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RE: Master Wishlist Thread

 
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RE: Master Wishlist Thread - 3/29/2010 12:30:55 AM   
Litjan

 

Posts: 218
Joined: 3/27/2010
From: Butzbach, Germany
Status: offline
Hi, love the game! My suggestions:

- Have some statistics for enemy ships encountered so far, kind of like an intelligence report. Could be on the diplo-screen, so I know how my ships measure up component-wise. Maybe even make it part of the spy-missions to gather info on that.

- Ships need to ALWAYS fight back if attacked (even if not on auto), I have them had just sitting there, taking the shots without doing anything.

- Fleet AI needs some work. Make them not disband after a manual mission. Make them share fuel. Make them jump to target, so that they arrive more or less at the same time, not peacemeal for the enemy defense to kill them one by one. They will also engage targets at the maximum range fuel-wise, so after jumping to target they are pretty much out of fuel.

More stuff soon, gotta play again!



(in reply to lancer)
Post #: 31
RE: Master Wishlist Thread - 3/29/2010 12:32:35 AM   
lancer

 

Posts: 626
Joined: 10/18/2005
Status: offline
Goodaye,

quote:

More detailed economic info. Break down Star Port Income into Trade and Ship purchases

More detailed ship cost info. Display the price breakdown due to resources. When my maint fees go up, I'd like to know which resources are causing the trouble.

Show cargo (or a link to) in the freighter ship selection window.

I'd like to be able to see what a planet demands and which it is not meeting.


I'd like to second all of the above. The resource/economic system is brilliant but a lack of information on how it is working is a cause for some frustation.

Cheers,
Lancer

(in reply to 4xfan)
Post #: 32
RE: Master Wishlist Thread - 3/29/2010 12:39:29 AM   
Deomrve

 

Posts: 101
Joined: 9/4/2006
Status: offline
Played just a little bit so far, but the one thing I would like is that when designing a ship all components that are the same should be on one line with a number listing how many of them there are. Look at SEIV ship design for an example of what I mean. 

(in reply to lancer)
Post #: 33
RE: Master Wishlist Thread - 3/29/2010 12:55:36 AM   
dawilko

 

Posts: 75
Joined: 2/25/2008
Status: offline
While playing I've hit a few, well it would be cool if I could do X with the fleet interface.
  • Fleet interface - The ability to select multiple ships from the small ship icons at a bottom left when a fleet is currently selected.
  • Fleet interface - the ability to tell the fleet's troop ships via the right click context interface to be able to pickup troops at nearest (to remove having to do this individually for each troop ship)
Thanks, hope these ideas help!
Wilko

(in reply to 4xfan)
Post #: 34
RE: Master Wishlist Thread - 3/29/2010 1:05:00 AM   
nim8or

 

Posts: 385
Joined: 2/5/2005
Status: offline
Upgrade functionality improvements - I propose two options:
1. When there is a new technology discovery, provide a button or link (View All Designs That Include Related Technologies?). You could then click to view all current designs that include the now obsolete technologies so you could easily upgrade the old designs if desired. Currently you have to view each old design one by one, searching through a long list of components to see if the old technology is used and needs to be upgraded, which is a pain.

-or-
2. Include an "Upgrade All" button on the Designs Screen. Clicking this button would upgrade all current designs with all of the newest technology, making old designs obsolete. Alternately you could include a checkbox next to each old design and check any design you either wanted to include or exclude from this upgrade.

_____________________________

The punishment which the wise suffer who refuse to take part in the government, is to live under the government of worse men.
- PLATO

(in reply to Erik Rutins)
Post #: 35
RE: Master Wishlist Thread - 3/29/2010 1:38:54 AM   
Andy Mac

 

Posts: 13721
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Just played a game through to me owning about half the map on a 700 star galaxy started under the hot fix patch.

A few observations.

1. With the economic fix as you said some other things need tweaking - I was now basically able to ignore money it was never a problem after I got to 3m I stopped caring and started buyting tech and planets that was with 5 monster fleets running around. I think the cost of supporting ships is probably to low now after the economic fix was processed.

2. I was able to buy lots of planets basically I ended up buying half the galaxy either with money or with tech so I think the AI needs to be a little more resistant.

