requires that you go into the expansion planner, a lengthy and often incomplete list, locate a planet with an inscrutable name you cannot remember, and then pick it out of the list. Most likely the user in question has spotted the desired planet visually, by seeing it as he follows the progress of an explorer ship or finding it next to one of his colonies. Given that mineable objects typically have utterly inscrutable names like AA####, having to try to find it again in a list of hundreds of similarly indecipherable objects is not exactly convenient. And, of course, there are all the attendant caveats of order-queuing, such as that orders are not balanced between constructors. If the Order Queue were maintained in a constructor-independent manner, as an empire-level "to do" list, instead of a per-ship queue, this would probably not happen.
ORIGINAL: Erik Rutins
Select location for station, select space station from list, place station, "Automation" takes over the rest.
That's exactly how it works for me, using the Expansion Planner.
If the Order Queue were maintained in a constructor-independent manner, as an empire-level "to do" list, instead of a per-ship queue, this would probably not happen.
27. multiple retrofit/refuel orders then return to previous duty
That's crazy, isn't it? Suggestion: RIGHTCLICK MENU in the shipscreen (F7) to give multiple ships/bases an order. Each ship then goes to the nearest base where it currently is, retrofits there, and picks up it's previous duty when finished.
http://www.matrixgames.com/forums/tm.asp?m=2441137 (Rescue my mouse button!)
I agree. Do this please.
28. Troop entrenchment defensive percentage and beam/torpedo bombardment of them.
A subtweak would be that you could use bombardment to dig-out the defenders (think a bit how TOAW does it).
That seems interesting. The entrenched troops could have a defensive percentage that slowly rises up to 100% like cities in Civilization 4.
Maybe we could have two or more planetary bombardment options like:
-bombard population(uses current bomb types)
-bombard entrenched troops(uses ship beam and torpedo weapons). The entrenched troop defensive percentage will start lowering.
http://www.matrixgames.com/forums/tm.asp?m=2443104&mpage=1&key=? (Invasion Issues)
29. I think the best approach to racial bonuses would be a gradually increasing racial bonus, starting at 1% and increasing by 1% as a particular race population grows in your empire. Why wasn't this done to start? Is it difficult to implement?
http://www.matrixgames.com/forums/tm.asp?m=2459685&mpage=2 (Distant Worlds Gets a Major Update!)
< Message edited by Wade1000 -- 8/27/2010 3:25:43 PM >
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.