These are both implications of the Beta hotfix patch so it does probably need some more tweaking.

3. Not a beta observation I found it really really hard to control my operations in the mid to end game I kept wanting to de clutter the map and suppress merchant ships, tankers, miners, automated patrol ships etc All I wanted to see was my fleets, enemy fleets and stars with a decent mouseover to tell me what was there would really help command and control if we could de sensitize the map for these things as it quickly became a war game later on

4. Late war when you have masses of warships being able to filter by class of warship and being able to order them to fuel, retrofit, go to base etc etc from the F7 screen would have really reduced the clicks i.e. more practical ship managment from that screen would have really helped - I had about 300 Frigates and Escorts running about and going through each one to retrofit them to latest tech was a real chore I ended up scrapping them en masse and building new ones because money was meaningless and it was less grief.
Great game btw
 


(in reply to nim8or)
Post #: 36
RE: Master Wishlist Thread - 3/29/2010 1:52:31 AM   
Hyfrydle

 

Posts: 74
Joined: 3/22/2010
Status: offline
One thing I would like is all empires in the game having there own colours. In my current game the empire I'm at war with is my colour and it can get quite confusing.

(in reply to 4xfan)
Post #: 37
RE: Master Wishlist Thread - 3/29/2010 2:11:09 AM   
Fishers of Men


Posts: 268
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Erik,

Posted my ideas on the concerns about construction shipyards stalling when there are not enough resources. See the Tech Support thread, called Suggestion----construction stalled, by KW.

FoM

< Message edited by Fishers of Men -- 3/29/2010 2:13:29 AM >

(in reply to Hyfrydle)
Post #: 38
RE: Master Wishlist Thread - 3/29/2010 3:21:24 AM   
Sammual

 

Posts: 6
Joined: 3/26/2010
Status: offline
Here are the ones I like.

Visual elements on the map showing your empires battles.

Upgrade all ships button on the design screen.

A 'Refit all ships of this class' option.

More readable fonts when using bigger resolutions like 1680x1050 and 1920x1200.

Enable the mouse scroll wheel in more of the dialog windows.

An option to set automation on/off for newly built ships.

Improve the right click context menu:
--> Add retrofit costs.
--> When right clicking on a moon/planet/object, have the ability to dispatch an unselected ship there to do a task, i.e. right click on a planet, choose to send an exploration ship to explore, or send a construction ship to build a mine etc.
--> Fleet -> refit all.

Some kind of indicator or message if construction projects have stalled and for what reason.

Stockpiles of resources needed to make the starting ship designs (You can't build any ships for races with the special Shield tech unless you are lucky enough to start with a resource of that crystal).

An entry into the message log when a ship is destroyed.

Customize Race / User defined races.

Add Armor info under Shield Info in the lower left window.

Streamline the component and weapons displays / condense multiple instances of an identical component or weapon into a single one.

Weapon Mounts or modifiers (Spinal Mounts, Turents, PD Mounts, etc).

Fleet Fill Troops button: A command you can give at the fleet level that will have them go off and fill their troop holds at the nearest possible place. Bonus points if they coordinate so as not to step on each others toes.

Don't let other empires use the same color I am using.

Sammual

(in reply to Erik Rutins)
Post #: 39
RE: Master Wishlist Thread - 3/29/2010 3:55:25 AM   
Sarissofoi


Posts: 311
Joined: 2/1/2010
Status: offline
Possibility to modify and/or add new goverments.
Also  posibility to modify and add new technology.


New weopons type:
Balistic Weapons(Railguns, Massdrivers, GaussCannons) with limited ammo.
Missles with limited ammo.

Posibility for planets to produce goods from basic resources.
These goods will be used by population and keep cicilians more happy.


Possibility to give Fleets or Task Forces orders or missions.

For example:
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.
ETC.


< Message edited by Sarissofoi -- 3/29/2010 4:02:43 AM >


_____________________________

You can call me a god but I am Better than that.
Why? Answer is simple. Becoze I am a CAT.

(in reply to Sammual)
Post #: 40
RE: Master Wishlist Thread - 3/29/2010 4:45:51 AM   
Emmet333

 

Posts: 7
Joined: 3/29/2010
Status: offline
Sorry if any of these are duplicates (consider them votes for changes!):

1)  Upon loading a saved game, please have the game set to "Pause".  It's always very convenient to load up a game and walk-away while it's doing so.
2)  Provide Tech level comparisons to other nations.  Would be nice to have an idea of where one rates in comparisons to potential or actual enemies.
3)  UI - Place all the "Next" and "Previous" buttons together (such as "Next Fleet" or "Next Colony").  They are there to quickly scroll through items and placing them on each side of the "currently selected item" screen makes no sense.
4)  Please please please...allow an option to have newly built military ships *not* be automated.  Having them wander off after you've queued up a large fleet is extremely irritating.
5)  Colony ships in Q do not stop mission or generate a warning if the system they were Q'd for are colonized by another empire before they are constructed.  A warning would be nice.
6)  Be able to retrofit an entire fleet instead of individually selecting them.
7)  Be able to load an entire fleet with troops instead of individually selecting them.
8)  Stop other empires from offering you tech trades for cash if you can't afford it.   (Alternately replace with a persistent offer in the diplomacy section that you can purchase at any time...basically a market menu.  I mean if an empire is willing to sell its tech to you, why is there a limited time period...it should be an option left on the bargaining table until you either buy it or you get the tech through other means - research or buying from someone else). Also, it would be nice to see what level of tech is available to purchase. An empire is offering me tech but I have absolutely *no* idea if this is 1,5 or 10 levels above my current development.
9)  Clearly mark neutral/friendly/hostile ships.  It's *way* to easy to mis-click and attack *any* foreign ship and start an intergalactic war.  A warning message of "you are about to attack a neutral/friendly ship" would be useful.
10) Close other windows/views when selecting new one: i.e. if I open colonies screen and then open ships screen, auto-close the colonies screen for me. Too many needless clicking actions when I just want to jump from information screen to information screen.


That's it for now.  Loving the game but would like to see it improve. 


< Message edited by Emmet333 -- 3/29/2010 7:09:50 AM >

(in reply to Sarissofoi)
Post #: 41
RE: Master Wishlist Thread - 3/29/2010 4:51:16 AM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
Status: offline
Hey there,
great works so far. Only one single wish from me right now:

When an empire requests that you declare war or trade sanctions to another empire, please display your standing and current relationship with both empires so you can make an educated decision.

Playing with 19 empires and new ones popping up all the time, it can be very hard to remember who you actually are friends with. ;)

(in reply to Emmet333)
Post #: 42
RE: Master Wishlist Thread - 3/29/2010 5:13:46 AM   
Nth Power

 

Posts: 23
Joined: 6/18/2006
Status: offline
Some additional information when upgrading designs - maybe an icon to show which ships are upgradeable. Some information on what components are being upgraded would be nice too.

(in reply to impact)
Post #: 43
RE: Master Wishlist Thread - 3/29/2010 5:28:55 AM   
Davor

 

Posts: 1019
Joined: 3/24/2010
Status: offline
Finally started playing a real game. Man this game is engrossing. We need an auto save. Damn, played over an hour and forgot to save. So yes we need an Autosave feature and have it be ajustable as others have said, maybe montly bi-montly, bi-yearly and yearly.

Just saying this, just in case it was missed when others have said it.

(in reply to Nth Power)
Post #: 44
RE: Master Wishlist Thread - 3/29/2010 5:32:02 AM   
Pita

 

Posts: 5
Joined: 3/27/2010
Status: offline
I keep having ideas for simple things that could improve usability, but struggle to remember them all now that I'm writing this post! Argh, I'll make notes next time I play.

Reasonable requests:

-I think there could generally be more feedback for a few things. When a construction ship sits there ontop of a mine station it is building, stuck at 2 components unbuilt, I'd like the game to tell me that a. that that is happening, and b. exactly why. Or when I tell a ship to refit, but it doesn't do anything because (I'm assumming) I don't have enough money, it should tell me.
This also runs into the more detailed economic break-down others have requested. That way it would be a little bit easier to tell why the economy crashes when it does.

-Like others, I find refueling a pain for stationed fleets at permanent posts. Perhaps the patrol command should include an option for automatic refueling or the like. Smaller ships should be able to dock without fuel costs at star bases.
This doesn't mean that I think fuel shouldn't be an issue for the player to consider. Ensuring your fleets have efficient supply lines is one of the major gameplay elements!

Wishful new features:

-Smaller ships. Fighter ships. This is perhaps more expansion material, but fighter ships would make combat a lot more interesting and nice to look at (if you could get them to simulate little dog fights). Carrier ships to suppliment this. It wouldn't be neccessary to individually control them, they could simply launch when in attack range and automatically do their business. It would make the scale of things a lot more impressive too! I think escort & most private ships should be smaller than they are now as well. The fighter ships would be able to be designed the same way other ships are designed.

-Hi-jacking/salvaging etc. After removing a ships shielding and disabling them, it should be possible to take over the ship and deconstruct it for resources. (or have this happen automatically by more opportunist private citizens) Or for capturing political prisoners. >:D This also means being able to board other ships in general... so armed forces could taken into account when trying to force a ship to surrender.
We already have scripted derelict ships and space ports, this would be a way for this to happen organically in the game (ie. if ships weren't always blown up to nothingness)

Far-fetched, non-specific, de-railing. I'm sorry!:

quote:

ORIGINAL: Ranbir
4. Private citizens to do some limited escort/defence of their own private ships/bases. Essentially asking for a level of automation where the only management I want to do with my military ships is empire(state)-empire(state) matters. Furthermore, in addition to this, state sanctioned bounties. I.E. place bounties on pirates for private citizens to collect and a flip-side, unofficial support/bounties for private citizens in harassing and pirating enemy empire trade ships.


I love this idea and it has got me all excited imagining ways the world could be made more teeming and alive. I love the fact that the private citizens do their business by themselves. Here are some futher ideas for fleshing out the going-ons inside your nation, and are all probably too far-fetched to be anything other than a wet dream. They also only effect the player in a convoluted way, so they're not 'important' either:

-I totally agree on the private citizens being able to organize their own defence. But it should also depend on/reflect your government type. If you are running things by military law, it should be reflected in the ships your private citizens are rescricted to. (security would be a strictly military affair)
It should also reflect the demand for protection (if the surrounding space is dangerous or not), and what they can afford. If you're running a less tyrannical affair, and civilians have more open access to weapons there should be...

-Crime. Perhaps this could be linked to corruption, but your own empire should be able to have its own underworld too. If they get cocky enough private ships should be able to form their own pirate bases under your nose. It would simply be another aspect to think about alongside the current resource juggling. If you /are/ running a military dictatorship, then rebellions would probably be the concern replacing this. As I understand it rebellions can already happen, but only result in refusing to pay taxes. (correct me if I'm wrong!) It would be nice if they could claim space ports (and quickly try to amass a fleet to oppose you/to make their own base elsewhere) or hi-jack ships ala my feature wish above. Criminals and rebels could start their operations covertly under the guise of private citizens, and not be revealed to you unless you take measures to do so. (intelligence?)

-It would be nice to be able click on a private ship and find out information about it, and how they feel about the way you are running things/if business is tough. (sort of like... say... themepark) Things could be made more personal if details were added, like what private company they belong to/or if they are freelance, what goods they deal in, things like this. This wouldn't neccessarily mean simulating an entire market and all its individual enterprises, although that would be totally awesome, but it could generalise and generate on demand to reflect your resources/race/what-not. (and still hopefully be useful information).

(in reply to Ranbir)
Post #: 45
RE: Master Wishlist Thread - 3/29/2010 6:09:17 AM   
n01487477


Posts: 4713
Joined: 2/21/2006
Status: offline
Having only played for a short while - the patch should solve that dilemma

And some of this is beyond the immediate future and maybe I'm looking for another game (or making my own), but I did really like the fact that in X2/X3, you could set patrol orders and waypoints / actions and see the production paradigm and plan around it - automate your fleet and watch the show / jump in when required.

So - I'd also like to see more about the economy, primary goods being turned into secondary etc, shortages and requirements... as colonies expand and thrive, new production processes and abilities.

At present all enterprise is left up to private corporations ... so I'd like:
A few public enterprises as well (goverment sponsored - in the English sense of "public"), with another game within a game of making, planning and producing goods / trading with 3rd parties.

Anyway, I guess this is a wish list rather than what might be ...

Anyway Eliott - good job mate ... And I hope the word gets out on this little gem you've made.

_____________________________

-Damian-
EconDoc
TrackerAE
Tutes&Java

(in reply to Pita)
Post #: 46
RE: Master Wishlist Thread - 3/29/2010 6:34:38 AM   
Journier

 

Posts: 46
Joined: 3/28/2010
Status: offline
quote:


3. Not a beta observation I found it really really hard to control my operations in the mid to end game I kept wanting to de clutter the map and suppress merchant ships, tankers, miners, automated patrol ships etc All I wanted to see was my fleets, enemy fleets and stars with a decent mouseover to tell me what was there would really help command and control if we could de sensitize the map for these things as it quickly became a war game later on


I have to agree with this as well.

You have NO idea whats going on in the galaxy map late game, For example



a filter ruleset would fix this easily, let the private industry be private if you want. Out of site out of mind.

(in reply to Andy Mac)
Post #: 47
RE: Master Wishlist Thread - 3/29/2010 6:42:14 AM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
Status: offline
Oh, I have more :)

- Hitting "a" will not just cause a ship to be set to "Auto", but instead it switches the status, setting a ships from "Auto" to "Manual" / "Manual" to "Auto"
- Hitting "a" should also work on spaceports, resulting in spaceports that are set to "Manual" producing ships that are set to "Manual" from the beginning, instead of setting them to "Auto" by default

- Ships can be designed as "Tankers", refueling other ships from fuel stored in their cargo bay or in their fuel cells (or in a newly introduced component)
- Tankers that are set to auto will look for ships that are running out of fuel and fill them back up, until they need to go back to a stationary post to refill their supply

< Message edited by impact -- 3/29/2010 6:45:36 AM >

(in reply to 4xfan)
Post #: 48
RE: Master Wishlist Thread - 3/29/2010 7:22:56 AM   
Gertjan

 

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Journier, I agree it looks nice all those private ships on the large map, but you need to be able to filter it.

(in reply to impact)
Post #: 49
Annoyances, Bugs and Wishes on First Look - 3/29/2010 10:24:50 AM   
sbach2o

 

Posts: 377
Joined: 3/26/2010
Status: offline
Very late edit: My initial list was a jumble of bug reports and actual wishes. I trimmed everything out which clearly was not belonging here. Also everything that has been to my knowledge fixed until path 1.0.3.

Game Startup

* The 'Game Menu' application shouldn't allow multiple instances of DW be started.

* Intro movies should also be skippable by keypress, at least ESC or the spacebar.

Game Menu Issue(s)

* 'Save as' should probably issue a prompt before overwriting a save game. Possible exception being the autosave feature.
When I do a 'save as', the game suggests a filename with the in-game date tacked on, which is swell. When I simply 'save', it saves over the last slot, making the tacked on date (given that I accepted that name format) bogus, which is annoying.

Game Play

* Acquired ship designs (from abandoned ships and bases) should probably kept completely separate from those created by you or the auto-designer and not show up in the planet and star port build menus by default. It would still be nice to have the ability to adopt such designs as buildable, but only per explicit command.

* I like the default sort orders in the ship designs list, or the components lists (both available and for a ship) when in the actual designer. After manually changing the sort order, I don't know how to get it back to the default (short of restarting the game). Also, after path 1.0.3. the sort order in the 'all non-obsolete ship' listing of designs is different from the 'show lates only' list. I'd like an option to restore the sort order to that default in 'show latest only'

* I'd love it if the ships dialog remembered some of its settings like the last value selected in the filter. Better even, the last selected ship.

* From a band of pirates that joined me I also got a space station design that had too few crew quarters and life support modules to be valid. It had a space yard but insufficient support to build new ships although it could serve as a repair yard. It let me order new ships, without being able to build them, though.
However, if transportation could also haul the finished components for ships to the yard, what I saw as a potential design flaw, could've been another side effect of the transportation AI failing. I'd still love it if the pirate bases were a little more general purpose.

* Giving orders to a particular ship that is buried in a heap of other ships can be fiddly. It would be nice to have an area on the ships/colony details pane that gives access to the right-click menu on ships (and colonies too, for consistency).

* Pirate Bases or abandoned Mining Stations that turn over to you should preferably be fully functional. I had a Pirate Base without the factories to actually build new ships and Mining Bases that provide back story often do not sit over an asteroid with minable resources.

* The ship design editor should let us filter the ship graphics by the respective set when selecting an image. Right now the list we're getting is just too long for my taste.

* Finally, espionage issues: More feedback about what successful espionage missions actually do. When I get the message that theft of technology in some area was successful, I cannot discern any benefit to me. I'd like some pointers about what was actually affected, maybe including an indication of how much.
That also relates to sabotage missions, IIRC (I think there was no hint as to what had been smashed or whatever).


< Message edited by sbach2o -- 4/13/2010 3:01:18 PM >

(in reply to Erik Rutins)
Post #: 50
RE: Master Wishlist Thread - 3/29/2010 10:24:53 AM   
Krasny

 

Posts: 303
Joined: 7/3/2003
Status: offline
A minor feature request:

I find ships using hyperdrive in system to be rather unappealing, so could we have a "No Hyperdrive In System" option?

I think it would be reasonably easy to implement, either by making hyperdrive work over a minimum distance, or make hyperdrive stop working within a given radius of a star.

And autorefuel options please!

< Message edited by Krasny -- 3/29/2010 11:40:50 AM >

(in reply to Gertjan)
Post #: 51
RE: Master Wishlist Thread - 3/29/2010 11:27:26 AM   
KonkeyDong

 

Posts: 8
Joined: 3/27/2010
Status: offline
Mostly UI-related suggestions: (part 1)

- UI is too tiny on high resolutions. That makes the font hard to read and eyes move a lot.
- Diagonal scrolling is choppy.
- Selections of ships don't take orders well (e.g. Refuel, Patrol, etc.)
- Can't go to saved selections of ships (Ctrl + #) by double-tapping the corresponding key.
- Explore -> this system should let the exploration ship check out planets that were not in scanning range of the resource sensors.
- Enhanced tooltips on hover over resources in selection screen. Should display empire-wide supply, demand and sources to judge if it's a good idea to build a mining station there.
- Left-click away from a context menu should not de-select the ship.
- Separate ambient sound effect volume from UI Audio Feedback.
- Changing a name of anything in a screen and pressing Enter should update the screen.
- Construction Yard Screen: Tooltip over ship icon should tell your the class and name.
- Ships being built should be colored when their progress is halted. Yellow: Resources not available at construction site, Red: No stockpile and no sources in the entire empire.
- Ships still being built should have an icon next to the name to make easy distinction possible. For example a Hammer.
- MiniMap: Cyan of Ice Planets and Green of Continental Planets are too similar (in my eyes)
- Let automated ships remember threats at specific planets, gas clouds and asteroid fields. They flee, only to try again later.

Will update later.

(in reply to Erik Rutins)
Post #: 52
RE: Master Wishlist Thread - 3/29/2010 11:46:49 AM   
neofit

 

Posts: 44
Joined: 2/20/2002
Status: offline

I won't repeat what others have listed, many good suggestions here though. Here are mine:

- The Esc key MUST close the currently open window. Isn't that the default in ALL Windows applications? That's what god created it for: to close the current window. Currently it opens the Options menu instead. My suggestion: the Esc closes all open windows and open the Options menu when no other window is open. If one NEEDS to save the game for instance and keep his F7 window open, Ctl-Esc could used to call the Options window from anywhere. But please, not the Esc key which, not sure I mentioned it, should only close windows :).

- Since you haven't reinvented the wheel and are apparently using "reskinned" Windows' windows, may I suggest to remove the 'non-resizable' and 'non-movable' flags? Maybe the 'modal' flag too, so we can have many windows open at once?

- The ability to rename a whole system. Say I start in "Weirdsystemname" with planets "Weirdsystemname 1-10". I'd love the ability to rename the system to "Sol" and have, in all the planet names, the string "Weirdsystemname*" replaced by "Sol".

- Change the way moons are named at the start of the game. A moon named "YK905" tells nothing, but "<Systemname> <planetname> <planetpos> <moonname>" would be better imho. There are too many moons to rename by hand in this game.

- As I've said in another thread and other people have suggested here: more detailed economic data. When my econmy tanks I want to know why. You're wasting precious screen space with useless stuff like the private sector maintenance expenses which we can do nothing about, replace it with something useful.

- Please add graphs with historical data for the abovementioned detailed metrics: how did my maintenance expenses change in the last month, year, 10 years, from the start?


(in reply to Krasny)
Post #: 53
RE: Master Wishlist Thread - 3/29/2010 12:08:24 PM   
DavidR


Posts: 200
Joined: 5/25/2002
From: Derby, England
Status: offline
The ability to instruct Mining Ships ( especially Gas Mining Ships ) what to mine if a race is short of a specific resource which is stalling construction.

DavidR

(in reply to neofit)
Post #: 54
RE: Master Wishlist Thread - 3/29/2010 12:43:24 PM   
neofit

 

Posts: 44
Joined: 2/20/2002
Status: offline
quote:

ORIGINAL: DavidR
The ability to instruct Mining Ships ( especially Gas Mining Ships ) what to mine if a race is short of a specific resource which is stalling construction.

I think we are not supposed to be able to do that by design, it's a job for the private sector. What we can do is instruct a state shipbuilder to build a mine on a planet which resources we need, that will send the private sector ships a strong suggestion to start servicing it.

(in reply to DavidR)
Post #: 55
RE: Master Wishlist Thread - 3/29/2010 1:19:11 PM   
Davor

 

Posts: 1019
Joined: 3/24/2010
Status: offline
I guess this would be for an expansion instead of an update. I would love to have more control in combat. Right now, My fleet is small, all of 5 ships. I would like the ability to tell them to do tricks or tactics or manouvers or what not. Say target engines only, or shields only or even weapons only. Maybe once shields and engines are disabled to have boarding parties. Maybe even use tractor beams or what not.

Also I was in my first combat, I saw all the shields depleted but the enemy ship was still there. WTF?! I was puzzled. Then I noticed there was no indicator for armour and when the ship was about to explode. Maybe this can be put in there as well.

Sorry for posting all over the place. I have a bad memory, and when I play the game, I always get new ideas and want to post them while they are still fresh in my mind.

(in reply to neofit)
Post #: 56
RE: Master Wishlist Thread - 3/29/2010 2:07:17 PM   
DavidR


Posts: 200
Joined: 5/25/2002
From: Derby, England
Status: offline
neofit,

The reason is that the Gas Mining Ships are just stupid ( e.g. my colonies have no Argon so most construction is halted. The Gas Mining Ships instead of heading to an Argon Field to collect Argon , insist on mining a Hydrogen Gas field of which I have suffient supplies.)

There needs to be an override for emergency supplies.

DavidR

(in reply to neofit)
Post #: 57
RE: Master Wishlist Thread - 3/29/2010 2:21:10 PM   
Davor

 

Posts: 1019
Joined: 3/24/2010
Status: offline
New idea after reading a post here. Since we can't control what the private sector ships do, what about if we tax them? By that I mean, say what ever they bring, if we tax them, we get more product or same product and or more money, but with higher and higher taxes, the private sector ships can bail, and give the stuff to other races or leave our empire and work for others. Less taxes, we get either less product, or same product but less money then, and they might work faster and less chance of them deserting.

I didn't know this, but I thought when mining it mines everything on a planet, not just one at a time.

(in reply to DavidR)
Post #: 58
RE: Master Wishlist Thread - 3/29/2010 2:22:26 PM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
Status: offline
And a little bit more:

- AI management in options should include "Build Bases and Mines" (Manually, Suggest, Auto)
- When set to manual, constructors (even if set to auto) won't build stuff without you ordering them to
- Constructors on Auto should, when they are idle, go and repair ships and bases that are damaged, as well as rebuild bases that were lost in a recent attack (takes some of the micromanagement off your hands, but maybe you should check if the location is clear of enemy ships first)

(in reply to DavidR)
Post #: 59
RE: Master Wishlist Thread - 3/29/2010 2:34:29 PM   
ShadowB


Posts: 57
Joined: 8/14/2004
From: Buenos Aires, Argentina
Status: offline
This might be a complicated suggestion, but the game needs some performance optimization. Zooming and even some window loading feels sluggish when it shouldn't. Sometimes even scrolling is choppy.

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

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

(in reply to Litjan)
Post #: 60
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